The Mind StoneIndestructible
{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 ThorWhen 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 RingsYour 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 MalevolenceWhenever 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 ThunderFlying
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 CubeWard {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 EnduringFlash
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-HulkYour 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 FuYou 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-MarinerFlying
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 ArmorWhen 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-SoldierFirst 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 DoomWhen 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 GirlDo 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 MischiefWhenever 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 SpyMenace
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 TitanDeathtouch, 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 IncursionFor 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 LightFlying, 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 HeroesTeamwork 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 MasterYou 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 ReactorImprovise (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 ProtectorFlash
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 DisassembledChoose 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 ShieldIndestructible
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 MagicExile 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 SerumEnchant 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 WaspFlash
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 VisionFlying, 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 SocietyDeathtouch
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 ConquerorFlying
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 MimicPhotographic 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 WitchInstant 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 GuardianFlying, 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 FosterFlying
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 ParticlesTarget creature gains vigilance until end of turn and can't be blocked this turn.
Draw a card.
Pym Particles
Ares, God of WarAres 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 ChampionImprovise (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-ManWhenever 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 FighterHaste
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 FightChoose 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 InventorArtifact 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, WindriderFlying
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 FreedomFlying, 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 HulkReach, 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-AdaptoidSuper-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 ZemoWhenever 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, EntwinedDeathtouch, 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 CubeWhenever 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 FearVigilance, 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 HandSneak {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 FoomFlying
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 FeastWhen 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 CoulsonVigilance
{T}: Put a +1/+1 counter on each other Hero you control.
Agent Phil Coulson
Alien InvasionAt 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 SupremeWhenever 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 BlurIf 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-SkrullFlying
{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 LegendVigilance
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 AvengerReach
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-GeniusIf 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 QuestSearch 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 AssassinVigilance, 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 WarlordOther 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 DinosaurWhenever 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 MarksmanFirst 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 BowEquipped 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 PsychiatristIf 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 MachinesFlying, 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 IntelligenceEnchant 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 KingdomLandfall — 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 RichardsReach
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 ConspiracyFlash
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 StormLifelink
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 KhanVigilance, 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 RoomWhen 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 CrimeExtort (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 RegimenCreatures 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 KitchenThis 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 UnitFlying
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 LandYou 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 InvasionEnchant 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 WorldsExile 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 StrikeLightning Strike deals 3 damage to any target.
Lightning Strike
Night Nurse, Healer of HeroesFlash
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 TriumphWhenever 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 CrewThe 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 OdinsonFlying, vigilance, prowess, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn twice.)
Thor Odinson
Echo, Perceptive ProdigyVigilance
{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 WakandaWhen 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 BarrageWhen 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 CommanderWhenever 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 ControlChoose 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 HarnessWhen 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 DestinyFlying, 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 RescueFlash
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 EvilOther 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 FuryFlash
Trample
Whenever you gain life, put a +1/+1 counter on Tigra.
Tigra, Feline Fury
Too Evil to Stay DeadTeamwork 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 ManVigilance
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 MercenaryDeathtouch
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 TyrantWhenever 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 LokiEach 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 WithinAt 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 CavernThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {G}.
Subterranean Cavern
Abomination, Terrifying TitanTrample
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 DeedTarget creature gets -4/-4 until end of turn.
Dark Deed
Death to Our EnemiesWhenever 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 GrowthTarget creature gets +3/+3 until end of turn.
Giant Growth
Hulk, Gamma GoliathReach, 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 RobotWhenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent.
HYDRA Assault Robot
Machinesmith AutomatonTrample
Whenever another artifact you control enters, put a +1/+1 counter on this creature.
Machinesmith Automaton
Madame MasqueWhen 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 MistressFlying
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 LeaderWhen Okoye enters, create two 1/1 white Soldier creature tokens.
Attacking creature tokens you control have first strike.
Okoye, Dora Milaje Leader
Wiccan, Rising MagicianFlying
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 CitadelThis 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 AvengersReach
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 TechnologiesThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {U}.
Pym Technologies
Restorative TechniqueTarget 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 DominationWhenever 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 AgentFlash
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 TacticsTeamwork 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 GrimmTrample
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 KnowledgeDraw three cards. Then discard two cards unless you discard an artifact card.
Thirst for Knowledge
U.S.Agent, John WalkerWhen 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 AgentWhen 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 SamuraiWhenever 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 BruiserVigilance
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 IndustriesThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {R}.
Stark Industries
Stature, Size ShifterStature 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 LockupFlash
When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.
Super Villain Lockup
Viv Vision, Teen SynthezoidFlying
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 IronFlying
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 HeroFlying
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. LabsThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}.
A.I.M. Labs
Ant-Man's ArmyWhen 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 OverlordVillain 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 AgentDeathtouch
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-BornFlying, 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 LegionnaireWhenever 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 StormFlying
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 AgentDouble strike
Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Mockingbird.
Mockingbird, Ace Agent
Serpent SpecialistDeathtouch
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 DefenderReach, 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 CarFlash
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 TechFlash
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.)