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  1. Syphon Mind Magic Cards

    Each other player discards a card. You draw a card for each card discarded this way.

    4 Mana Value Sorcery common Marvel Super Heroes Commander
  2. Lethal Scheme Magic Cards

    Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)

    4 Mana Value Instant rare Marvel Super Heroes Commander
  3. Choose a creature type. Destroy all creatures that aren't of the chosen type.

    7 Mana Value Sorcery rare Marvel Super Heroes Commander
  4. At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)

    3 Mana Value Enchantment rare Marvel Super Heroes Commander
  5. Create a token that's a copy of target creature you control, except it isn't legendary. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

    5 Mana Value Sorcery rare Marvel Super Heroes Commander
  6. Arcane Denial Magic Cards

    Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep.

    2 Mana Value Instant common Marvel Super Heroes Commander
  7. Tragic Arrogance Magic Cards

    For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.

    5 Mana Value Sorcery rare Marvel Super Heroes Commander
  8. Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.

    5 Mana Value Sorcery rare Marvel Super Heroes Commander
  9. Ingenious Smith Magic Cards

    When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn.

    2 Mana Value 1 Power 1 Toughness Creature — Human Artificer uncommon Marvel Super Heroes Commander
  10. Generous Gift Magic Cards

    Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.

    3 Mana Value Instant uncommon Marvel Super Heroes Commander
  11. Folk Hero Magic Cards

    Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."

    2 Mana Value Legendary Enchantment — Background mythic Marvel Super Heroes Commander
  12. Dismantling Wave Magic Cards

    For each opponent, destroy up to one target artifact or enchantment that player controls. Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.) When you cycle this card, destroy all artifacts and enchantments.

    3 Mana Value Sorcery rare Marvel Super Heroes Commander
  13. Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls.

    3 Mana Value Sorcery rare Marvel Super Heroes Commander
  14. The Great Mound Magic Cards

    {T}: Add {C}. {3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {6}, {T}: Draw a card.

    0 Mana Value Land rare Marvel Super Heroes Commander
  15. Flying Whenever a player casts a spell, if it isn't that player's turn, choose one — • Put a +1/+1 counter on Vision. • Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)

    4 Mana Value 3 Power 3 Toughness Legendary Artifact Creature — Robot Hero rare Marvel Super Heroes Commander
  16. Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card." Equip {3}

    4 Mana Value Artifact — Equipment rare Marvel Super Heroes Commander
  17. Trample Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {2}: This Vehicle gets +1/+0 until end of turn. Crew 2

    4 Mana Value 6 Power 6 Toughness Artifact — Vehicle rare Marvel Super Heroes Commander
  18. Flying, menace, trample When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls. Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

    7 Mana Value 7 Power 7 Toughness Legendary Artifact Creature — Robot Vil… rare Marvel Super Heroes Commander
  19. When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {6}, {T}: Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.)

    4 Mana Value Artifact rare Marvel Super Heroes Commander
  20. {2}, {T}: Exile target card from an opponent's graveyard. If it's a creature card, draw a card. At the beginning of your upkeep, if there are four or more creature cards exiled with this artifact, flip a coin. If you lose the flip, sacrifice this artifact and return a card exiled with it at random to its owner's hand.

    2 Mana Value Artifact rare Marvel Super Heroes Commander