Cockatrice/Magic-Spoiler
2026-06-09 02:33:24 (UTC)
https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/MSC.xml
MSC
Marvel Super Heroes Commander (Spoiler)
Commander
2026-06-26
20
A.I.M. Bot
Flying (This creature can't be blocked except by creatures with flying or reach.)
U
Artifact Creature — Robot Villain
Creature
3
2U
2/3
MSC
2
Accelerated Evolution
Flash
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +2/+2.
G
Enchantment — Aura
Enchantment
3
2G
MSC
1
Advancing the Spirit
When this enchantment enters, draw a card.
You may pay {0} rather than pay the power-up cost of the first power-up ability you activate during each of your turns.
G
Enchantment
Enchantment
3
2G
MSC
1
Alex Wilder, Runaway
Whenever Alex Wilder or another creature you control enters, if you cast it from anywhere other than your hand, it gets +2/+0 and gains haste until end of turn.
Escape—{2}{R}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
R
Legendary Creature — Human Hero Villain
Creature
2
1R
1/3
MSC
2
Alien Symbiosis
Enchant creature
Enchanted creature gets +1/+1, has menace, and is a Symbiote in addition to its other types.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs.
B
Enchantment — Aura
Enchantment
2
1B
MSC
1
Amazing Spider-Girl
Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.)
Flying, vigilance
W
Legendary Creature — Spider Human Hero
Creature
5
3WW
5/4
MSC
2
Ant-Man's Air Force
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever this creature attacks, up to one target creature gets -1/-0 until end of turn.
U
Creature — Insect
Creature
2
1U
2/1
MSC
2
Ant-Man, Elusive Avenger
Ant-Man can't be blocked by creatures with greater power.
Whenever Ant-Man deals combat damage to a player, create that many Treasure tokens.
RU
Legendary Creature — Human Rogue Hero
Creature
3
1UR
1/2
MSC
2
Ant-Man, Reformed Rogue
Whenever you cast a green spell, Ant-Man gets +1/+0 and gains trample until end of turn.
Whenever you cast a blue spell, Ant-Man gets -1/-0 until end of turn and can't be blocked this turn.
Whenever Ant-Man deals combat damage to a player, draw a card.
GU
Legendary Creature — Human Rogue Hero
Creature
3
2G/U
2/3
MSC
2
Ant-Man, Scott Lang
{4}: Put a +1/+1 counter on Ant-Man.
W
Legendary Creature — Human Hero
Creature
2
1W
2/2
MSC
2
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
U
Instant
Instant
2
1U
MSC
3
Arcane Signet
{T}: Add one mana of any color in your commander's color identity.
Artifact
Artifact
2
2
MSC
1
Armed Assailant
Deathtouch
As long as this creature is equipped, it gets +2/+0 and has menace. (It can't be blocked except by two or more creatures.)
B
Creature — Human Villain
Creature
3
2B
1/3
MSC
2
Asgardian Inspiration
Exile the top card of your library. You may play it this turn.
Whenever a source you control deals noncombat damage to an opponent, you may pay {2}. If you do, return this card from your graveyard to your hand.
R
Sorcery
Sorcery
1
R
MSC
3
Astonishing Spider-Man
Reach
Whenever Astonishing Spider-Man attacks, you may discard your hand. If you do, draw a card for each card you've discarded this turn.
RU
Legendary Creature — Spider Human Hero
Creature
4
2U/RU/R
4/4
MSC
2
Atlantean Skirmisher
Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
U
Creature — Merfolk Rogue
Creature
2
1U
1/2
MSC
2
Atlas, Sizable Stooge
Reach (This creature can block creatures with flying.)
Whenever Atlas attacks or blocks, you gain 1 life for each creature you control with power 4 or greater.
BG
Legendary Creature — Human Villain
Creature
4
2B/GB/G
5/4
MSC
2
Aunt May
Whenever another creature you control enters, you gain 1 life. If it's a Spider, put a +1/+1 counter on it.
W
Legendary Creature — Human Citizen
Creature
1
W
0/2
MSC
2
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
W
Sorcery
Sorcery
6
4WW
MSC
3
Avenge
This spell costs {2} less to cast if a player attacked you during their last turn.
Destroy all creatures. You gain 1 life for each creature destroyed this way.
W
Sorcery
Sorcery
6
4WW
MSC
3
Avengers Quinjet
Flying
Whenever this Vehicle enters or attacks, choose one —
• You may put a Hero creature card from your hand onto the battlefield.
• Return target Hero creature card from your graveyard to your hand.
Crew 3
Artifact — Vehicle
Artifact
5
5
4/4
MSC
1
Bastion Protector
Commander creatures you control get +2/+2 and have indestructible.
W
Creature — Human Soldier
Creature
3
2W
3/3
MSC
2
Beast Mode
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 gets +2/+2 and gains trample until end of turn. Also put a +1/+1 counter on that creature if this spell was cast using teamwork.
G
Instant
Instant
2
1G
MSC
3
Big Bertha
Vigilance
Big Bertha enters with X +1/+1 counters on her.
{1}{G}, {T}: Put a +1/+1 counter on Big Bertha.
G
Legendary Creature — Mutant Hero
Creature
1
XG
1/1
MSC
2
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
R
Instant
Instant
4
3R
MSC
3
Big Wheel
Trample
When this Vehicle enters, you may discard a card. If you do, draw a card.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
R
Artifact — Vehicle
Artifact
3
2R
4/4
MSC
1
Bionic Blow
Target creature you control gets +X/+0 until end of turn. Then it deals damage equal to its power to up to one other target creature.
R
Sorcery
Sorcery
2
XRR
MSC
3
Black Panther, Claws of Bast
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever a creature you control attacks alone, put a +1/+1 counter on it.
W
Legendary Creature — Human Warrior Hero
Creature
3
2W
3/3
MSC
2
Black Panther, Most Dangerous
Whenever Black Panther is dealt damage, he deals that much damage to any other target.
Power-up — {5}{W}{W}: Put two +1/+1 counters on Black Panther. Other creatures you control get +2/+2 until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
W
Legendary Creature — Human Warrior Hero
Creature
3
2W
3/3
MSC
2
Black Tom Cassidy
{T}: Add {G}. If you control another Mutant, you gain 1 life.
G
Legendary Creature — Mutant Villain
Creature
2
1G
1/3
MSC
2
Black Widow, Agile Avenger
Menace
Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card.
RW
Legendary Creature — Human Spy Hero
Creature
3
1RW
2/2
MSC
2
Black Widow, Daring Operative
Menace (This creature can't be blocked except by two or more creatures.)
When Black Widow enters, mill three cards. (Put the top three cards of your library into your graveyard.)
Whenever Black Widow deals combat damage to a player, each opponent loses life equal to the number of creature cards in your graveyard.
B
Legendary Creature — Human Spy Hero
Creature
5
4B
3/4
MSC
2
Black Widow, Deadly Hunter
Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, you draw a card and lose 1 life.
B
Legendary Creature — Human Assassin Hero
Creature
3
2B
3/3
MSC
2
Black Widow, Natasha Romanoff
R
Legendary Creature — Human Assassin Hero
Creature
2
1R
2/2
MSC
2
Blue Marvel, Adam Brashear
Flying (This creature can't be blocked except by creatures with flying or reach.)
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you draw your second card each turn, put a +1/+1 counter on Blue Marvel.
U
Legendary Creature — Human Scientist Hero
Creature
5
3UU
3/5
MSC
2
Blur of Heroism
When this enchantment enters, draw a card.
You may cast Hero spells as though they had flash.
W
Enchantment
Enchantment
3
2W
MSC
1
Bob, Reluctant HYDRA Agent
Whenever Bob attacks alone, return him to his owner's hand. If you do, each opponent loses 2 life and you gain 2 life.
B
Legendary Creature — Human Coward Villain
Creature
2
1B
2/2
MSC
2
Boomerang, Blade Flinger
Whenever Boomerang attacks, he deals 1 damage to each opponent and you gain 1 life.
B
Legendary Creature — Human Villain
Creature
2
1B
1/3
MSC
2
Brawn, Amadeus Cho
When Brawn enters, draw a card.
Power-up — {4}g/u}: Put a +1/+1 counter on Brawn for each card in your hand. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
GU
Legendary Creature — Gamma Scientist Hero
Creature
2
1G/U
1/1
MSC
2
Bucky Barnes, Eager Ally
Vigilance
When Bucky Barnes dies, look at the top four cards of your library. You may reveal an Equipment, Hero, or Soldier card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
W
Legendary Creature — Human Soldier Hero
Creature
2
1W
2/2
MSC
2
Bushmaster, Coiled Henchman
Deathtouch
Each other creature you control with a +1/+1 counter on it has deathtouch.
G
Legendary Creature — Snake Human Villain
Creature
2
1G
2/1
MSC
2
Captain America's Motorcycle
Flash
When this Vehicle enters, target creature or Vehicle gets +2/+0 until end of turn.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
R
Artifact — Vehicle
Artifact
2
1R
3/1
MSC
1
Captain America, Liberator
When Captain America enters, you may search your library for an Equipment card with mana value 3 or less, put it onto the battlefield, then shuffle.
Whenever Captain America attacks, for each Equipment attached to him, create a 1/1 white Soldier creature token.
W
Legendary Creature — Human Soldier Hero
Creature
5
3WW
5/5
MSC
2
Captain America, Skybound
Flying, vigilance
Battalion — Whenever Captain America and at least two other creatures attack, put a +1/+1 counter on each attacking creature. They gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
W
Legendary Creature — Human Soldier Hero
Creature
5
3WW
3/5
MSC
2
Captain America, Steve Rogers
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever Captain America attacks, put a +1/+1 counter on another target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
W
Legendary Creature — Human Soldier Hero
Creature
5
3WW
4/4
MSC
2
Captain America, Team Leader
Whenever another Hero you control enters, it gains vigilance and haste until end of turn. Put a +1/+1 counter on that Hero and a +1/+1 counter on Captain America.
RUW
Legendary Creature — Human Soldier Hero
Creature
3
URW
3/3
MSC
2
Captain America, Team Leader
Whenever another Hero you control enters, it gains vigilance and haste until end of turn. Put a +1/+1 counter on that Hero and a +1/+1 counter on Captain America.
RUW
Legendary Creature — Human Soldier Hero
Creature
3
URW
3/3
MSC
2
Captain Marvel, Apex Avenger
Flying, double strike, indestructible
Whenever you put one or more counters on another creature, if it's not a Kree, you may put the same number and kind of counters on Captain Marvel.
RW
Legendary Creature — Human Kree Hero
Creature
7
5RW
4/4
MSC
2
Captain Marvel, Shooting Star
Flying
Whenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power.
Whenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power.
W
Legendary Creature — Human Kree Hero
Creature
7
5WW
6/6
MSC
2
Captain's Defense
Target blocking creature gets +2/+2 until end of turn.
Draw a card.
W
Instant
Instant
1
W
MSC
3
Chase Stein, Runaway
{T}, Discard a card: Exile the top card of your library. Until the end of your next turn, you may play that card.
R
Legendary Creature — Human Hero
Creature
2
1R
2/2
MSC
2
Citizen V, Helmut Zemo
Lifelink
Whenever you gain life, put a +1/+1 counter on each Villain you control.
B
Legendary Creature — Human Noble Villain
Creature
3
2B
2/2
MSC
2
City Pigeon
Flying
When this creature leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
W
Creature — Bird
Creature
1
W
1/1
MSC
2
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}.
Land
Land
0
MSC
0
Coastal Peak
({T}: Add {U} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Island Mountain
Land
0
MSC
0
Collector's Case
When this artifact enters, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
{3}{U}, {T}: Tap target creature.
U
Artifact
Artifact
2
1U
MSC
1
Colossal Collision
Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
G
Sorcery
Sorcery
4
3G
MSC
3
Colossus, Steel Stalwart
During your turn, Colossus has indestructible. (Damage and effects that say "destroy" don't destroy him.)
Other Mutants you control get +1/+1.
G
Legendary Creature — Mutant Hero
Creature
5
4G
4/5
MSC
2
Command Tower
{T}: Add one mana of any color in your commander's color identity.
Land
Land
0
MSC
0
Common Crook
When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
B
Creature — Human Rogue Villain
Creature
2
1B
2/2
MSC
2
Commune with Dinosaurs
Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
G
Sorcery
Sorcery
1
G
MSC
3
Concentrated Fire
Concentrated Fire deals 5 damage to target creature.
R
Instant
Instant
4
3R
MSC
3
Contract Hero
When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever this creature attacks, you may sacrifice an artifact or discard a card. If you do, this creature gets +2/+0 until end of turn.
R
Creature — Human Mercenary Hero
Creature
3
2R
2/3
MSC
2
Costume Closet
This artifact enters with two +1/+1 counters on it.
{T}: Move a +1/+1 counter from this artifact onto target creature you control. Activate only as a sorcery.
Whenever a modified creature you control leaves the battlefield, put a +1/+1 counter on this artifact. (Equipment, Auras you control, and counters are modifications.)
W
Artifact
Artifact
2
1W
MSC
1
Count Nefaria
This spell costs {3} less to cast if you've sacrificed a permanent this turn.
Flying
B
Legendary Creature — Human Villain
Creature
7
6B
6/6
MSC
2
Criminal Enterprise
When this enchantment enters, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Whenever a Villain you control dies, this enchantment deals 1 damage to each opponent and you gain 1 life.
B
Enchantment
Enchantment
3
2B
MSC
1
Crimson Cowl, Master of Evil
Whenever one or more nontoken Villains you control attack a player, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
B
Legendary Creature — Human Villain
Creature
3
2B
1/3
MSC
2
Crimson Operative
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.
R
Artifact Creature — Human Villain
Creature
4
3R
3/2
MSC
2
Crossover Collaboration
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.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast using teamwork, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
R
Instant
Instant
3
2R
MSC
3
Daily Bugle Newspaper
{2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Artifact
Artifact
2
2
MSC
1
Daily Bugle Reporters
When this creature enters, choose one —
• Puff Piece — Put a +1/+1 counter on each of up to two target creatures.
• Investigative Journalism — Return target creature card with mana value 2 or less from your graveyard to your hand.
W
Creature — Human Citizen
Creature
4
3W
2/3
MSC
2
Daredevil's Billy Club
When this Equipment enters, it deals 2 damage to any target and 1 damage to you.
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
R
Artifact — Equipment
Artifact
2
1R
MSC
1
Daredevil, Fearless Fighter
Whenever a source you control deals damage to you, Daredevil deals that much damage to target opponent.
Whenever Daredevil attacks, exile the top card of your library. Daredevil deals damage to you equal to that card's mana value. You may play it this turn.
R
Legendary Creature — Human Hero
Creature
3
2R
3/3
MSC
2
Dark Ritual
Add {B}{B}{B}.
B
Instant
Instant
1
B
MSC
3
Darwin, Adaptive Mutant
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Remove two +1/+1 counters from Darwin: He gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.)
G
Legendary Creature — Mutant Hero
Creature
2
1G
2/1
MSC
2
Daughter of the Deep
Whenever you draw your second card each turn, create a 1/1 blue Merfolk creature token.
{U}, {T}: Target Merfolk can't be blocked this turn.
U
Creature — Merfolk Noble
Creature
2
1U
2/1
MSC
2
Deadly Dispute
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
B
Instant
Instant
2
1B
MSC
3
Destroy Evil
Choose one —
• Destroy target creature with toughness 4 or greater.
• Destroy target enchantment.
W
Instant
Instant
2
1W
MSC
3
Devil Dinosaur
Trample
Other Dinosaurs you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
G
Legendary Creature — Dinosaur
Creature
4
2GG
5/5
MSC
2
Director Nick Fury
Hero spells you cast cost {1} less to cast.
Whenever you attack, look at the top four cards of your library. You may reveal a Hero card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
RUW
Legendary Creature — Human Spy Hero
Creature
3
URW
2/4
MSC
2
Dismantling Wave
For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments.
W
Sorcery
Sorcery
3
2W
MSC
3
Dismissive Denial
Counter target spell.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
U
Instant
Instant
4
2UU
MSC
3
Doc Ock's Henchmen
Flash
Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
U
Creature — Human Villain
Creature
3
2U
2/1
MSC
2
Doc Ock, Sinister Scientist
As long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8.
As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.)
U
Legendary Creature — Human Scientist Villain
Creature
5
4U
4/5
MSC
2
Doctor Doom, King of Latveria
Whenever you discard one or more land cards, each opponent loses 2 life.
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
BRU
Legendary Creature — Human Noble Villain
Creature
4
1UBR
3/3
MSC
2
Doctor Doom, King of Latveria
Whenever you discard one or more land cards, each opponent loses 2 life.
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
BRU
Legendary Creature — Human Noble Villain
Creature
4
1UBR
3/3
MSC
2
Doctor Doom, Unrivaled
Lifelink
{T}: You draw a card and lose 1 life. Then if your library has no cards in it, you win the game. (You win even if you have 0 life or didn't draw a card.)
B
Legendary Creature — Human Sorcerer Villain
Creature
4
2BB
4/4
MSC
2
Doctor Jane Foster
Vigilance (Attacking doesn't cause this creature to tap.)
When Doctor Jane Foster enters, return target creature card with mana value 3 or less from your graveyard to your hand. If you gained life this turn, return that card to the battlefield instead.
W
Legendary Creature — Human Doctor
Creature
4
3W
2/3
MSC
2
Doctor Spectrum
Flying
When Doctor Spectrum enters, choose one —
• Create a 0/4 colorless Wall creature token with defender.
• Put a +1/+1 counter on each other Hero you control.
• Destroy target enchantment.
W
Legendary Creature — Human Hero
Creature
5
3WW
3/3
MSC
2
Doctor Strange, Surgeon
Lifelink
If you would gain life, you gain twice that much life instead.
At the beginning of each combat, if you have at least 10 life more than your starting life total, creatures you control get +2/+2 and gain vigilance until end of turn.
W
Legendary Creature — Human Doctor Hero
Creature
5
4W
2/5
MSC
2
Donald Blake, Guise of Thor
Lifelink
Power-up — {4}{W}{W}: Put two +1/+1 counters and a flying counter on Donald Blake. He becomes a God Warrior Hero. (He loses all other creature types. Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
W
Legendary Creature — Human Doctor
Creature
2
1W
1/3
MSC
2
Doom Blade
Destroy target nonblack creature.
B
Instant
Instant
2
1B
MSC
3
Doom's Servo-Guards
When this creature enters, you gain 2 life and mill two cards. (Put the top two cards of your library into your graveyard.)
B
Artifact Creature — Robot Villain
Creature
2
1B
2/2
MSC
2
Doombot Harbinger
Flying
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
When this creature dies, you may exile this card. When you do, return target creature card from your graveyard to your hand.
B
Artifact Creature — Robot Villain
Creature
3
2B
2/1
MSC
2
Doomfall
Choose one —
• Target opponent exiles a creature they control.
• Target opponent reveals their hand. You choose a nonland card from it. Exile that card.
B
Sorcery
Sorcery
3
2B
MSC
3
Doomsday
Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up.
B
Sorcery
Sorcery
3
BBB
MSC
3
Door of Destinies
As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact.
Artifact
Artifact
4
4
MSC
1
Doorman
{T}: Until end of turn, target creature can't be blocked by creatures with power 2 or less and/or Walls.
G
Legendary Creature — Mutant Hero
Creature
2
1G
2/3
MSC
2
Eerie Gravestone
When this artifact enters, draw a card.
{1}{B}, Sacrifice this artifact: Mill four cards. You may put a creature card from among them into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Artifact
Artifact
2
2
MSC
1
Elektra, Femme Fatale
When Elektra enters, you may have her deal 2 damage to you. When you do, she deals 4 damage to target creature.
R
Legendary Creature — Human Assassin Hero
Creature
4
3R
3/2
MSC
2
Everett K. Ross, Hapless Attaché
Commander creatures you control get +1/+1 and have lifelink.
Whenever an opponent attacks you with two or more creatures, draw a card.
W
Legendary Creature — Human Advisor
Creature
3
2W
1/3
MSC
2
Exotic Orchard
{T}: Add one mana of any color that a land an opponent controls could produce.
Land
Land
0
MSC
0
Experimental Armor
Equipped creature gets +1/+1 and has flying and haste. (It can't be blocked except by creatures with flying or reach. It can attack and {T} as soon as it comes under your control.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
R
Artifact — Equipment
Artifact
3
2R
MSC
1
Extremis Elite
Power-up — {4}{R}: Put two +1/+1 counters on this creature. It deals 1 damage to any target. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
R
Creature — Human Mercenary Villain
Creature
2
1R
2/2
MSC
2
Falcon and Redwing
Flying
Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing.
W
Legendary Creature — Human Bird Hero
Creature
3
2W
1/2
MSC
2
Falcon, Joaquin Torres
Flying, lifelink
Battalion — Whenever Falcon and at least two other creatures attack, put a +1/+1 counter on him and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
W
Legendary Creature — Bird Human Hero
Creature
3
2W
2/2
MSC
2
Fall to Earth
Exile target creature. Each player gains 3 life.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
W
Instant
Instant
5
4W
MSC
3
Fantastic Bounce
This spell costs {2} less to cast if it targets a tapped creature.
Return target nonland permanent to its owner's hand.
Draw a card.
U
Sorcery
Sorcery
4
3U
MSC
3
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
G
Sorcery
Sorcery
2
1G
MSC
3
Fellwar Stone
{T}: Add one mana of any color that a land an opponent controls could produce.
Artifact
Artifact
2
2
MSC
1
Feral Ferocity
Target creature gets +4/+4 until end of turn.
G
Instant
Instant
2
1G
MSC
3
Firebird, Blazing Ranger
Flying
Whenever Firebird attacks, other attacking creatures get +X/+0 until end of turn, where X is Firebird's power.
R
Legendary Creature — Human Ranger Hero
Creature
3
2R
1/3
MSC
2
Fixer, Techno Terror
{T}, Pay 2 life: Draw a card. Activate only if an artifact entered under your control this turn.
B
Legendary Creature — Human Artificer Villain
Creature
2
1B
2/1
MSC
2
Flash Thompson, Spider-Fan
Flash
When Flash Thompson enters, choose one or both —
• Heckle — Tap target creature.
• Hero Worship — Untap target creature.
W
Legendary Creature — Human Citizen
Creature
2
1W
2/2
MSC
2
Flatman
Origami-Fu — {2}{G}: Switch Flatman's power and toughness until end of turn.
G
Legendary Creature — Mutant Hero
Creature
4
3G
1/10
MSC
2
Flora Colossus
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Flora Colossus's power and toughness are each equal to the number of lands you control.
G
Creature — Treefolk
Creature
7
5GG
*/*
MSC
2
Flying Drone
Flying, vigilance
{1}{U}, {T}: Draw a card, then discard a card. This ability costs {1}{U} less to activate if another creature with flying entered under your control this turn.
U
Artifact Creature — Robot Scout
Creature
2
1U
1/2
MSC
2
Flying Octobot
Flying
Whenever another Villain you control enters, put a +1/+1 counter on this creature. This ability triggers only once each turn.
U
Artifact Creature — Robot Villain
Creature
2
1U
1/1
MSC
2
Foggy Nelson, On Retainer
Flash
When Foggy Nelson enters, put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
W
Legendary Creature — Human Advisor
Creature
3
2W
1/3
MSC
2
Fogwell's Gym
{T}: Add {R}. This land deals 1 damage to you.
{2}{R}, {T}, Discard a card: Draw a card.
Land
Land
0
MSC
0
Folk Hero
Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."
W
Legendary Enchantment — Background
Enchantment
2
1W
MSC
1
Frostboil Snarl
As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}.
Land
Land
0
MSC
0
Furious Strength
Enchant creature
Enchanted creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.)
R
Enchantment — Aura
Enchantment
3
2R
MSC
1
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}.
Land
Land
0
MSC
0
Gallant Citizen
When this creature enters, draw a card.
GW
Creature — Human Citizen
Creature
2
G/WG/W
1/1
MSC
2
Gamma Grotesque
Vigilance (Attacking doesn't cause this creature to tap.)
Power-up — {4}{G}{G}: Put three +1/+1 counters on this creature. Then draw a card for each creature you control with a counter on it. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
G
Creature — Gamma Horror Villain
Creature
3
2G
3/3
MSC
2
General Thunderbolt Ross
First strike
Battalion — Whenever General Thunderbolt Ross and at least two other creatures attack, attacking creatures get +1/+0 until end of turn.
W
Legendary Creature — Human Soldier
Creature
1
W
1/1
MSC
2
Gert and Old Lace, Runaways
Trample (This creature can deal excess combat damage to the player they're attacking.)
When Gert and Old Lace enter, you may discard a card. If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
GR
Legendary Creature — Human Dinosaur Hero
Creature
3
2R/G
4/3
MSC
2
Giant-Man, Gargantuan Genius
Reach
At the beginning of your first main phase, add {G} for each creature you control with power 4 or greater.
G
Legendary Creature — Human Scientist Hero
Creature
5
3GG
6/6
MSC
2
Gift of Immortality
Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step.
W
Enchantment — Aura
Enchantment
3
2W
MSC
1
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}.
Land
Land
0
MSC
0
Glamorous Grapplers
Menace (This creature can't be blocked except by two or more creatures.)
B
Creature — Human Performer Villain
Creature
4
3B
3/3
MSC
2
Glittering Massif
({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Mountain Plains
Land
0
MSC
0
Goliath, Mass Manipulator
Reach (This creature can block creatures with flying.)
Power-up — {4}{G}: Put two +1/+1 counters on Goliath. Then draw a card for each creature you control with power 4 or greater. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
G
Legendary Creature — Human Scientist Hero
Creature
2
1G
2/2
MSC
2
Grapeshot
Grapeshot deals 1 damage to any target.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
R
Sorcery
Sorcery
2
1R
MSC
3
Graviton, Fundamental Force
Whenever you draw your second card each turn, choose one —
• Target creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
• Tap target creature.
U
Legendary Creature — Human Villain
Creature
3
2U
3/3
MSC
2
Green Goblin, Back for More
Flying, menace
At the beginning of combat on your turn, you may discard a card. If you do, each opponent discards a card.
Mayhem {3}{B}{B} (You may cast this card from your graveyard for {3}{B}{B} if you discarded it this turn. Timing rules still apply.)
B
Legendary Creature — Goblin Human Villain
Creature
5
3BB
4/4
MSC
2
Grim Reaper's Scythe
Whenever one or more creature cards leave your graveyard, create a 2/2 black Zombie creature token.
{3}{B}, {T}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.)
B
Legendary Artifact
Artifact
3
2B
MSC
1
HYDRA Disintegrator
When this Equipment enters, create a 2/1 black Villain creature token with menace, then attach this Equipment to it. (A creature with menace can't be blocked except by two or more creatures.)
Equipped creature gets +3/+3.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
B
Artifact — Equipment
Artifact
5
4B
MSC
1
Hammerhead, Maggia Boss
Sacrifice another creature or artifact: Put a +1/+1 counter on Hammerhead.
B
Legendary Creature — Human Rogue Villain
Creature
2
1B
2/1
MSC
2
Happy Hogan, Bodyguard
Vigilance
When Happy Hogan enters, the owner of target creature an opponent controls puts it into their library second from the top or on the bottom.
U
Legendary Creature — Human Advisor
Creature
6
5U
3/3
MSC
2
Happy Hogan, Dauntless Driver
R
Legendary Creature — Human Pilot
Creature
1
R
2/1
MSC
2
Happy Hogan, Dauntless Driver
R
Legendary Creature — Human Pilot
Creature
1
R
2/1
MSC
2
Hatut Zeraze Strike Force
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
When this creature enters, destroy up to one target artifact or enchantment.
W
Creature — Human Spy Warrior
Creature
4
3W
2/2
MSC
2
Hawkeye's Shot
This spell costs {2} less to cast if it targets a tapped creature.
Exile target creature.
W
Sorcery
Sorcery
5
4W
MSC
3
Hawkeye, Avenging Archer
Reach
Whenever a creature an opponent controls dies, if Hawkeye dealt damage to it this turn, draw a card.
{T}: Hawkeye deals 1 damage to any target.
RU
Legendary Creature — Human Archer Hero
Creature
4
2UR
3/4
MSC
2
Hawkeye, Bowslinger
Reach, vigilance
Whenever you cast a spell that targets a creature, put a +1/+1 counter on Hawkeye. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
W
Legendary Creature — Human Archer Hero
Creature
3
2W
3/3
MSC
2
Hawkeye, Clint Barton
Vigilance (Attacking doesn't cause this creature to tap.)
W
Legendary Creature — Human Archer Hero
Creature
4
3W
3/5
MSC
2
Hawkeye, Clint Barton
Vigilance (Attacking doesn't cause this creature to tap.)
W
Legendary Creature — Human Archer Hero
Creature
4
3W
3/5
MSC
2
Heart-Shaped Herb
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
{2}, {T}, Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
Artifact
Artifact
4
4
MSC
1
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost {1} less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact
Artifact
3
3
MSC
1
Hercules, Olympian Hero
Whenever Hercules attacks, put a +1/+1 counter on him. He gains indestructible until end of turn.
Whenever Hercules is dealt damage for the first time each turn, put that many +1/+1 counters on him. (He must survive the damage to get the counters.)
W
Legendary Creature — Demigod Warrior Hero
Creature
5
3WW
3/3
MSC
2
Hero in Training
When this creature enters, draw a card. If you control another Hero, you gain 2 life.
W
Creature — Human Hero
Creature
3
2W
2/2
MSC
2
Hero's Blade
Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)
Artifact — Equipment
Artifact
2
2
MSC
1
Heroes for Hire
When this enchantment enters, create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Sacrifice a Treasure: Exile the top card of your library. You may play it this turn.
R
Enchantment
Enchantment
5
3RR
MSC
1
Heroes' Hangout
Choose one —
• Date Night — Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
• Patrol Night — One or two target creatures each get +1/+0 and gain first strike until end of turn.
R
Sorcery
Sorcery
1
R
MSC
3
Heroic Return
This spell costs {2} less to cast if a creature is attacking you.
Return target creature card from your graveyard to the battlefield. If a Hero enters this way, it enters with two additional +1/+1 counters on it.
W
Instant
Instant
6
5W
MSC
3
Heroic Sacrifice
Choose target creature you control. Until end of turn, all damage that would be dealt to you and creatures you control is dealt to the chosen creature instead (if it's still on the battlefield). When that creature dies this turn, put its counters on up to one target creature you control and draw a card.
W
Instant
Instant
2
1W
MSC
3
Heroic Teamwork
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.)
One or two target creatures each get +2/+1 until end of turn. If this spell was cast using teamwork, draw a card.
W
Instant
Instant
3
2W
MSC
3
Hit-Monkey
This spell can't be countered.
Reach, vigilance, deathtouch, hexproof, haste
G
Legendary Creature — Monkey Assassin
Creature
4
3G
3/3
MSC
2
Hobgoblin, Mantled Marauder
Flying, haste
Whenever you discard a card, Hobgoblin gets +2/+0 until end of turn.
R
Legendary Creature — Goblin Human Villain
Creature
2
1R
1/2
MSC
2
Hulk's Thunderclap
As an additional cost to cast this spell, you may behold a Gamma creature. (You may choose a Gamma creature you control or reveal a Gamma creature card from your hand.)
Target creature you control deals damage equal to its power to another target creature. If this spell's additional cost was paid, destroy target noncreature artifact or enchantment.
G
Sorcery
Sorcery
2
1G
MSC
3
Hulk, Bruce Banner
Trample (This creature can deal excess combat damage to the player he's attacking.)
R
Legendary Creature — Gamma Berserker Hero
Creature
5
3RR
7/4
MSC
2
Hulk, Brutal Brawler
Hulk attacks each combat if able.
Whenever Hulk attacks, put a +1/+1 counter on each other creature you control.
G
Legendary Creature — Gamma Berserker Hero
Creature
4
2GG
4/4
MSC
2
Hulk, Strongest There Is
Trample
Hulk enters with a +1/+1 counter on him.
At the beginning of your upkeep, double the number of +1/+1 counters on each Gamma creature you control.
G
Legendary Creature — Gamma Berserker Hero
Creature
4
2GG
3/3
MSC
2
Hulkbuster Armor
Equipped creature has base power and toughness 9/9 and has flying.
Equip Hero {3}
Equip {6}
Legendary Artifact — Equipment
Artifact
4
4
MSC
1
Hulkling, Young Avenger
Flying
Whenever you cast a noncreature spell, Hulkling becomes a copy of up to one other target creature until end of turn, except his name is Hulkling, Young Avenger, he's 4/4, and he has flying and this ability.
R
Legendary Creature — Kree Skrull Hero
Creature
4
2RR
4/4
MSC
2
Human Torch
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn.
Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent.
R
Legendary Creature — Human Hero
Creature
4
3R
3/2
MSC
2
Human Torch
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn.
Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent.
R
Legendary Creature — Human Hero
Creature
4
3R
3/2
MSC
2
Hyperion's Atomic Vision
As an additional cost to cast this spell, you may behold a Hero. (You may choose a Hero you control or reveal a Hero card from your hand.)
Destroy target tapped creature. If a Hero was beheld, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
W
Instant
Instant
2
1W
MSC
3
Hyperion, Supreme Hero
Flash
Flying
If a source would deal damage to you or a Hero you control, prevent all but 1 of that damage.
W
Legendary Creature — Eternal Hero
Creature
7
4WWW
7/7
MSC
2
Iceman and Firestar
Flying
Whenever you cast a blue spell, tap up to one target creature.
Whenever you cast a red spell, you may discard a card. If you do, draw a card.
RU
Legendary Creature — Mutant Hero
Creature
4
2U/RU/R
3/3
MSC
2
Iconic Shield
Equipped creature gets +1/+2 and has "Whenever this creature attacks, another target attacking creature gains indestructible until end of turn." (Damage and effects that say "destroy" don't destroy it.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)
W
Artifact — Equipment
Artifact
1
W
MSC
1
Immortus, Master of Eternity
{T}: Add {U} for each card you've drawn this turn. Spend this mana only to cast noncreature spells.
Power-up — {5}{U}{U}: Each player shuffles their hand and graveyard into their library, then draws seven cards. Put a +1/+1 counter on Immortus. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
U
Legendary Creature — Human Hero Villain
Creature
4
2UU
2/2
MSC
2
Imperial Cosmographer
Vigilance
Whenever another creature you control leaves the battlefield without dying, put two +1/+1 counters on this creature.
U
Creature — Kree Scientist
Creature
3
2U
2/3
MSC
2
Impossible Man
Flying
{2}{U}: Impossible Man becomes a copy of another target permanent until end of turn, except his name is Impossible Man.
U
Legendary Creature — Alien Shapeshifter
Creature
3
2U
1/4
MSC
2
Infernal Rebirth
Return one or two target creature cards from your graveyard to your hand.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
B
Instant
Instant
4
3B
MSC
3
Infinity Formula
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+2 and has "Whenever this creature attacks, you gain 2 life."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
W
Artifact — Equipment
Artifact
3
2W
MSC
1
Inner Demons Gangsters
Discard a card: This creature gets +1/+0 and gains menace until end of turn. Activate only as a sorcery. (It can't be blocked except by two or more creatures.)
B
Creature — Human Rogue Villain
Creature
4
3B
3/4
MSC
2
Inspired Fire
This spell costs {1} less to cast for each card you've drawn this turn.
Inspired Fire deals 4 damage to target creature.
R
Instant
Instant
4
3R
MSC
3
Intrepid Ace
This creature gets +2/+0 as long as it isn't attacking or blocking.
R
Creature — Human Pilot
Creature
1
R
2/1
MSC
2
Invisible Woman
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach.
Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn.
W
Legendary Creature — Human Hero
Creature
3
2W
3/3
MSC
2
Invisible Woman
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach.
Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn.
W
Legendary Creature — Human Hero
Creature
3
2W
3/3
MSC
2
Iron Fist, Hero for Hire
Trample
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Power-up — {7}{R}: Iron Fist deals 5 damage divided as you choose among up to five targets. Put five +1/+1 counters on Iron Fist. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
R
Legendary Creature — Human Mercenary Hero
Creature
2
1R
2/2
MSC
2
Iron Lad, Young Avenger
Flying (This creature can't be blocked except by creatures with flying or reach.)
Noncreature spells you cast cost {1} less to cast.
RU
Legendary Artifact Creature — Human Hero
Creature
3
2U/R
2/2
MSC
2
Iron Man, Armored Avenger
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.)
U
Legendary Artifact Creature — Human Hero
Creature
4
3U
2/2
MSC
2
Iron Man, Bleeding Edge
Flying
Whenever you cast an artifact spell, you may copy it, except the copy isn't legendary. Do this only once each turn. (The copy becomes a token.)
U
Legendary Artifact Creature — Human Hero
Creature
5
3UU
3/5
MSC
2
Iron Man, Modern Marvel
Flying (This creature can't be blocked except by creatures with flying or reach.)
Other artifact creatures you control get +1/+1.
Whenever Iron Man attacks, if you control another artifact creature, draw a card.
U
Legendary Artifact Creature — Human Hero
Creature
4
2UU
3/3
MSC
2
Iron Man, Tony Stark
Flying (This creature can't be blocked except by creatures with flying or reach.)
Attacking creatures you control get +1/+0.
Whenever you cast a red spell, create a 2/1 colorless Robot Hero artifact creature token with flying.
R
Legendary Artifact Creature — Human Hero
Creature
5
3RR
3/3
MSC
2
Iron Suitcase
When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{3}: This artifact becomes a 3/3 Construct artifact creature with flying until end of turn.
Artifact
Artifact
1
1
MSC
1
Irrigated Farmland
({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.)
Land — Plains Island
Land
0
MSC
0
Jack of Hearts, Volatile Hero
Flying, haste
When Jack of Hearts dies, he deals damage equal to his power to each creature.
Power-up — {4}{R}{R}: Discard your hand, then draw three cards. Put two +1/+1 counters on Jack of Hearts. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
R
Legendary Creature — Alien Human Hero
Creature
3
1RR
2/2
MSC
2
Jarvis, Earth's Mightiest Butler
Whenever you cast a Hero spell, draw a card.
U
Legendary Creature — Human Advisor
Creature
3
2U
1/4
MSC
2
Jocasta, Automaton Avenger
Flying
Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta.
Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking.
Legendary Artifact Creature — Robot Hero
Creature
3
3
2/2
MSC
2
Kang Prime
Flying
Whenever Kang Prime enters or attacks, exile cards from the top of your library until you exile a nonland card. Put two time counters on that card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.)
BU
Legendary Creature — Human Villain
Creature
5
3UB
3/5
MSC
2
Karolina Dean, Runaway
Flying
At the beginning of your first main phase, add {W}{U}{B}{R}{G}. You can't spend this mana to cast spells from your hand.
R
Legendary Creature — Alien Hero
Creature
4
3R
3/3
MSC
2
Kindred Discovery
As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card.
U
Enchantment
Enchantment
5
3UU
MSC
1
Kingpin, Wilson Fisk
Menace
Whenever you sacrifice Kingpin or another creature, create two Treasure tokens. This ability triggers only once each turn. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
B
Legendary Creature — Human Villain
Creature
4
3B
3/6
MSC
2
Lady Loki, Agent of Chaos
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.
R
Legendary Creature — God Sorcerer Villain
Creature
6
5R
5/5
MSC
2
Lady Spider, Maybelle Reilly
Reach
Whenever you discard a card, put a +1/+1 counter on target Spider you control.
R
Legendary Creature — Spider Human Hero
Creature
2
1R
1/3
MSC
2
Lightning Bolt
Lightning Bolt deals 3 damage to any target.
R
Instant
Instant
1
R
MSC
3
Living Lies of Loki
This creature gets +1/+0 for each other Illusion you control.
When this creature dies, draw a card.
U
Creature — Illusion Villain
Creature
2
1U
1/3
MSC
2
Living Lightning, Charged Up
Flying (This creature can't be blocked except by creatures with flying or reach.)
Haste (This creature can attack and {T} as soon as he comes under your control.)
At the beginning of combat on your turn, another target creature you control gets +1/+0 and gains haste until end of turn.
R
Legendary Creature — Elemental Hero
Creature
5
4R
3/3
MSC
2
Loki's Scepter
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.
R
Legendary Artifact
Artifact
3
2R
MSC
1
Loki, Lord of Misrule
{U}, {T}: Choose target creature you control. Each creature you control other than the chosen creature becomes a copy of that creature until end of turn, except it isn't legendary. Activate only as a sorcery.
U
Legendary Creature — God Sorcerer Villain
Creature
4
3U
3/4
MSC
2
Loki, the Deceiver
Whenever Loki attacks, create a tapped and attacking token that's a copy of another target Villain you control, except it isn't legendary and it's an Illusion in addition to its other types. Sacrifice that token at the beginning of the next end step.
Whenever one or more Villains you control deal combat damage to a player, draw a card.
BRU
Legendary Creature — God Sorcerer Villain
Creature
4
1UBR
4/4
MSC
2
Love on the Battlefield
Whenever you attack with exactly two creatures, those creatures gain first strike until end of turn, then draw a card. Whenever either of those creatures deals combat damage to a player this combat, put a +1/+1 counter on it.
RU
Enchantment
Enchantment
3
1UR
MSC
1
Lucky the Pizza Dog
Whenever you cast a Cat, Dog, or Hero spell, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
At the beginning of each end step, if you gained life this turn, put a +1/+1 counter on Lucky.
G
Legendary Creature — Dog
Creature
2
1G
2/2
MSC
2
Luke Cage, Hero for Hire
Trample
At the beginning of combat on your turn, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
R
Legendary Creature — Human Mercenary Hero
Creature
4
2RR
4/4
MSC
2
Lurking Lizards
Trample
Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature.
G
Creature — Lizard Villain
Creature
2
1G
1/3
MSC
2
MACH-1, Swooping Scoundrel
Flying
When MACH-1 enters and whenever you gain life, surveil 1. This ability triggers only once each turn. (To surveil 1, look at the top card of your library. You may put it into your graveyard.)
B
Legendary Artifact Creature — Human Villain
Creature
2
1B
1/3
MSC
2
MJ, Rising Star
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever you gain life, put a +1/+1 counter on MJ.
W
Legendary Creature — Human Performer
Creature
3
2W
2/3
MSC
2
Machine Man, Model X-51
Whenever you cast a noncreature spell, put a +1/+1 counter on Machine Man and he gains flying until end of turn.
Legendary Artifact Creature — Robot Hero
Creature
4
4
2/3
MSC
2
Madame Hydra, Reanimated
Menace (This creature can't be blocked except by two or more creatures.)
Madame Hydra gets +1/+1 for each creature card in your graveyard.
Whenever Madame Hydra enters or attacks, mill two cards. (Put the top two cards of your library into your graveyard.)
B
Legendary Creature — Human Horror Villain
Creature
4
3B
2/2
MSC
2
Make Your Move
Destroy target artifact, enchantment, or creature with power 4 or greater.
W
Instant
Instant
3
2W
MSC
3
Mandroid Squadron
When this creature enters, you gain 2 life.
W
Artifact Creature — Human Soldier
Creature
2
1W
0/4
MSC
2
Marvel Boy, Noh-Varr
Whenever another creature you control enters and whenever you activate a power-up ability, put a +1/+1 counter on Marvel Boy.
RW
Legendary Creature — Kree Soldier Hero
Creature
2
1R/W
1/1
MSC
2
Marvelous Melee
Marvelous Melee deals 6 damage to target creature.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
R
Instant
Instant
5
4R
MSC
3
Masked Meower
Haste
Discard a card, Sacrifice this creature: Draw a card.
R
Creature — Spider Cat Hero
Creature
1
R
1/1
MSC
2
Matt Murdock, Justice Seeker
At the beginning of combat on your turn, you may pay {1}. When you do, put a +1/+1 counter on target creature you control.
Each creature you control with a counter on it has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
W
Legendary Creature — Human Advisor Hero
Creature
2
1W
2/2
MSC
2
Metallic Mimic
As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.
Artifact Creature — Shapeshifter
Creature
2
2
2/1
MSC
2
Methods of the Mighty
Choose one or more —
• Destroy target artifact.
• Destroy target tapped creature.
• Put a +1/+1 counter on each creature you control.
W
Instant
Instant
4
3W
MSC
3
Minion Missile
As an additional cost to cast this spell, sacrifice a creature or discard a card.
Destroy target creature. Minion Missile deals 2 damage to that creature's controller.
B
Sorcery
Sorcery
2
1B
MSC
3
Minotaur, Roxxon CEO
Whenever Minotaur, Roxxon CEO or another nontoken creature dies, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
B
Legendary Creature — Minotaur Villain
Creature
6
4BB
4/4
MSC
2
Mist-Cloaked Herald
This creature can't be blocked.
U
Creature — Merfolk Warrior
Creature
1
U
1/1
MSC
2
Mister Fantastic
Vigilance, reach
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card.
{R}{G}{W}{U}, {T}: Copy target triggered ability you control twice. You may choose new targets for the copies.
U
Legendary Creature — Human Scientist Hero
Creature
3
2U
2/4
MSC
2
Mister Fantastic
Vigilance, reach
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card.
{R}{G}{W}{U}, {T}: Copy target triggered ability you control twice. You may choose new targets for the copies.
U
Legendary Creature — Human Scientist Hero
Creature
3
2U
2/4
MSC
2
Mister Immortal
{2}{G}: Return this card from your graveyard or from exile to the battlefield tapped.
G
Legendary Creature — Mutant Hero
Creature
2
1G
2/1
MSC
2
Mjölnir's Might
Mjölnir's Might deals 4 damage to target player.
Exile the top card of your library. Until the end of your next turn, you may play that card.
R
Sorcery
Sorcery
4
3R
MSC
3
Mob Lookout
When this creature enters, 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.)
BU
Creature — Human Rogue Villain
Creature
2
1U/B
0/3
MSC
2
Mockingbird, Bobbi Morse
Whenever Mockingbird is dealt damage, put a +1/+1 counter on her. (She must survive the damage to get the counter.)
W
Legendary Creature — Human Hero
Creature
4
3W
3/3
MSC
2
Mockingbird, Bobbi Morse
Whenever Mockingbird is dealt damage, put a +1/+1 counter on her. (She must survive the damage to get the counter.)
W
Legendary Creature — Human Hero
Creature
4
3W
3/3
MSC
2
Molly Hayes, Runaway
Power-up — {5}{R}: Put two +1/+1 counters on Molly Hayes. Exile the top card of your library. Until the end of your next turn, you may play that card. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
R
Legendary Creature — Mutant Hero
Creature
3
2R
3/3
MSC
2
Molten Lavamancer
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever a source you control deals noncombat damage to one or more of your opponents during your turn, you create a 1/1 red Elemental creature token. This ability triggers only once each turn.
R
Creature — Elemental Warlock Villain
Creature
3
2R
2/3
MSC
2
Moon-Boy, Dino Rider
Dinosaur spells you cast cost {1} less to cast.
Whenever Moon-Boy attacks while you control a Dinosaur, Moon-Boy gets +1/+1 until end of turn.
G
Legendary Creature — Ape Human
Creature
2
1G
2/2
MSC
2
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
MSC
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
MSC
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
MSC
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
MSC
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
MSC
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
MSC
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
MSC
0
Mountain
({T}: Add {R}.)
Basic Land — Mountain
Land
0
MSC
0
Ms. Marvel, Elastic Ally
Reach
When Ms. Marvel enters, target creature gets +2/+0 until end of turn.
Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn.
GW
Legendary Creature — Mutant Inhuman Hero
Creature
3
2G/W
2/2
MSC
2
Multiversal Recruitment
Create a token that's a copy of target creature you control, except it isn't legendary.
Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
U
Sorcery
Sorcery
4
3U
MSC
3
Mysterio's Mirage
At the beginning of your end step, if you discarded a card this turn, create a 3/3 blue Illusion Villain creature token.
U
Enchantment
Enchantment
3
2U
MSC
1
Mystic Monastery
This land enters tapped.
{T}: Add {U}, {R}, or {W}.
Land
Land
0
MSC
0
Namor, Scourge of the Seas
Flying
Each other Merfolk you control with a +1/+1 counter on it has flying.
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.)
U
Legendary Creature — Mutant Merfolk Villain
Creature
5
3UU
4/4
MSC
2
Namora, the Sea Queen
Flying
Power-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
U
Legendary Creature — Mutant Merfolk Hero
Creature
3
2U
2/3
MSC
2
Nick Fury, Spymaster
First strike
Whenever a creature you control attacks alone, draw a card. Then you may put a creature card with mana value 3 or less from your hand onto the battlefield. It enters tapped and attacking and gains indestructible until end of turn.
W
Legendary Creature — Human Spy Hero
Creature
5
4W
4/4
MSC
2
Nico Minoru, Runaway
Whenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent.
{2}{R}, {T}, Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
R
Legendary Creature — Human Warlock Hero
Creature
4
3R
2/4
MSC
2
Nighthawk, Dark Defender
Flying
Whenever Nighthawk or another Hero you control enters, target creature gets +1/+1 until end of turn.
W
Legendary Creature — Human Hero
Creature
2
1W
2/1
MSC
2
Okoye, Mighty and Adored
When Okoye enters, you become the monarch.
At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever that creature attacks the monarch this turn, it gains double strike and trample until end of turn.
GW
Legendary Creature — Human Warrior Hero
Creature
4
2GW
3/3
MSC
2
Origin of Black Widow
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature of their choice.
II — Creatures you control gain deathtouch until end of turn.
III — Each opponent loses 1 life for each creature card in their graveyard.
B
Enchantment — Saga
Enchantment
3
2B
MSC
1
Origin of Captain America
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on target creature you control. It gains first strike and vigilance until end of turn.
II — Create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}.
III — Tap up to one target creature and put a stun counter on it.
W
Enchantment — Saga
Enchantment
3
2W
MSC
1
Origin of Iron Man
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Tap up to one target creature. It doesn't untap during its controller's untap step for as long as this Saga remains on the battlefield.
II — Draw two cards.
III — You may put an artifact card with mana value 5 or less from your hand onto the battlefield.
U
Enchantment — Saga
Enchantment
5
4U
MSC
1
Origin of Thor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may discard a card. If you do, draw two cards.
II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
III — Target creature you control deals damage equal to its power to each opponent.
R
Enchantment — Saga
Enchantment
3
2R
MSC
1
Origin of the Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn.
G
Enchantment — Saga
Enchantment
3
2G
MSC
1
Pacifism
Enchant creature
Enchanted creature can't attack or block.
W
Enchantment — Aura
Enchantment
2
1W
MSC
1
Path of Ancestry
This land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Land
0
MSC
0
Patriot, Young Avenger
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
As long as Patriot is equipped, other creatures you control get +1/+0.
RW
Legendary Creature — Human Hero
Creature
3
2R/W
3/2
MSC
2
Peggy Carter, Secret Agent
Whenever a creature you control attacks alone, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
W
Legendary Creature — Human Spy Hero
Creature
2
1W
2/1
MSC
2
Pharaoh Rama-Tut
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast a noncreature spell, Pharaoh Rama-Tut connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
U
Legendary Creature — Human Noble Villain
Creature
5
4U
4/4
MSC
2
Photon, Lady of Light
Flying
Whenever Photon attacks, exile up to one other target creature you control, then return that card to the battlefield under its owner's control.
W
Legendary Creature — Human Hero
Creature
4
3W
3/3
MSC
2
Photon, Mighty Marvel
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.
R
Legendary Creature — Human Hero
Creature
4
3R
2/4
MSC
2
Pick Up the Pace
Whenever a creature you control that entered this turn attacks, exile the top card of your library.
You may play cards exiled with this enchantment as long as you attacked this turn.
R
Enchantment
Enchantment
2
1R
MSC
1
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
MSC
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
MSC
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
MSC
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
MSC
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
MSC
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
MSC
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
MSC
0
Plains
({T}: Add {W}.)
Basic Land — Plains
Land
0
MSC
0
Plaza of Heroes
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Land
0
MSC
0
Port Town
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}.
Land
Land
0
MSC
0
Power Boost
Creatures you control get +1/+0.
R
Enchantment
Enchantment
3
2R
MSC
1
Prairie Stream
({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands.
Land — Plains Island
Land
0
MSC
0
Professor Hulk
Trample
Whenever Professor Hulk deals combat damage to a player, draw that many cards.
U
Legendary Creature — Gamma Scientist Hero
Creature
6
4UU
6/6
MSC
2
Pumpkin Bombardment
As an additional cost to cast this spell, discard a card or pay {2}.
Pumpkin Bombardment deals 3 damage to target creature.
BR
Sorcery
Sorcery
1
B/R
MSC
3
Quantum Entanglement
Flash
When this enchantment enters and at the beginning of your end step, you may pay {1}{W}. When you do, exile target creature you control, then return that card to the battlefield under its owner's control.
W
Enchantment
Enchantment
2
1W
MSC
1
Quantum Reduction
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.)
You may cast this spell as though it had flash if it's cast using teamwork.
Enchant creature
Enchanted creature gets -5/-0 and loses all abilities.
U
Enchantment — Aura
Enchantment
2
1U
MSC
1
Quicksilver, Pietro Maximoff
Haste (This creature can attack and {T} as soon as he comes under your control.)
R
Legendary Creature — Mutant Hero
Creature
3
2R
3/2
MSC
2
Quicksilver, Pietro Maximoff
Haste (This creature can attack and {T} as soon as he comes under your control.)
R
Legendary Creature — Mutant Hero
Creature
3
2R
3/2
MSC
2
Quicksilver, Speedster
Flash
Double strike, haste
As long as Quicksilver is tapped, you may cast spells as though they had flash.
RU
Legendary Creature — Mutant Hero
Creature
5
3UR
3/4
MSC
2
Quinjet Technician
{T}: Add {R}.
{T}: Add {R}{R}. Spend this mana only to activate power-up abilities.
R
Creature — Human Artificer
Creature
2
1R
2/1
MSC
2
Radiant Summit
({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands.
Land — Mountain Plains
Land
0
MSC
0
Radioactive Man
Deathtouch
Whenever Radioactive Man deals combat damage to a player, that player loses half their life, rounded up.
B
Legendary Creature — Human Scientist Villain
Creature
5
4B
3/5
MSC
2
Raise the Palisade
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
U
Sorcery
Sorcery
5
4U
MSC
3
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling {2} ({2}, Discard this card: Draw a card.)
U
Enchantment
Enchantment
4
2UU
MSC
1
Reed Richards, Smartest Man
Reach
You have no maximum hand size.
The first time you would draw a card each turn except the first card you draw during each of your draw steps, you draw four cards instead.
U
Legendary Creature — Human Scientist Hero
Creature
6
5U
2/4
MSC
2
Relic of Legends
{T}: Add one mana of any color.
Tap an untapped legendary creature you control: Add one mana of any color.
Artifact
Artifact
3
3
MSC
1
Repulsor Bots
Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, return up to two other target artifacts and/or creatures to their owners' hands.
U
Artifact Creature — Robot Hero
Creature
6
4UU
4/4
MSC
2
Repulsor Rays
Repulsor Rays deals 3 damage to target creature.
R
Sorcery
Sorcery
1
R
MSC
3
Rescue, Pepper Potts
Flash
Flying
When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue.
U
Legendary Artifact Creature — Human Hero
Creature
2
1U
2/1
MSC
2
Rescue, Pepper Potts
Flash
Flying
When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue.
U
Legendary Artifact Creature — Human Hero
Creature
2
1U
2/1
MSC
2
Return of the Mole Man
Landfall — Whenever a land you control enters, you may mill two cards.
{5}{G}, Sacrifice this enchantment: Create X 1/1 green Minion creature tokens named Moloid, where X is the number of permanent cards in your graveyard. The tokens have "Whenever this token attacks, you may mill a card." Activate only as a sorcery.
G
Enchantment
Enchantment
2
1G
MSC
1
Rhino's Rampage
Target creature you control gets +1/+0 until end of turn. It fights target creature an opponent controls. When excess damage is dealt to the creature an opponent controls this way, destroy up to one target noncreature artifact with mana value 3 or less.
GR
Sorcery
Sorcery
1
R/G
MSC
3
Rhino, Terrible Trampler
Trample
When Rhino enters, destroy target artifact or land. Distribute three +1/+1 counters among up to three other target creatures. They gain trample until end of turn.
G
Legendary Creature — Human Villain
Creature
6
4GG
7/6
MSC
2
Rip Apart
Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment.
RW
Sorcery
Sorcery
2
RW
MSC
3
Robotics Mastery
Flash
Enchant creature
When this Aura enters, create two 1/1 colorless Robot artifact creature tokens with flying.
Enchanted creature gets +2/+2.
U
Enchantment — Aura
Enchantment
5
4U
MSC
1
Rocket-Powered Goblin Glider
When this Equipment enters, if it was cast from your graveyard, attach it to target creature you control.
Equipped creature gets +2/+0 and has flying and haste.
Equip {2}
Mayhem {2}
Artifact — Equipment
Artifact
3
3
MSC
1
Romantic Rendezvous
Discard a card, then draw two cards.
R
Sorcery
Sorcery
2
1R
MSC
3
Sadistic Slash
Target creature gets -5/-5 until end of turn.
Mayhem {1}{B} (You may cast this card from your graveyard for {1}{B} if you discarded it this turn.)
B
Instant
Instant
4
3B
MSC
3
Sauron, Dino Devotee
Flying
Whenever Sauron enters or attacks, choose one —
• Cure Cancer — You gain 3 life.
• Turn People into Dinosaurs — Put a saurian counter on another target creature. It's a green Dinosaur with base power and toughness 5/5 for as long as it has a saurian counter on it.
G
Legendary Creature — Dinosaur Vampire Villain
Creature
5
3GG
4/4
MSC
2
Savage Lands
This land enters tapped.
{T}: Add {B}, {R}, or {G}.
Land
Land
0
MSC
0
Scarlet Witch, Chaotic Avenger
Flying
Whenever Scarlet Witch deals combat damage to a player, look at the top two cards of your library, then exile them face down. Then you may cast a Hero or noncreature spell from among cards exiled with Scarlet Witch without paying its mana cost.
RU
Legendary Creature — Mutant Warlock Hero
Creature
4
2UR
3/3
MSC
2
Scarlet Witch, Wanda Maximoff
Menace (This creature can't be blocked except by two or more creatures.)
R
Legendary Creature — Mutant Warlock Hero
Creature
3
2R
2/3
MSC
2
Scavenger Grounds
{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards.
Land — Desert
Land
0
MSC
0
Scorched Geyser
({T}: Add {U} or {R}.)
This land enters tapped unless you control two or more basic lands.
Land — Island Mountain
Land
0
MSC
0
Scout the City
Choose one —
• Look Around — Mill three cards. You may put a permanent card from among them into your hand. You gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.)
• Bring Down — Destroy target creature with flying.
G
Sorcery
Sorcery
2
1G
MSC
3
Secluded Courtyard
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Land
Land
0
MSC
0
Secure Detention
Enchant artifact or creature
When this Aura enters, create a 1/1 white Soldier creature token.
Enchanted permanent can't attack or block, and its activated abilities can't be activated.
W
Enchantment — Aura
Enchantment
4
3W
MSC
1
Selfless Police Captain
This creature enters with a +1/+1 counter on it.
When this creature leaves the battlefield, put its +1/+1 counters on target creature you control.
W
Creature — Human Detective
Creature
2
1W
1/1
MSC
2
Shang-Chi and the Ten Rings
First strike
Whenever you draw a card, put a +1/+1 counter on Shang-Chi.
When the tenth +1/+1 counter is put on Shang-Chi, you draw five cards and gain 5 life.
UW
Legendary Creature — Human Warrior Hero
Creature
3
1WU
2/2
MSC
2
Shang-Chi, Martial Mentor
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Power-up — {5}{G}{G}: Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
G
Legendary Creature — Human Warrior Hero
Creature
5
3GG
4/4
MSC
2
She-Hulk, Attorney-at-Law
Vigilance
Power-up — {6}g/w}: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
GW
Legendary Creature — Gamma Advisor Hero
Creature
3
2G/W
3/3
MSC
2
She-Hulk, Jennifer Walters
Trample (This creature can deal excess combat damage to the player she's attacking.)
{2}{R}, Sacrifice a land: Draw a card and put a +1/+1 counter on She-Hulk.
R
Legendary Creature — Gamma Berserker Hero
Creature
4
3R
4/4
MSC
2
She-Hulk, Wallbreaker
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.
R
Legendary Creature — Gamma Hero
Creature
6
5R
5/5
MSC
2
Shi'ar Soldier
Flying
{U}, {T}: Return another target permanent you control to its owner's hand. Activate only during your turn.
U
Creature — Shi-Ar Soldier
Creature
2
1U
1/3
MSC
2
Shipwreck Patrol
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
U
Creature — Merfolk Warrior
Creature
4
3U
3/3
MSC
2
Shock
Shock deals 2 damage to any target.
R
Instant
Instant
1
R
MSC
3
Shuri, Vibranium Technologist
Vigilance
When Shuri enters, choose one —
• Create a 1/1 colorless Robot Hero artifact creature token with flying.
• Draw a card.
UW
Legendary Creature — Human Artificer Hero
Creature
3
2W/U
2/2
MSC
2
Shuri, the Black Panther
Lifelink
Whenever Shuri attacks, draw a card if you control three or more artifacts. Then if you control six or more artifacts, creatures you control get +2/+2 until end of turn.
GW
Legendary Creature — Human Noble Hero
Creature
2
GW
2/3
MSC
2
Sif's Spearmaster
{T}: This creature deals damage equal to its power to target opponent.
R
Creature — God Warrior Hero
Creature
3
2R
1/4
MSC
2
Silver Surfer, Cosmic Voyager
Flash
Flying
When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped.
U
Legendary Creature — Alien Hero
Creature
6
4UU
5/5
MSC
2
Sky Cycle
Flying
When this Vehicle enters, it deals X damage to up to one target creature, where X is twice the number of Vehicles you control.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
R
Artifact — Vehicle
Artifact
5
4R
4/3
MSC
1
Smashing Spree
Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.)
R
Instant
Instant
2
1R
MSC
3
Smashing Spree
Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.)
R
Instant
Instant
2
1R
MSC
3
Sol Ring
{T}: Add {C}{C}.
Artifact
Artifact
1
1
MSC
1
Soldier On
Put two +1/+1 counters on target creature. Untap it.
W
Instant
Instant
3
2W
MSC
3
Songbird, Sonic Screamer
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Discard a card: Songbird gains flying until end of turn. (She can't be blocked except by creatures with flying or reach.)
B
Legendary Creature — Human Villain
Creature
2
1B
2/1
MSC
2
Spaceshift
Exile target artifact or creature, then return that card to the battlefield under its owner's control with a +1/+1 counter on it.
U
Instant
Instant
2
1U
MSC
3
Spectacular Tactics
Choose one —
• Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn.
• Destroy target creature with power 4 or greater.
W
Instant
Instant
2
1W
MSC
3
Spectator Seating
This land enters tapped unless you have two or more opponents.
{T}: Add {R} or {W}.
Land
Land
0
MSC
0
Spider-Gwen, Free Spirit
Reach
Whenever Spider-Gwen becomes tapped, you may discard a card. If you do, draw a card.
R
Legendary Creature — Spider Human Hero
Creature
3
2R
2/3
MSC
2
Spider-Man, Hometown Hero
Reach (This creature can block creatures with flying.)
When Spider-Man enters, target creature with power 2 or less can't be blocked this turn.
R
Legendary Creature — Spider Human Hero
Creature
5
4R
5/4
MSC
2
Spider-Man, New Champion
Reach
Whenever you discard one or more cards, Spider-Man deals that much damage to any target.
R
Legendary Creature — Spider Human Hero
Creature
3
2R
3/3
MSC
2
Spider-Man, Web-Slinger
Web-slinging {W} (You may cast this spell for {W} if you also return a tapped creature you control to its owner's hand.)
W
Legendary Creature — Spider Human Hero
Creature
3
2W
3/3
MSC
2
Spider-Man, Web-Spinner
Double strike (This creature deals both first-strike and regular combat damage.)
Haste (This creature can attack and {T} as soon as he comes under your control.)
Whenever Spider-Man attacks, target creature can't block this turn.
R
Legendary Creature — Spider Human Hero
Creature
4
3R
2/3
MSC
2
Spider-Mobile
Trample
Whenever this Vehicle attacks or blocks, it gets +1/+1 until end of turn for each Spider you control.
Crew 2
Artifact — Vehicle
Artifact
3
3
3/3
MSC
1
Spider-Rex, Daring Dino
Reach, trample
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
G
Legendary Creature — Spider Dinosaur Hero
Creature
6
4GG
6/6
MSC
2
Spider-UK
Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.)
At the beginning of your end step, if two or more creatures entered the battlefield under your control this turn, you draw a card and gain 2 life.
W
Legendary Creature — Spider Human Hero
Creature
4
3W
3/4
MSC
2
Stark's Ingenuity
Enchant creature you control
When this Aura enters, you may pay {X}. If you do, draw X cards.
Whenever you draw a card, put a +1/+1 counter on enchanted creature.
U
Enchantment — Aura
Enchantment
3
2U
MSC
1
Starling, Aerial Ally
Flying
When Starling enters, another target creature you control gains flying until end of turn.
W
Legendary Creature — Human Hero
Creature
5
4W
3/4
MSC
2
Stature, Young Avenger
Reach (This creature can block creatures with flying.)
Whenever you cast a noncreature spell, Stature has base power and toughness 4/4 until end of turn.
GR
Legendary Creature — Human Hero
Creature
2
1R/G
2/2
MSC
2
Stegron the Dinosaur Man
Menace (This creature can't be blocked except by two or more creatures.)
Dinosaur Formula — {1}{R}, Discard this card: Until end of turn, target creature you control gets +3/+1 and becomes a Dinosaur in addition to its other types.
R
Legendary Creature — Dinosaur Villain
Creature
5
4R
5/4
MSC
2
Stick, Fearless Mentor
First strike
Whenever a source you control deals damage to you, exile the top card of your library. You may play it until the end of your next turn. This ability triggers only once each turn.
R
Legendary Creature — Human Monk Hero
Creature
2
1R
2/1
MSC
2
Storm, Queen of Wakanda
Flying
Whenever Storm attacks, until end of turn, another target attacking creature gains flying and gets +X/+0, where X is Storm's power.
Whenever a creature with flying attacks you, Storm deals damage equal to her power to that creature.
GW
Legendary Creature — Mutant Noble Hero
Creature
5
3GW
4/5
MSC
2
Storm, Shaker of Skies
Flying
When Storm enters, destroy up to one target artifact, enchantment, or creature with flying.
G
Legendary Creature — Mutant Hero
Creature
6
4GG
4/3
MSC
2
Strategic Intervention
Whenever a creature you control attacks alone, it gets +1/+1 until end of turn. Tap up to one target creature defending player controls.
W
Enchantment
Enchantment
2
1W
MSC
1
Stunning Shot
Put two +1/+1 counters on up to one target creature you control. Tap up to one target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
W
Sorcery
Sorcery
2
1W
MSC
3
Sudden Strike
Destroy target attacking or blocking creature.
W
Instant
Instant
2
1W
MSC
3
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}.
Land
Land
0
MSC
0
Swarm, Being of Bees
Flash
Flying
Mayhem {B} (You may cast this card from your graveyard for {B} if you discarded it this turn. Timing rules still apply.)
B
Legendary Creature — Insect Villain
Creature
3
2B
2/2
MSC
2
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
W
Instant
Instant
1
W
MSC
3
Swordsman's Steel
When this Equipment enters, draw a card for each Equipment you control.
Equipped creature gets +2/+2 for each Equipment you control.
Equip {3}
Artifact — Equipment
Artifact
4
4
MSC
1
T'Challa, the Black Panther
Whenever T'Challa enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa.
GW
Legendary Creature — Human Noble Hero
Creature
3
1GW
2/2
MSC
2
T'Challa, the Black Panther
Whenever T'Challa enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa.
GW
Legendary Creature — Human Noble Hero
Creature
3
1GW
2/2
MSC
2
TVA Bureaucrat
Whenever you cast a noncreature spell, this creature gets +1/+0 until end of turn and can't be blocked this turn.
U
Creature — Human Advisor
Creature
2
1U
1/3
MSC
2
Talisman of Conviction
{T}: Add {C}.
{T}: Add {R} or {W}. This artifact deals 1 damage to you.
Artifact
Artifact
2
2
MSC
1
Talisman of Creativity
{T}: Add {C}.
{T}: Add {U} or {R}. This artifact deals 1 damage to you.
Artifact
Artifact
2
2
MSC
1
Talisman of Progress
{T}: Add {C}.
{T}: Add {W} or {U}. This artifact deals 1 damage to you.
Artifact
Artifact
2
2
MSC
1
Taxi Driver
{1}, {T}: Target creature gains haste until end of turn.
R
Creature — Human Pilot
Creature
2
1R
3/1
MSC
2
Team Transmitter
Whenever a Hero you control enters, you gain 1 life.
{T}: Add one mana of any color.
Artifact
Artifact
3
3
MSC
1
Terramorphic Expanse
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Land
0
MSC
0
Terrific Team-Up
This spell costs {2} less to cast if you control a permanent with mana value 4 or greater.
One or two target creatures you control each get +1/+0 until end of turn. They each deal damage equal to their power to target creature an opponent controls.
G
Instant
Instant
4
3G
MSC
3
The Clone Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Surveil 3.
II — When you next cast a creature spell this turn, copy it, except the copy isn't legendary.
III — Choose a card name. Whenever a creature with the chosen name deals combat damage to a player this turn, draw a card.
U
Enchantment — Saga
Enchantment
4
3U
MSC
1
The Fabulous Frog-Man
Reach (This creature can block creatures with flying.)
G
Legendary Creature — Human Hero
Creature
3
2G
3/3
MSC
2
The Falcon, Sam Wilson
Flying (This creature can't be blocked except by creatures with flying or reach.)
When The Falcon enters, put a +1/+1 counter on each other creature you control.
W
Legendary Creature — Human Hero
Creature
5
4W
3/3
MSC
2
The Fantastic Four
When The Fantastic Four enter and whenever you cast a spell with power, toughness, or mana value 4, choose one that hasn't been chosen this turn.
• Create a 0/4 colorless Wall creature token with defender.
• The Fantastic Four deal 3 damage to each opponent.
• Put two +1/+1 counters on target creature.
• Draw a card.
GRUW
Legendary Creature — Human Hero
Creature
4
RGWU
4/4
MSC
2
The Howling Commandos
{5}: Creatures you control get +1/+1 until end of turn. Soldiers you control gain vigilance until end of turn.
W
Legendary Creature — Human Soldier Hero
Creature
2
1W
3/1
MSC
2
The Immortal Weapons
When The Immortal Weapons enter, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a noncreature spell, target creature gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.)
R
Legendary Creature — Human Warrior Hero
Creature
5
4R
4/4
MSC
2
The Spot's Portal
Put target creature on the bottom of its owner's library. You lose 2 life unless you control a Villain.
B
Instant
Instant
3
2B
MSC
3
The Thanos-Copter
Flying, haste
When The Thanos-Copter enters, Vehicles you control become artifact creatures until end of turn.
Whenever a Vehicle you control deals combat damage to a player, draw a card.
Crew 2
Legendary Artifact — Vehicle
Artifact
6
6
5/5
MSC
1
The Thing
Trample
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.
Whenever The Thing attacks, you may pay {R}{G}{W}{U}. When you do, double the number of each kind of counter on any number of target permanents you control.
G
Legendary Creature — Human Hero
Creature
6
5G
5/5
MSC
2
The Thing
Trample
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.
Whenever The Thing attacks, you may pay {R}{G}{W}{U}. When you do, double the number of each kind of counter on any number of target permanents you control.
G
Legendary Creature — Human Hero
Creature
6
5G
5/5
MSC
2
The Vision and Scarlet Witch
Flying
Whenever you cast a spell, add {R} and put a +1/+1 counter on The Vision and Scarlet Witch.
R
Legendary Artifact Creature — Mutant Hero
Creature
4
2RR
3/3
MSC
2
The Wasp, Janet Van Dyne
Flying (This creature can't be blocked except by creatures with flying or reach.)
When The Wasp enters, she deals 4 damage to target tapped creature an opponent controls.
W
Legendary Creature — Human Hero
Creature
3
2W
1/1
MSC
2
The Wasp, Winsome Avenger
Flash
Flying
When The Wasp enters, target Hero gains hexproof until end of turn.
Whenever The Wasp attacks, tap target creature defending player controls.
U
Legendary Creature — Human Hero
Creature
2
1U
2/1
MSC
2
The Whizzer, Classic Speedster
First strike, haste
R
Legendary Creature — Human Hero
Creature
4
3R
3/3
MSC
2
Thing Swing
This spell costs {2} less to cast if it targets a Hero you control.
Target creature you control deals damage equal to twice its power to target creature an opponent controls.
G
Instant
Instant
4
3G
MSC
3
Think Twice
Draw a card.
Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
U
Instant
Instant
2
1U
MSC
3
Thor, Asgard's Avenger
Flying
If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
R
Legendary Creature — God Warrior Hero
Creature
4
2RR
4/4
MSC
2
Thor, Asgard's Avenger
Flying
If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
R
Legendary Creature — God Warrior Hero
Creature
4
2RR
4/4
MSC
2
Thought Vessel
You have no maximum hand size.
{T}: Add {C}.
Artifact
Artifact
2
2
MSC
1
Thriving Bluff
This land enters tapped. As it enters, choose a color other than red.
{T}: Add {R} or one mana of the chosen color.
Land
Land
0
MSC
0
Thriving Grove
This land enters tapped. As it enters, choose a color other than green.
{T}: Add {G} or one mana of the chosen color.
Land
Land
0
MSC
0
Thriving Heath
This land enters tapped. As it enters, choose a color other than white.
{T}: Add {W} or one mana of the chosen color.
Land
Land
0
MSC
0
Thriving Isle
This land enters tapped. As it enters, choose a color other than blue.
{T}: Add {U} or one mana of the chosen color.
Land
Land
0
MSC
0
Thriving Moor
This land enters tapped. As it enters, choose a color other than black.
{T}: Add {B} or one mana of the chosen color.
Land
Land
0
MSC
0
Thwip!
Target creature gets +2/+2 and gains flying until end of turn. If it's a Spider, you gain 2 life.
W
Instant
Instant
1
W
MSC
3
Tiger Shark, Abyssal Hunter
Whenever Tiger Shark enters or attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
{4}u/b}: Tiger Shark can't be blocked this turn.
BU
Legendary Creature — Shark Human Villain
Creature
4
2U/BU/B
2/3
MSC
2
Time Warp
Target player takes an extra turn after this one.
U
Sorcery
Sorcery
5
3UU
MSC
3
Timeline Inquiry
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.)
Draw three cards. Then discard a card unless this spell was cast using teamwork.
U
Instant
Instant
4
3U
MSC
3
Tippy-Toe, Terrific Partner
If you would create one or more tokens, instead create those tokens plus an additional Food token.
At the beginning of your end step, if you gained life this turn, draw a card.
G
Legendary Creature — Squirrel Hero
Creature
4
3G
2/4
MSC
2
Titanium Man
Whenever Titanium Man attacks, choose one —
• Titanium Man gains flying until end of turn.
• Titanium Man deals 1 damage to any target.
B
Legendary Artifact Creature — Human Villain
Creature
4
2BB
3/4
MSC
2
Tombstone, Career Criminal
When Tombstone enters, return target Villain card from your graveyard to your hand.
Villain spells you cast cost {1} less to cast.
B
Legendary Creature — Human Villain
Creature
3
2B
2/2
MSC
2
Tome of Legends
This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
{1}, {T}, Remove a page counter from this artifact: Draw a card.
Artifact — Book
Artifact
2
2
MSC
1
Ultimate Alliance
Ultimate Alliance deals damage equal to the number of creatures you control to target creature.
W
Instant
Instant
1
W
MSC
3
Ultimo, Civilization's End
Menace (This creature can't be blocked except by two or more creatures.)
When Ultimo enters, each opponent sacrifices a creature of their choice.
{2}{B}, Discard this card: Each opponent sacrifices a creature of their choice.
B
Legendary Artifact Creature — Robot Villain
Creature
6
4BB
6/5
MSC
2
Ultron the Annihilator
Flying
Whenever Ultron enters or attacks, create a 2/2 colorless Robot Villain artifact creature token.
Whenever another artifact is put into your graveyard from the battlefield or an artifact card is put into your graveyard from anywhere other than the battlefield, each opponent loses 1 life.
B
Legendary Artifact Creature — Robot Villain
Creature
5
3BB
3/4
MSC
2
Ultron's Auxiliary
Menace
Whenever another artifact is put into your graveyard from the battlefield or an artifact card is put into your graveyard from anywhere other than the battlefield, put a +1/+1 counter on this creature.
B
Artifact Creature — Robot Villain
Creature
2
1B
1/1
MSC
2
Unclaimed Territory
As this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Land
Land
0
MSC
0
Undead Hand Ninja
Deathtouch
Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life.
B
Creature — Zombie Ninja Villain
Creature
2
1B
2/1
MSC
2
Unlucky Witness
When this creature dies, exile the top two cards of your library. Until your next end step, you may play one of those cards.
R
Creature — Human Citizen
Creature
1
R
1/1
MSC
2
Unstable Experiment
Target player draws a card, then up to one 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.)
U
Instant
Instant
2
1U
MSC
3
Valentina Allegra de Fontaine
Other Villains you control are Heroes in addition to their other types.
{T}: Target Hero 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.)
B
Legendary Creature — Human Spy Villain
Creature
3
2B
2/3
MSC
2
Valkyrior Skyrider
Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, you gain 4 life.
W
Creature — God Warrior Hero
Creature
5
4W
3/4
MSC
2
Vault Guardsman
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
When this creature enters, exile target artifact or creature an opponent controls until this creature leaves the battlefield.
W
Artifact Creature — Human Advisor
Creature
6
5W
3/4
MSC
2
Venom, Evil Unleashed
Deathtouch
{2}{B}, Exile this card from your graveyard: Put two +1/+1 counters on target creature. It gains deathtouch until end of turn. Activate only as a sorcery.
B
Legendary Creature — Symbiote Villain
Creature
5
4B
4/5
MSC
2
Venomized Cat
Deathtouch
When this creature enters, mill two cards. (Put the top two cards of your library into your graveyard.)
B
Creature — Symbiote Cat Villain
Creature
3
2B
2/3
MSC
2
Victor Mancha, Runaway
When Victor Mancha enters, exile target card from your graveyard. You may play it for as long as you control Victor Mancha.
Legendary Artifact Creature — Human Hero
Creature
5
5
4/4
MSC
2
Victor Timely, Wily Tycoon
When Victor Timely enters, you may cast target artifact, instant, or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.
U
Legendary Creature — Human Artificer Villain
Creature
5
4U
3/4
MSC
2
Villainous Syndication
Tap an untapped Villain you control: Mill a card. Put a plan counter on this enchantment. Activate only as a sorcery. (To mill a card, put the top card of your library into your graveyard.)
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
B
Enchantment — Plan
Enchantment
2
1B
MSC
1
Viper, Cruel Conspirator
{B}: Target creature that's attacking alone gets +1/+1 until end of turn.
{B}: Target creature that's attacking alone gains your choice of deathtouch or lifelink until end of turn.
B
Legendary Creature — Human Assassin Villain
Creature
2
1B
2/2
MSC
2
Virtual Assistant
Defender
Whenever you cast a spell using teamwork, create a 1/1 colorless Robot Hero artifact creature token with flying.
U
Artifact Creature — Illusion Advisor
Creature
2
1U
3/3
MSC
2
Virtuous Variant
Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, put a +1/+1 counter on target creature you control.
W
Creature — Spider Human Hero
Creature
3
2W
1/2
MSC
2
Vision, Spectral Synthezoid
Flying
Once during each of your turns, you may cast a noncreature or Robot spell from your hand without paying its mana cost.
U
Legendary Artifact Creature — Robot Hero
Creature
8
6UU
2/5
MSC
2
Vision, Synthezoid Avenger
Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Legendary Artifact Creature — Robot Hero
Creature
4
4
3/3
MSC
2
Vision, Synthezoid Avenger
Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Legendary Artifact Creature — Robot Hero
Creature
4
4
3/3
MSC
2
Void Helix
Void Helix deals 5 damage to any target and you gain 5 life.
B
Instant
Instant
6
4BB
MSC
3
Voltaic Whip
Equipped creature gets +2/+0 and has "Whenever this creature attacks alone, you draw a card and lose 1 life."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
B
Artifact — Equipment
Artifact
3
2B
MSC
1
Voracious Brood
This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
Whenever one or more creature cards are put into your graveyard from anywhere, put that many +1/+1 counters on this creature.
G
Creature — Alien Insect
Creature
3
2G
1/1
MSC
2
Vulture, Feathered Fiend
Flying
Whenever one or more creatures you control with flying deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card.
U
Legendary Creature — Human Artificer Villain
Creature
4
2UU
2/4
MSC
2
Wakandan Shield Guard
When this creature enters, create a 1/1 white Soldier creature token.
W
Creature — Human Soldier
Creature
2
1W
1/1
MSC
2
Wakandan Tusker
Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
GW
Creature — Elephant
Creature
2
1G/W
2/3
MSC
2
Wall Off
This spell costs {1} less to cast for each creature your opponents control.
Create a 0/4 colorless Wall creature token with defender. You gain 4 life.
W
Instant
Instant
4
3W
MSC
3
Wanda's Vision
Whenever you cast your second spell each turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
R
Enchantment
Enchantment
5
3RR
MSC
1
War Machine, Avenging Arsenal
Flying
Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.)
R
Legendary Artifact Creature — Human Hero
Creature
5
4R
3/5
MSC
2
War Machine, James Rhodes
Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever War Machine attacks, tap up to one target creature.
UW
Legendary Artifact Creature — Human Hero
Creature
4
3W/U
3/2
MSC
2
Warriors of Wakanda
Trample (This creature can deal excess combat damage to the player it's attacking.)
G
Creature — Human Warrior
Creature
4
3G
4/4
MSC
2
Wasp, Shrinking Savior
Flying
Whenever Wasp attacks, up to one other target creature gets -3/-0 until your next turn. Then draw a card for each creature with power less than 0 on the battlefield.
U
Legendary Creature — Human Hero
Creature
3
2U
1/3
MSC
2
West Coast Expansion
Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost.
U
Sorcery
Sorcery
2
XUU
MSC
3
Whirlwind, Killer Cyclone
Haste
Whenever one or more creatures you control that entered this turn attack a player, target creature that player controls can't block this turn.
R
Legendary Creature — Mutant Villain
Creature
3
2R
2/3
MSC
2
White Tiger, Amulet Keeper
{3}{G}, Exile this card from your graveyard: Draw a card. You may put a land card from your hand onto the battlefield.
G
Legendary Creature — Human Hero
Creature
2
1G
3/1
MSC
2
White Widow, Yelena Belova
Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, put a +1/+1 counter on it.
B
Legendary Creature — Human Assassin Villain
Creature
2
1B
1/2
MSC
2
Whoosh!
Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
U
Instant
Instant
2
1U
MSC
3
Wiccan, Young Avenger
Whenever you cast a noncreature spell, exile the top card of your library. Until your next end step, you may play that card.
R
Legendary Creature — Mutant Warlock Hero
Creature
4
3R
3/3
MSC
2
Wild Pack Squad
At the beginning of combat on your turn, up to one target creature gains first strike and vigilance until end of turn.
W
Creature — Human Mercenary
Creature
3
2W
2/3
MSC
2
Winter Soldier, Bucky Barnes
Winter Soldier enters tapped.
W
Legendary Creature — Human Soldier Hero
Creature
1
W
2/2
MSC
2
Winter Soldier, Reborn Avenger
Whenever Winter Soldier attacks, return target creature card with mana value less than or equal to Winter Soldier's power from your graveyard to the battlefield. If a Hero enters this way, it enters with an additional +1/+1 counter on it.
W
Legendary Creature — Human Soldier Hero
Creature
5
4W
3/5
MSC
2
Wisecrack
Target creature deals damage equal to its power to itself. If that creature is attacking, Wisecrack deals 2 damage to that creature's controller.
R
Instant
Instant
3
2R
MSC
3
Wolfsbane, Highland Hero
Trample (This creature can deal excess combat damage to the player she's attacking.)
{2}{G}: Wolfsbane gets +2/+2 until end of turn. Activate only once each turn.
G
Legendary Creature — Mutant Werewolf Hero
Creature
2
1G
2/2
MSC
2
Wolverine, Claws Out
You may have Wolverine assign his combat damage as though he weren't blocked.
Whenever a Mutant you control attacks, double its power until end of turn.
G
Legendary Creature — Mutant Berserker Hero
Creature
4
3G
2/5
MSC
2
Wondrous Revival
Return up to three target Hero creature cards from your graveyard to the battlefield.
W
Sorcery
Sorcery
6
4WW
MSC
3
X-23, Deadly Weapon
Whenever another Mutant you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on X-23.
G
Legendary Creature — Mutant Berserker Hero
Creature
3
2G
3/3
MSC
2
Zarda, the Power Princess
Flying
Other Heroes you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
W
Legendary Creature — Human Warrior Hero
Creature
4
3W
2/4
MSC
2