Marvel Super Heroes

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The Mind Stone Indestructible {T}: Add {W}. {5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.) ∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.

The Mind Stone

Mjölnir, Hammer of Thor When Mjölnir enters, it deals 4 damage to up to one target creature. Double all damage equipped creature would deal. Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.) {2}{R}, Discard this card: It deals 2 damage to each creature.

Mjölnir, Hammer of Thor

The Ten Rings Your maximum hand size is ten. At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference.

The Ten Rings

Ultron, Artificial Malevolence Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types.

Ultron, Artificial Malevolence

Thor, God of Thunder Flying When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card. Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target.

Thor, God of Thunder

Cosmic Cube Ward {2} Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.

Cosmic Cube

King T'Challa // Black Panther, Hope Enduring Flash Whenever a player draws their second card each turn, you draw a card. {4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. // Flash Double strike Prevent all damage that would be dealt to Black Panther. Whenever Black Panther deals combat damage to a player, draw a card.

King T'Challa // Black Panther, Hope Enduring

Jennifer Walters // The Sensational She-Hulk Your opponents can't cast spells during your turn. {3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. // Reach, trample Your opponents can't cast spells during your turn. Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn.

Jennifer Walters // The Sensational She-Hulk

Shang-Chi, Master of Kung Fu You may activate abilities of creatures you control as though those creatures had haste. {T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources.

Shang-Chi, Master of Kung Fu

Tony Stark // The Invincible Iron Man {1}, {T}: 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. {4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. // Flying, haste At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man.

Tony Stark // The Invincible Iron Man

Namor the Sub-Mariner Flying Namor's power is equal to the number of Merfolk you control. Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens.

Namor the Sub-Mariner

Bruce Banner // The Incredible Hulk {X}{X}, {T}: Draw X cards. Activate only as a sorcery. {2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. // Reach, trample Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase.

Bruce Banner // The Incredible Hulk

M.O.D.O.K. Flying, lifelink Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Designed Only for Killing — Creatures your opponents control get -1/-1.

M.O.D.O.K.

Iron Man Armor When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1 and has flying. {2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn. Equip {2}

Iron Man Armor

Captain America, Super-Soldier First strike Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.) As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof.

Captain America, Super-Soldier

Doctor Doom When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot. As long as you control an artifact creature or a Plan, Doctor Doom has indestructible. At the beginning of your end step, you draw a card and lose 1 life.

Doctor Doom

The Unbeatable Squirrel Girl Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token. I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control.

The Unbeatable Squirrel Girl

Dark Fortress {T}: Add {C}. {T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land.

Dark Fortress

Hidden Lair {T}: Add {C}. {T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land.

Hidden Lair

Loki, God of Mischief Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn.

Loki, God of Mischief

Gleaming Bastion {T}: Add {C}. {T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land.

Gleaming Bastion

Gathering Place {T}: Add {C}. {T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land.

Gathering Place

Black Widow, Super Spy Menace Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell.

Black Widow, Super Spy

Training Compound {T}: Add {C}. {T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land.

Training Compound

Thanos, the Mad Titan Deathtouch, lifelink Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.)

Thanos, the Mad Titan

The Coming of Galactus (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Destroy up to one target nonland permanent. II, III — Each opponent loses 2 life. IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land."

The Coming of Galactus

Avengers Assemble! Flash Heroes you control get +2/+2. At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card.

Avengers Assemble!

Multiversal Incursion For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary.

Multiversal Incursion

Monica Rambeau // Photon, Living Light Flying, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) {2}{R}{W}{W}: Transform Monica Rambeau. Activate only as a sorcery. // Flying, hexproof, prowess Whenever you cast a noncreature spell, put a +1/+1 counter on each other creature you control.

Monica Rambeau // Photon, Living Light

Earth's Mightiest Heroes Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.) Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard.

Earth's Mightiest Heroes

Mole Man, Moloid Master You may play lands from your graveyard. Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card."

Mole Man, Moloid Master

Arc Reactor Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) This artifact enters tapped. {T}: Add {C}{C}{C}.

Arc Reactor

Captain Marvel, Earth's Protector Flash Flying, lifelink Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)

Captain Marvel, Earth's Protector

Avengers Disassembled Choose one or both — • Avengers Disassembled deals 3 damage to each creature. • Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.

Avengers Disassembled

Captain America's Shield Indestructible Equipped creature gets +0/+8 and has vigilance. Whenever equipped creature attacks, tap target creature defending player controls. Equip {2}

Captain America's Shield

Hex Magic Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.

Hex Magic

World War Hulk (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The next red or green creature spell you cast this turn can be cast without paying its mana cost. II — Put three +1/+1 counters on target creature you control. III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.

World War Hulk

Super-Soldier Serum Enchant creature Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types. Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it.

Super-Soldier Serum

The Wondrous Wasp Flash Flying Wasp's Sting — When The Wondrous Wasp enters, tap up to one target creature. It loses all abilities for as long as The Wondrous Wasp remains on the battlefield.

The Wondrous Wasp

The Vision Flying, vigilance Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn — • Solar Beam — The Vision gains double strike until end of turn. • Density Control — The Vision gains indestructible until end of turn. • Technopathy — Draw a card.

The Vision

The Serpent Society Deathtouch Ward—Get five poison counters. (A player with ten or more poison counters loses the game.) Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice.

The Serpent Society

Kang the Conqueror Flying Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Kang the Conqueror

Castle Doom {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast an artifact spell. {3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery.

Castle Doom

Taskmaster, Mercenary Mimic Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature.

Taskmaster, Mercenary Mimic

The Scarlet Witch Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power.

The Scarlet Witch

The Sentry, Golden Guardian Flying, vigilance, indestructible When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able."

The Sentry, Golden Guardian

The Mighty Thor, Jane Foster Flying Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control. Whenever an Equipment you control enters, draw a card.

The Mighty Thor, Jane Foster

Pym Particles Target creature gains vigilance until end of turn and can't be blocked this turn. Draw a card.

Pym Particles

Ares, God of War Ares attacks each combat if able. Whenever an attacking creature you control dies, return that card to its owner's hand.

Ares, God of War

Ironheart, Clever Champion Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Flying Noncreature spells you cast have improvise.

Ironheart, Clever Champion

The Astonishing Ant-Man Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man. {2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens.

The Astonishing Ant-Man

Wolverine, Fierce Fighter Haste When Wolverine enters, he fights up to one other target creature. If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed.

Wolverine, Fierce Fighter

Epic Fight Choose one or both — • Double target creature's power and toughness until end of turn. • Target creature you control fights target creature an opponent controls.

Epic Fight

Shuri, Wakandan Inventor Artifact spells you cast cost {1} less to cast. {1}, {T}: Target artifact you control becomes a copy of a second target artifact you control until end of turn, except it isn't legendary. Activate only as a sorcery.

Shuri, Wakandan Inventor

Storm, Windrider Flying Creatures with flying can't attack you or block creatures you control. Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn.

Storm, Windrider

Captain America, Wings of Freedom Flying, first strike, ward {1} Whenever Captain America attacks, each other Hero you control gets +X/+X until end of turn, where X is Captain America's toughness.

Captain America, Wings of Freedom

Red Hulk Reach, trample Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target.

Red Hulk

Super-Adaptoid Super-Adaptoid's power is equal to the number of legendary creatures you control. Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance.

Super-Adaptoid

Baron Helmut Zemo Whenever you cast a black spell from your hand, Baron Helmut Zemo connives. Boast — Exile any number of black cards from your graveyard with fifteen or more black mana symbols among their mana costs: Copy those exiled cards. You may cast up to three of the copies without paying their mana costs. (Activate only if this creature attacked this turn and only once each turn.)

Baron Helmut Zemo

Cloak and Dagger, Entwined Deathtouch, lifelink When Cloak and Dagger enter, choose target opponent and up to one target creature they control. They reveal their hand. You may exile a nonland card from their hand or the chosen creature until Cloak and Dagger leave the battlefield.

Cloak and Dagger, Entwined

Construct a Cosmic Cube Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment. When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.)

Construct a Cosmic Cube

Daredevil, Man Without Fear Vigilance, haste Radar Sense — You may look at the top card of your library any time. Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn.

Daredevil, Man Without Fear

Elektra, Daughter of the Hand Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.) When Elektra enters, destroy target creature an opponent controls with power 3 or less.

Elektra, Daughter of the Hand

Fin Fang Foom Flying Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom.

Fin Fang Foom

Heroic Feast When this enchantment enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you gain life, choose up to that many target creatures you control. Put a +1/+1 counter on each of them.

Heroic Feast

Agent Phil Coulson Vigilance {T}: Put a +1/+1 counter on each other Hero you control.

Agent Phil Coulson

Alien Invasion At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment.

Alien Invasion

Doom Reigns Supreme Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment. When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs.

Doom Reigns Supreme

Quicksilver, Brash Blur If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield. Haste Power-up — {4}{R}: Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Quicksilver, Brash Blur

Super-Skrull Flying {2}{W}: Create a 0/4 colorless Wall creature token with defender. {3}{G}: Super-Skrull gets +4/+4 until end of turn. {4}{R}: Super-Skrull deals 4 damage to target creature. {5}{U}: Target player draws four cards.

Super-Skrull

Captain America, Living Legend Vigilance Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it.

Captain America, Living Legend

Hawkeye, Young Avenger Reach If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, instead it deals that much damage plus X, where X is Hawkeye's power.

Hawkeye, Young Avenger

Leader, Super-Genius If a creature you control would connive, instead you draw a card, then that creature connives. At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)

Leader, Super-Genius

Vision Quest Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle.

Vision Quest

Winter Soldier, Icy Assassin Vigilance, menace Winter Soldier gets +2/+0 for each Equipment attached to him. {3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.)

Winter Soldier, Icy Assassin

Attuma, Atlantean Warlord Other Merfolk you control get +1/+1. Whenever one or more Merfolk you control attack a player, draw a card.

Attuma, Atlantean Warlord

Moon Girl and Devil Dinosaur Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample. Whenever an artifact you control enters, draw a card. This ability triggers only once each turn.

Moon Girl and Devil Dinosaur

Scientist Supreme of A.I.M. Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.)

Scientist Supreme of A.I.M.

Hawkeye, Master Marksman First strike, reach Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many. • Net — Target creature can't block this turn. • Explosive — Hawkeye deals 2 damage to target player. • Boomerang — Discard a card, then draw a card.

Hawkeye, Master Marksman

Hawkeye's Bow Equipped creature gets +1/+0 and has reach. Whenever equipped creature becomes tapped, it deals 1 damage to each opponent. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Hawkeye's Bow

Nick Fury, Agent of S.H.I.E.L.D. Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Nick Fury, Agent of S.H.I.E.L.D.

Origin of the Avengers (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card. III — Put a +1/+1 counter on each creature you control.

Origin of the Avengers

Doc Samson, Super Psychiatrist If you would put one or more counters on a permanent you control, put that many plus one of each of those kinds of counters on that permanent instead. {T}: Add X mana of any one color, where X is Doc Samson's power.

Doc Samson, Super Psychiatrist

Iron Man, Master of Machines Flying, vigilance Iron Man gets +1/+0 for each other artifact you control. Whenever Iron Man attacks, if an artifact entered the battlefield under your control this turn, draw a card.

Iron Man, Master of Machines

Loki Laufeyson {1}, {T}: When you next cast an instant or sorcery spell with mana value less than or equal to Loki's power this turn, copy that spell. You may choose new targets for the copy. Power-up — {4}{R}: Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Loki Laufeyson

Super Intelligence Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player draws a card.

Super Intelligence

Armor Wars (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may draw a card for each artifact you control. If you do, each opponent draws a card. II — Artifact spells you cast this turn cost {1} less to cast. III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control.

Armor Wars

Avengers: Under Siege (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two 2/1 black Villain creature tokens with menace. II — This Saga deals 2 damage to each non-Villain creature and each opponent. III — Create a Treasure token for each Villain you control.

Avengers: Under Siege

Claim the Kingdom Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control and a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control.

Claim the Kingdom

Mister Fantastic, Reed Richards Reach Whenever one or more tokens you control enter, you may draw a card.

Mister Fantastic, Reed Richards

The Super Hero Civil War (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield. II — Creatures you control get +1/+1 and gain vigilance until end of turn. III — Target creature you control fights up to one other target creature.

The Super Hero Civil War

Thunderbolts Conspiracy Flash Whenever a Villain you control dies, return it to the battlefield under its owner's control with a finality counter on it. That creature is a Hero in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.)

Thunderbolts Conspiracy

Invisible Woman, Sue Storm Lifelink Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender.

Invisible Woman, Sue Storm

Ms. Marvel, Kamala Khan Vigilance, reach You have no maximum hand size. Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand."

Ms. Marvel, Kamala Khan

Surveillance Room When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {C}. {1}, {T}: Add one mana of any color.

Surveillance Room

The Kingpin of Crime Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power.

The Kingpin of Crime

Training Regimen Creatures you control with +1/+1 counters on them have trample. At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.

Training Regimen

Baxter Building {T}: Add {C}. {4}, {T}: Add four mana in any combination of colors. {4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater.

Baxter Building

Hell's Kitchen This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {R}.

Hell's Kitchen

H.E.R.B.I.E. Scout Unit Flying When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped.

H.E.R.B.I.E. Scout Unit

Ka-Zar of the Savage Land You may look at the top card of your library any time. You may play lands from the top of your library. When Ka-Zar enters, create Zabu, a legendary 2/2 green Cat creature token with "Landfall — Whenever a land you control enters, put a +1/+1 counter on Zabu."

Ka-Zar of the Savage Land

Secret Invasion Enchant creature you control When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield. Enchanted creature has ward {2}.

Secret Invasion

Worlds Within Worlds Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds.

Worlds Within Worlds

Lightning Strike Lightning Strike deals 3 damage to any target.

Lightning Strike

Night Nurse, Healer of Heroes Flash Lifelink When Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand.

Night Nurse, Healer of Heroes

Political Triumph Whenever a creature you control enters, scry 1 and put a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it, draw a card, and put a +1/+1 counter on each creature you control.

Political Triumph

The Ruinous Wrecking Crew The Ruinous Wrecking Crew enters with X +1/+1 counters on it. When The Ruinous Wrecking Crew enters, choose up to X — • Discard a card, then draw a card. • Target opponent loses 2 life. • Destroy target token. • Each player sacrifices a creature of their choice.

The Ruinous Wrecking Crew

Thor Odinson Flying, vigilance, prowess, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn twice.)

Thor Odinson

Echo, Perceptive Prodigy Vigilance {1}, {T}: Copy target activated or triggered ability you control from a creature source. You may choose new targets for the copy. (Mana abilities can't be targeted.)

Echo, Perceptive Prodigy

Killmonger, Scourge of Wakanda When Killmonger enters, you may sacrifice another creature. When you do, destroy target nonland permanent an opponent controls. As long as there are two or more creature cards in your graveyard, Killmonger gets +2/+1.

Killmonger, Scourge of Wakanda

Photon Blast Barrage When you cast this spell, copy it X times. You may choose new targets for the copies. Photon Blast Barrage deals 1 damage to target creature.

Photon Blast Barrage

Ant-Man, Colony Commander Whenever Ant-Man attacks, you may pay {1}. When you do, put a +1/+1 counter on target creature. Whenever you put a +1/+1 counter on a creature, create a 1/1 green Insect creature token. This ability triggers only once each turn.

Ant-Man, Colony Commander

Call Damage Control Choose up to two. Return those cards from your graveyard to your hand. • Target artifact card. • Target creature card. • Target enchantment card. • Target land card.

Call Damage Control

Falcon's Wing Harness When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+1 and has flying and ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {2}{U} ({2}{U}: Attach to target creature you control. Equip only as a sorcery.)

Falcon's Wing Harness

Go Nuts! Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature an opponent controls.

Go Nuts!

Iron Lad, Diverging Destiny Flying, vigilance You may look at the top card of your library any time. {T}: Reveal the top card of your library. If it's an artifact card, draw a card.

Iron Lad, Diverging Destiny

Plains ({T}: Add {W}.)

Plains

Spider-Man, To the Rescue Flash Vigilance, reach No One Dies! — When Spider-Man enters, you may tap him. When you do, another target nonattacking creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)

Spider-Man, To the Rescue

The Masters of Evil Other Villains you control get +2/+1. {1}{B}, Discard this card: Search your library for a Plan card, reveal it, put it into your hand, then shuffle.

The Masters of Evil

Tigra, Feline Fury Flash Trample Whenever you gain life, put a +1/+1 counter on Tigra.

Tigra, Feline Fury

Too Evil to Stay Dead Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose target creature card in your graveyard with mana value 4 or less. If this spell was cast using teamwork, instead choose target creature card in your graveyard. Return the chosen card to the battlefield.

Too Evil to Stay Dead

Villainous Hideout {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source. {3}, {T}: Target Villain you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)

Villainous Hideout

Absorbing Man Vigilance At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance.

Absorbing Man

Crossbones, Malicious Mercenary Deathtouch Whenever another Villain you control enters, put a +1/+1 counter on Crossbones. He deals 2 damage to each opponent. This ability triggers only once each turn.

Crossbones, Malicious Mercenary

Kang, Temporal Tyrant Whenever Kang attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life.

Kang, Temporal Tyrant

Kid Loki Each creature you control that you've put one or more +1/+1 counters on this turn has hexproof. Whenever you draw your second card each turn, put a +1/+1 counter on Kid Loki.

Kid Loki

Mister Hyde, Monster Within At the beginning of your upkeep, choose one — • Put a +1/+1 counter on Mister Hyde. • Remove a counter from a creature you control. If you do, draw a card.

Mister Hyde, Monster Within

Misty Knight, Hero for Hire {2}, {T}, Discard a card: Draw a card for each card you've discarded this turn.

Misty Knight, Hero for Hire

Subterranean Cavern This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {G}.

Subterranean Cavern

Abomination, Terrifying Titan Trample Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Abomination, Terrifying Titan

Avengers Tower {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source. {4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Avengers Tower

Dark Deed Target creature gets -4/-4 until end of turn.

Dark Deed

Death to Our Enemies Whenever you cast a noncreature spell, create a tapped Treasure token and put a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets.

Death to Our Enemies

Giant Growth Target creature gets +3/+3 until end of turn.

Giant Growth

Hulk, Gamma Goliath Reach, trample Power-up abilities of other creatures you control cost {3} less to activate. Power-up — {6}{R}{G}: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Hulk, Gamma Goliath

HYDRA Assault Robot Whenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent.

HYDRA Assault Robot

Machinesmith Automaton Trample Whenever another artifact you control enters, put a +1/+1 counter on this creature.

Machinesmith Automaton

Madame Masque When Madame Masque enters, she connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)

Madame Masque

Moonstone, Harsh Mistress Flying Whenever you discard a card, you may exile that card from your graveyard. If you do, until the end of your next turn, you may play that card.

Moonstone, Harsh Mistress

Okoye, Dora Milaje Leader When Okoye enters, create two 1/1 white Soldier creature tokens. Attacking creature tokens you control have first strike.

Okoye, Dora Milaje Leader

Wiccan, Rising Magician Flying Whenever you cast a noncreature spell, exile another target nonland, nontoken permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.

Wiccan, Rising Magician

Asgardian Citadel This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}.

Asgardian Citadel

HULK SMASH! Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Destroy target noncreature artifact. • Target creature you control deals damage equal to its power to target creature an opponent controls.

HULK SMASH!

Pet Avengers Reach Power-up — {6}{G}: Put a +1/+1 counter on this creature and create a 3/2 white Hero creature token with vigilance. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)

Pet Avengers

Pym Technologies This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}.

Pym Technologies

Restorative Technique Target player gains 2 life, then searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put a +1/+1 counter on up to one target creature.

Restorative Technique

Robot Domination Whenever one or more creature cards are put into your graveyard from anywhere, you draw a card, lose 1 life, and put a plan counter on this enchantment. When the third plan counter is put on this enchantment, sacrifice it and create three 2/2 colorless Robot Villain artifact creature tokens.

Robot Domination

Spider-Woman, Secret Agent Flash When Spider-Woman enters, tap target creature an opponent controls. That creature can't become untapped for as long as you control Spider-Woman.

Spider-Woman, Secret Agent

Team Tactics Teamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.) Target creature gains double strike until end of turn. If this spell was cast using teamwork, that creature also gains trample until end of turn.

Team Tactics

The Thing, Ben Grimm Trample Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing.

The Thing, Ben Grimm

Thirst for Knowledge Draw three cards. Then discard two cards unless you discard an artifact card.

Thirst for Knowledge

U.S.Agent, John Walker When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}. Attach it to U.S.Agent.

U.S.Agent, John Walker

White Widow, Free Agent When White Widow enters, choose one — • Put a +1/+1 counter on each of up to two target creatures. • Return target artifact or enchantment card from your graveyard to your hand.

White Widow, Free Agent

Colleen Wing, Street Samurai Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Colleen Wing. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Colleen Wing, Street Samurai

Hulkling, Burgeoning Bruiser Vigilance Whenever another creature you control enters, if it has greater power or toughness than Hulkling, put a +1/+1 counter on Hulkling.

Hulkling, Burgeoning Bruiser

Mountain ({T}: Add {R}.)

Mountain

Stark Industries This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}.

Stark Industries

Stature, Size Shifter Stature can't be blocked if her power is 1 or less. Power-up — {X}{U}{U}: Put X +1/+1 counters on Stature. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)

Stature, Size Shifter

Super Villain Lockup Flash When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.

Super Villain Lockup

Viv Vision, Teen Synthezoid Flying Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater. Power-up — {7}: Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)

Viv Vision, Teen Synthezoid

War Machine, Legacy of Iron Flying At the beginning of combat on your turn, another target creature you control gets +X/+0 until end of turn, where X is War Machine's power.

War Machine, Legacy of Iron

We Say Thee Nay! Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Counter target spell unless its controller pays {2}. Counter that spell unless its controller pays {4} instead if this spell was cast using teamwork.

We Say Thee Nay!

Wonder Man, Hollywood Hero Flying Each power-up ability of permanents you control can be activated an additional time. Power-up — {5}{R}{R}: Put two +1/+1 counters on Wonder Man. (Activate each power-up ability only . . . once? Reduce the cost by his mana cost if he entered this turn.)

Wonder Man, Hollywood Hero

A.I.M. Labs This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {B}.

A.I.M. Labs

Ant-Man's Army When this creature enters, create a Food token or a Treasure token. (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Ant-Man's Army

Baron Strucker, HYDRA Overlord Villain spells you cast cost {1} less to cast. Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)

Baron Strucker, HYDRA Overlord

Black Widow, Double Agent Deathtouch Whenever a creature you control attacks alone, it gains first strike and menace until end of turn. (It can't be blocked except by two or more creatures.)

Black Widow, Double Agent

Captain Mar-Vell, Space-Born Flying, vigilance Cosmic Awareness — As long as an opponent has cast a spell this turn, you may cast spells as though they had flash.

Captain Mar-Vell, Space-Born

Grim Reaper, Lethal Legionnaire Whenever Grim Reaper attacks, you may pay {3}{B}. When you do, return target creature card from your graveyard to the battlefield tapped and attacking with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)

Grim Reaper, Lethal Legionnaire

Human Torch, Johnny Storm Flying Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent. Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Human Torch, Johnny Storm

Mockingbird, Ace Agent Double strike Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Mockingbird.

Mockingbird, Ace Agent

Serpent Specialist Deathtouch Power-up — {3}{G}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)

Serpent Specialist

She-Hulk, Jade Defender Reach, trample Power-up — {4}{G}{G}: Destroy up to one target artifact or enchantment. Put a +1/+1 counter on She-Hulk. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)

She-Hulk, Jade Defender

S.H.I.E.L.D. Flying Car Flash Flying When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. Crew 1

S.H.I.E.L.D. Flying Car

Stolen Stark Tech Flash When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Equipped creature gets +1/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Stolen Stark Tech