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  1. Trample Other Heroes you control have trample. Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it.

    6 Mana Value 5 Power 5 Toughness Legendary Creature — Gamma Hero rare Marvel Super Heroes Commander
  2. Whenever you attack, goad target creature an opponent controls. It can't block this turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever one or more goaded creatures deal combat damage to one of your opponents, create a Treasure token.

    3 Mana Value 2 Power 4 Toughness Legendary Creature — Human Artificer Vi… rare Marvel Super Heroes Commander
  3. Flying Whenever Photon deals combat damage to a player, add that much mana of any one color. Until end of turn, you don't lose this mana as steps and phases end.

    4 Mana Value 2 Power 4 Toughness Legendary Creature — Human Hero rare Marvel Super Heroes Commander
  4. Loki's Scepter Magic Cards

    When Loki's Scepter enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it becomes a Villain in addition to its other types and gains haste. {T}: Add one mana of any color.

    3 Mana Value Legendary Artifact rare Marvel Super Heroes Commander
  5. Living Laser Magic Cards

    Haste Whenever Living Laser attacks, for each card you've discarded this turn, create a token that's a copy of Living Laser, except the token isn't legendary. The tokens enter tapped and attacking. Exile the tokens at the beginning of the next end step.

    5 Mana Value 4 Power 4 Toughness Legendary Creature — Elemental Villain rare Marvel Super Heroes Commander
  6. Whenever you cast your first instant, sorcery, or Villain spell each turn, exile it, then exile cards from the top of your library until you exile a nonland card. Lady Loki deals damage to each opponent equal to the difference between that spell's mana value and that nonland card's mana value. You may cast that card without paying its mana cost.

    6 Mana Value 5 Power 5 Toughness Legendary Creature — God Sorcerer Villa… rare Marvel Super Heroes Commander
  7. Trample Whenever Killmonger attacks, he gets +1/+0 until end of turn for each artifact defending player controls. Whenever Killmonger deals combat damage to a player, that player sacrifices an artifact of their choice and you create a Treasure token.

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Human Villain rare Marvel Super Heroes Commander
  8. Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Batroc enters with a +1/+1 counter on him for each time he was kicked. When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked.

    2 Mana Value 2 Power 2 Toughness Legendary Creature — Human Villain rare Marvel Super Heroes Commander
  9. At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a Treasure token. Sense the Good — At the beginning of your end step, each player gains control of all creatures they own.

    2 Mana Value 0 Power 4 Toughness Legendary Creature — Human Artificer rare Marvel Super Heroes Commander
  10. Deathtouch Whenever you play a card from exile, Klaw gains indestructible until end of turn. Whenever Klaw deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play it for as long as it remains exiled. Mana of any type can be spent to cast a spell this way.

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Elemental Rogue Vi… rare Marvel Super Heroes Commander
  11. Flying Whenever a creature you control connives, put a +1/+1 counter on each Villain you control.

    3 Mana Value 2 Power 2 Toughness Legendary Artifact Creature — Human Vil… rare Marvel Super Heroes Commander
  12. For each opponent, you create a 2/1 black Villain creature token with menace. Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand.

    4 Mana Value Sorcery rare Marvel Super Heroes Commander
  13. Flying, deathtouch Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards. Crew 3

    5 Mana Value 5 Power 5 Toughness Legendary Artifact — Vehicle rare Marvel Super Heroes Commander
  14. Age of Ultron Magic Cards

    (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, destroy up to one target nonartifact creature that player controls. II — For each opponent, you create a 2/2 colorless Robot Villain artifact creature token. III — Artifact creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on each of them.

    5 Mana Value Enchantment — Saga rare Marvel Super Heroes Commander
  15. Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost.

    2 Mana Value Sorcery rare Marvel Super Heroes Commander
  16. Professor Hulk Magic Cards

    Trample Whenever Professor Hulk deals combat damage to a player, draw that many cards.

    6 Mana Value 6 Power 6 Toughness Legendary Creature — Gamma Scientist He… rare Marvel Super Heroes Commander
  17. Vigilance At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn.

    2 Mana Value 1 Power 1 Toughness Legendary Creature — Inhuman Dog Hero rare Marvel Super Heroes Commander
  18. Kang Dynasty Magic Cards

    (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — For each opponent, tap up to one target creature that player controls. Goad those creatures. Until your next turn, whenever any of those creatures deals combat damage to a player, draw a card. III — Target creature you control gets +1/+1 until end of turn for each card in your hand and can't be blocked this turn.

    4 Mana Value Enchantment — Saga rare Marvel Super Heroes Commander
  19. Flying Whenever you draw a card, put a +1/+1 counter on target creature. Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)

    4 Mana Value 2 Power 2 Toughness Legendary Artifact Creature — Human Hero rare Marvel Super Heroes Commander
  20. Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo.

    3 Mana Value 2 Power 2 Toughness Legendary Creature — Human Noble Villain rare Marvel Super Heroes Commander