Cockatrice/Magic-Spoiler 2026-06-09 02:33:20 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/MSH.xml MSH Marvel Super Heroes (Spoiler) Expansion 2026-06-26 10 A.I.M. Labs This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {B}. Land Land 0 MSH 0 A.I.M. Scientists When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this 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.) U Creature — Human Scientist Villain Creature 4 3U 3/3 MSH 2 A.I.M. Synthoids When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Artifact Creature — Robot Villain Creature 2 2 1/3 MSH 2 Abomination, Terrifying Titan Trample Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) GR Legendary Creature — Gamma Villain Creature 4 3R/G 4/4 MSH 2 Abomination, Terrifying Titan Trample Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) GR Legendary Creature — Gamma Villain Creature 4 3R/G 4/4 MSH 2 Abomination, Terrifying Titan Trample Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) GR Legendary Creature — Gamma Villain Creature 4 3R/G 4/4 MSH 2 Absorbing Man Vigilance At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance. GU Legendary Creature — Human Villain Creature 3 1GU 4/4 MSH 2 Absorbing Man Vigilance At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance. GU Legendary Creature — Human Villain Creature 3 1GU 4/4 MSH 2 Absorbing Man Vigilance At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance. GU Legendary Creature — Human Villain Creature 3 1GU 4/4 MSH 2 Agent 13, Sharon Carter Whenever a creature you control attacks alone, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") W Legendary Creature — Human Spy Hero Creature 3 2W 3/2 MSH 2 Agent Maria Hill Whenever Agent Maria Hill becomes tapped to pay a teamwork cost, put a +1/+1 counter on her and draw a card. W Legendary Creature — Human Spy Hero Creature 1 W 2/1 MSH 2 Agent Phil Coulson Vigilance {T}: Put a +1/+1 counter on each other Hero you control. W Legendary Creature — Human Spy Hero Creature 2 1W 2/2 MSH 2 Agent Phil Coulson Vigilance {T}: Put a +1/+1 counter on each other Hero you control. W Legendary Creature — Human Spy Hero Creature 2 1W 2/2 MSH 2 Alien Invasion At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment. GR Enchantment Enchantment 4 1RRG MSH 1 Alien Invasion At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment. GR Enchantment Enchantment 4 1RRG MSH 1 Alien Invasion At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment. GR Enchantment Enchantment 4 1RRG MSH 1 Ant-Man, Colony Commander Whenever Ant-Man attacks, you may pay {1}. When you do, put a +1/+1 counter on target creature. Whenever you put a +1/+1 counter on a creature, create a 1/1 green Insect creature token. This ability triggers only once each turn. GU Legendary Creature — Human Rogue Hero Creature 3 1GU 2/2 MSH 2 Ant-Man, Colony Commander Whenever Ant-Man attacks, you may pay {1}. When you do, put a +1/+1 counter on target creature. Whenever you put a +1/+1 counter on a creature, create a 1/1 green Insect creature token. This ability triggers only once each turn. GU Legendary Creature — Human Rogue Hero Creature 3 1GU 2/2 MSH 2 Arc Reactor Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) This artifact enters tapped. {T}: Add {C}{C}{C}. Artifact Artifact 5 5 MSH 1 Arc Reactor Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) This artifact enters tapped. {T}: Add {C}{C}{C}. Artifact Artifact 5 5 MSH 1 Arc Reactor Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) This artifact enters tapped. {T}: Add {C}{C}{C}. Artifact Artifact 5 5 MSH 1 Ares, God of War Ares attacks each combat if able. Whenever an attacking creature you control dies, return that card to its owner's hand. BR Legendary Creature — God Warrior Villain Creature 3 1BR 4/3 MSH 2 Ares, God of War Ares attacks each combat if able. Whenever an attacking creature you control dies, return that card to its owner's hand. BR Legendary Creature — God Warrior Villain Creature 3 1BR 4/3 MSH 2 Ares, God of War Ares attacks each combat if able. Whenever an attacking creature you control dies, return that card to its owner's hand. BR Legendary Creature — God Warrior Villain Creature 3 1BR 4/3 MSH 2 Armor Wars (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may draw a card for each artifact you control. If you do, each opponent draws a card. II — Artifact spells you cast this turn cost {1} less to cast. III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control. RU Enchantment — Saga Enchantment 4 2UR MSH 1 Armor Wars (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may draw a card for each artifact you control. If you do, each opponent draws a card. II — Artifact spells you cast this turn cost {1} less to cast. III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control. RU Enchantment — Saga Enchantment 4 2UR MSH 1 Armor Wars (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may draw a card for each artifact you control. If you do, each opponent draws a card. II — Artifact spells you cast this turn cost {1} less to cast. III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control. RU Enchantment — Saga Enchantment 4 2UR MSH 1 Arnim Zola, Bio-Fanatic {3}, {T}: Create a tapped 2/1 black Villain creature token with menace. Activate only if there are two or more creature cards in your graveyard. (It can't be blocked except by two or more creatures.) B Legendary Artifact Creature — Scientist Villain Creature 3 2B 2/3 MSH 2 Asgardian Citadel This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {W}. Land Land 0 MSH 0 Attuma, Atlantean Warlord Other Merfolk you control get +1/+1. Whenever one or more Merfolk you control attack a player, draw a card. U Legendary Creature — Merfolk Warrior Villain Creature 4 2UU 3/4 MSH 2 Avengers Assemble! Flash Heroes you control get +2/+2. At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. W Enchantment Enchantment 5 4W MSH 1 Avengers Assemble! Flash Heroes you control get +2/+2. At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. W Enchantment Enchantment 5 4W MSH 1 Avengers Assemble! Flash Heroes you control get +2/+2. At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. W Enchantment Enchantment 5 4W MSH 1 Avengers Assemble! Flash Heroes you control get +2/+2. At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. W Enchantment Enchantment 5 4W MSH 1 Avengers Disassembled Choose one or both — • Avengers Disassembled deals 3 damage to each creature. • Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. R Sorcery Sorcery 3 1RR MSH 3 Avengers Disassembled Choose one or both — • Avengers Disassembled deals 3 damage to each creature. • Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. R Sorcery Sorcery 3 1RR MSH 3 Avengers Hangar This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {U}. Land Land 0 MSH 0 Avengers Tower {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source. {4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Land Land 0 MSH 0 Avengers Tower {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source. {4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Land Land 0 MSH 0 Avengers Tower {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source. {4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Land Land 0 MSH 0 Avengers Tower {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source. {4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Land Land 0 MSH 0 Avengers: Under Siege (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two 2/1 black Villain creature tokens with menace. II — This Saga deals 2 damage to each non-Villain creature and each opponent. III — Create a Treasure token for each Villain you control. BR Enchantment — Saga Enchantment 4 2BR MSH 1 Avengers: Under Siege (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two 2/1 black Villain creature tokens with menace. II — This Saga deals 2 damage to each non-Villain creature and each opponent. III — Create a Treasure token for each Villain you control. BR Enchantment — Saga Enchantment 4 2BR MSH 1 Avengers: Under Siege (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two 2/1 black Villain creature tokens with menace. II — This Saga deals 2 damage to each non-Villain creature and each opponent. III — Create a Treasure token for each Villain you control. BR Enchantment — Saga Enchantment 4 2BR MSH 1 Baron Helmut Zemo Whenever you cast a black spell from your hand, Baron Helmut Zemo connives. Boast — Exile any number of black cards from your graveyard with fifteen or more black mana symbols among their mana costs: Copy those exiled cards. You may cast up to three of the copies without paying their mana costs. (Activate only if this creature attacked this turn and only once each turn.) B Legendary Creature — Human Noble Villain Creature 3 BBB 3/3 MSH 2 Baron Helmut Zemo Whenever you cast a black spell from your hand, Baron Helmut Zemo connives. Boast — Exile any number of black cards from your graveyard with fifteen or more black mana symbols among their mana costs: Copy those exiled cards. You may cast up to three of the copies without paying their mana costs. (Activate only if this creature attacked this turn and only once each turn.) B Legendary Creature — Human Noble Villain Creature 3 BBB 3/3 MSH 2 Baron Strucker, HYDRA Overlord Villain spells you cast cost {1} less to cast. Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) B Legendary Creature — Human Villain Creature 3 2B 2/2 MSH 2 Baron Strucker, HYDRA Overlord Villain spells you cast cost {1} less to cast. Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) B Legendary Creature — Human Villain Creature 3 2B 2/2 MSH 2 Baron Strucker, HYDRA Overlord Villain spells you cast cost {1} less to cast. Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) B Legendary Creature — Human Villain Creature 3 2B 2/2 MSH 2 Baxter Building {T}: Add {C}. {4}, {T}: Add four mana in any combination of colors. {4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Land Land 0 MSH 0 Baxter Building {T}: Add {C}. {4}, {T}: Add four mana in any combination of colors. {4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Land Land 0 MSH 0 Baxter Building {T}: Add {C}. {4}, {T}: Add four mana in any combination of colors. {4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Land Land 0 MSH 0 Beast, Erudite Aerialist As long as you've put one or more +1/+1 counters on Beast this turn, he has flying. Whenever Beast deals combat damage to a player, draw a card. GU Legendary Creature — Mutant Scientist Hero Creature 4 3G/U 3/3 MSH 2 Beast, Erudite Aerialist As long as you've put one or more +1/+1 counters on Beast this turn, he has flying. Whenever Beast deals combat damage to a player, draw a card. GU Legendary Creature — Mutant Scientist Hero Creature 4 3G/U 3/3 MSH 2 Birnin Zana Plaza This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {W}. Land Land 0 MSH 0 Black Panther, Vanguard Whenever another nontoken Hero you control enters, choose one — • Create a 1/1 white Soldier creature token. • Creatures you control get +1/+1 until end of turn. GW Legendary Creature — Human Warrior Hero Creature 4 2GW 4/4 MSH 2 Black Panther, Vanguard Whenever another nontoken Hero you control enters, choose one — • Create a 1/1 white Soldier creature token. • Creatures you control get +1/+1 until end of turn. GW Legendary Creature — Human Warrior Hero Creature 4 2GW 4/4 MSH 2 Black Widow, Double Agent Deathtouch Whenever a creature you control attacks alone, it gains first strike and menace until end of turn. (It can't be blocked except by two or more creatures.) BW Legendary Creature — Human Hero Villain Creature 3 1WB 3/2 MSH 2 Black Widow, Double Agent Deathtouch Whenever a creature you control attacks alone, it gains first strike and menace until end of turn. (It can't be blocked except by two or more creatures.) BW Legendary Creature — Human Hero Villain Creature 3 1WB 3/2 MSH 2 Black Widow, Super Spy Menace Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. B Legendary Creature — Human Spy Hero Creature 2 1B 2/1 MSH 2 Black Widow, Super Spy Menace Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. B Legendary Creature — Human Spy Hero Creature 2 1B 2/1 MSH 2 Black Widow, Super Spy Menace Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. B Legendary Creature — Human Spy Hero Creature 2 1B 2/1 MSH 2 Blazing Crescendo Target creature gets +3/+1 until end of turn. Exile the top card of your library. Until the end of your next turn, you may play that card. R Instant Instant 2 1R MSH 3 Bruce Banner // The Incredible Hulk Legendary Creature — Human Scientist Hero // Legendary Creature — Gamma Berserker Hero Creature 1 MSH 2 Bruce Banner // The Incredible Hulk Legendary Creature — Human Scientist Hero // Legendary Creature — Gamma Berserker Hero Creature 1 MSH 2 Bruce Banner // The Incredible Hulk Legendary Creature — Human Scientist Hero // Legendary Creature — Gamma Berserker Hero Creature 1 MSH 2 Bruce Banner // The Incredible Hulk Legendary Creature — Human Scientist Hero // Legendary Creature — Gamma Berserker Hero Creature 1 MSH 2 Bullseye, Death Dealer When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target. {3}, {T}, Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target. BR Legendary Creature — Human Assassin Villain Creature 3 2B/R 2/3 MSH 2 Bullseye, Death Dealer When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target. {3}, {T}, Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target. BR Legendary Creature — Human Assassin Villain Creature 3 2B/R 2/3 MSH 2 Captain America's Shield Indestructible Equipped creature gets +0/+8 and has vigilance. Whenever equipped creature attacks, tap target creature defending player controls. Equip {2} Legendary Artifact — Equipment Artifact 2 2 MSH 1 Captain America's Shield Indestructible Equipped creature gets +0/+8 and has vigilance. Whenever equipped creature attacks, tap target creature defending player controls. Equip {2} Legendary Artifact — Equipment Artifact 2 2 MSH 1 Captain America's Shield Indestructible Equipped creature gets +0/+8 and has vigilance. Whenever equipped creature attacks, tap target creature defending player controls. Equip {2} Legendary Artifact — Equipment Artifact 2 2 MSH 1 Captain America's Shield Indestructible Equipped creature gets +0/+8 and has vigilance. Whenever equipped creature attacks, tap target creature defending player controls. Equip {2} Legendary Artifact — Equipment Artifact 2 2 MSH 1 Captain America, Living Legend Vigilance Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it. UW Legendary Creature — Human Soldier Hero Creature 3 1WU 3/4 MSH 2 Captain America, Living Legend Vigilance Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it. UW Legendary Creature — Human Soldier Hero Creature 3 1WU 3/4 MSH 2 Captain America, Living Legend Vigilance Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it. UW Legendary Creature — Human Soldier Hero Creature 3 1WU 3/4 MSH 2 Captain America, Super-Soldier First strike Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.) As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. W Legendary Creature — Human Soldier Hero Creature 3 1WW 3/2 MSH 2 Captain America, Super-Soldier First strike Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.) As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. W Legendary Creature — Human Soldier Hero Creature 3 1WW 3/2 MSH 2 Captain America, Super-Soldier First strike Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.) As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. W Legendary Creature — Human Soldier Hero Creature 3 1WW 3/2 MSH 2 Captain America, Super-Soldier First strike Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.) As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. W Legendary Creature — Human Soldier Hero Creature 3 1WW 3/2 MSH 2 Captain America, Wings of Freedom Flying, first strike, ward {1} Whenever Captain America attacks, each other Hero you control gets +X/+X until end of turn, where X is Captain America's toughness. W Legendary Creature — Human Soldier Hero Creature 3 2W 3/1 MSH 2 Captain America, Wings of Freedom Flying, first strike, ward {1} Whenever Captain America attacks, each other Hero you control gets +X/+X until end of turn, where X is Captain America's toughness. W Legendary Creature — Human Soldier Hero Creature 3 2W 3/1 MSH 2 Captain Mar-Vell, Space-Born Flying, vigilance Cosmic Awareness — As long as an opponent has cast a spell this turn, you may cast spells as though they had flash. W Legendary Creature — Kree Soldier Hero Creature 5 4W 4/4 MSH 2 Captain Mar-Vell, Space-Born Flying, vigilance Cosmic Awareness — As long as an opponent has cast a spell this turn, you may cast spells as though they had flash. W Legendary Creature — Kree Soldier Hero Creature 5 4W 4/4 MSH 2 Captain Marvel, Earth's Protector Flash Flying, lifelink Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) W Legendary Creature — Human Kree Hero Creature 5 3WW 5/4 MSH 2 Captain Marvel, Earth's Protector Flash Flying, lifelink Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) W Legendary Creature — Human Kree Hero Creature 5 3WW 5/4 MSH 2 Captain Marvel, Earth's Protector Flash Flying, lifelink Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) W Legendary Creature — Human Kree Hero Creature 5 3WW 5/4 MSH 2 Castle Doom {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast an artifact spell. {3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. Land Land 0 MSH 0 Castle Doom {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast an artifact spell. {3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. Land Land 0 MSH 0 Castle Doom {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast an artifact spell. {3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. Land Land 0 MSH 0 Claim the Kingdom Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control and a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control. G Enchantment — Plan Enchantment 2 1G MSH 1 Cloak and Dagger, Entwined Deathtouch, lifelink When Cloak and Dagger enter, choose target opponent and up to one target creature they control. They reveal their hand. You may exile a nonland card from their hand or the chosen creature until Cloak and Dagger leave the battlefield. BW Legendary Creature — Human Hero Creature 3 1WB 2/2 MSH 2 Cloak and Dagger, Entwined Deathtouch, lifelink When Cloak and Dagger enter, choose target opponent and up to one target creature they control. They reveal their hand. You may exile a nonland card from their hand or the chosen creature until Cloak and Dagger leave the battlefield. BW Legendary Creature — Human Hero Creature 3 1WB 2/2 MSH 2 Colleen Wing, Street Samurai Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Colleen Wing. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) W Legendary Creature — Human Samurai Hero Creature 2 1W 2/2 MSH 2 Construct a Cosmic Cube Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment. When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.) B Enchantment — Plan Enchantment 3 2B MSH 1 Construct a Cosmic Cube Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment. When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.) B Enchantment — Plan Enchantment 3 2B MSH 1 Cosmic Cube Ward {2} Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Artifact Artifact 5 5 MSH 1 Cosmic Cube Ward {2} Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Artifact Artifact 5 5 MSH 1 Cosmic Cube Ward {2} Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Artifact Artifact 5 5 MSH 1 Cosmic Cube Ward {2} Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Artifact Artifact 5 5 MSH 1 Crossbones, Malicious Mercenary Deathtouch Whenever another Villain you control enters, put a +1/+1 counter on Crossbones. He deals 2 damage to each opponent. This ability triggers only once each turn. B Legendary Creature — Human Mercenary Villain Creature 4 3B 3/3 MSH 2 Daredevil, Man Without Fear Vigilance, haste Radar Sense — You may look at the top card of your library any time. Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. RW Legendary Creature — Human Hero Creature 4 2RW 3/4 MSH 2 Daredevil, Man Without Fear Vigilance, haste Radar Sense — You may look at the top card of your library any time. Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. RW Legendary Creature — Human Hero Creature 4 2RW 3/4 MSH 2 Daredevil, Man Without Fear Vigilance, haste Radar Sense — You may look at the top card of your library any time. Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. RW Legendary Creature — Human Hero Creature 4 2RW 3/4 MSH 2 Daredevil, Man Without Fear Vigilance, haste Radar Sense — You may look at the top card of your library any time. Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. RW Legendary Creature — Human Hero Creature 4 2RW 3/4 MSH 2 Daredevil, Man Without Fear Vigilance, haste Radar Sense — You may look at the top card of your library any time. Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. RW Legendary Creature — Human Hero Creature 4 2RW 3/4 MSH 2 Daredevil, Man Without Fear Vigilance, haste Radar Sense — You may look at the top card of your library any time. Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. RW Legendary Creature — Human Hero Creature 4 2RW 3/4 MSH 2 Dark Deed Target creature gets -4/-4 until end of turn. B Instant Instant 2 1B MSH 3 Dark Fortress {T}: Add {C}. {T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Dark Fortress {T}: Add {C}. {T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Dark Fortress {T}: Add {C}. {T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Death to Our Enemies Whenever you cast a noncreature spell, create a tapped Treasure token and put a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets. R Enchantment — Plan Enchantment 3 2R MSH 1 Dependable Quinjet Flying {T}: Add one mana of any color. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.) Artifact — Vehicle Artifact 3 3 3/3 MSH 1 Doc Samson, Super Psychiatrist If you would put one or more counters on a permanent you control, put that many plus one of each of those kinds of counters on that permanent instead. {T}: Add X mana of any one color, where X is Doc Samson's power. G Legendary Creature — Gamma Doctor Hero Creature 5 4G 3/6 MSH 2 Doctor Doom When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot. As long as you control an artifact creature or a Plan, Doctor Doom has indestructible. At the beginning of your end step, you draw a card and lose 1 life. B Legendary Creature — Human Scientist Villain Creature 6 4BB 3/3 MSH 2 Doctor Doom When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot. As long as you control an artifact creature or a Plan, Doctor Doom has indestructible. At the beginning of your end step, you draw a card and lose 1 life. B Legendary Creature — Human Scientist Villain Creature 6 4BB 3/3 MSH 2 Doctor Doom When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot. As long as you control an artifact creature or a Plan, Doctor Doom has indestructible. At the beginning of your end step, you draw a card and lose 1 life. B Legendary Creature — Human Scientist Villain Creature 6 4BB 3/3 MSH 2 Doctor Doom When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot. As long as you control an artifact creature or a Plan, Doctor Doom has indestructible. At the beginning of your end step, you draw a card and lose 1 life. B Legendary Creature — Human Scientist Villain Creature 6 4BB 3/3 MSH 2 Doom Reigns Supreme Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment. When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs. B Enchantment — Plan Enchantment 2 1B MSH 1 Doom Reigns Supreme Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment. When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs. B Enchantment — Plan Enchantment 2 1B MSH 1 Earth's Mightiest Heroes Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.) Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. G Sorcery Sorcery 6 4GG MSH 3 Earth's Mightiest Heroes Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.) Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. G Sorcery Sorcery 6 4GG MSH 3 Earth's Mightiest Heroes Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.) Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. G Sorcery Sorcery 6 4GG MSH 3 Echo, Perceptive Prodigy Vigilance {1}, {T}: Copy target activated or triggered ability you control from a creature source. You may choose new targets for the copy. (Mana abilities can't be targeted.) U Legendary Creature — Human Hero Creature 3 2U 1/4 MSH 2 Elektra, Daughter of the Hand Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.) When Elektra enters, destroy target creature an opponent controls with power 3 or less. B Legendary Creature — Human Ninja Villain Creature 4 2BB 3/3 MSH 2 Elektra, Daughter of the Hand Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.) When Elektra enters, destroy target creature an opponent controls with power 3 or less. B Legendary Creature — Human Ninja Villain Creature 4 2BB 3/3 MSH 2 Elektra, Daughter of the Hand Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.) When Elektra enters, destroy target creature an opponent controls with power 3 or less. B Legendary Creature — Human Ninja Villain Creature 4 2BB 3/3 MSH 2 Elektra, Daughter of the Hand Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.) When Elektra enters, destroy target creature an opponent controls with power 3 or less. B Legendary Creature — Human Ninja Villain Creature 4 2BB 3/3 MSH 2 Epic Fight Choose one or both — • Double target creature's power and toughness until end of turn. • Target creature you control fights target creature an opponent controls. G Sorcery Sorcery 3 2G MSH 3 Epic Fight Choose one or both — • Double target creature's power and toughness until end of turn. • Target creature you control fights target creature an opponent controls. G Sorcery Sorcery 3 2G MSH 3 Evil's Thrall Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn. R Sorcery Sorcery 3 2R MSH 3 Falcon's Wing Harness When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+1 and has flying and ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {2}{U} ({2}{U}: Attach to target creature you control. Equip only as a sorcery.) U Artifact — Equipment Artifact 2 1U MSH 1 Falcon, Winged Wonder Flying Avian Telepathy — When Falcon enters, create Redwing, a legendary 1/1 blue Bird Scout creature token with flying and "Whenever Redwing attacks, surveil 1." (Look at the top card of your library. You may put it into your graveyard.) U Legendary Creature — Human Hero Creature 5 4U 3/4 MSH 2 Fin Fang Foom Flying Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom. R Legendary Creature — Alien Dragon Villain Creature 4 2RR 3/5 MSH 2 Fin Fang Foom Flying Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom. R Legendary Creature — Alien Dragon Villain Creature 4 2RR 3/5 MSH 2 Fisk Tower This land enters tapped. When this land enters, you gain 1 life. {T}: Add {W} or {B}. Land Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 MSH 0 Gathering Place {T}: Add {C}. {T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Gathering Place {T}: Add {C}. {T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Gathering Place {T}: Add {C}. {T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Ghost, Spectral Saboteur Flash Intangibility — Ghost can't be blocked. BU Legendary Creature — Human Rogue Villain Creature 3 2U/B 2/2 MSH 2 Gleaming Bastion {T}: Add {C}. {T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Gleaming Bastion {T}: Add {C}. {T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Gleaming Bastion {T}: Add {C}. {T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Go Nuts! Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature an opponent controls. G Sorcery Sorcery 1 G MSH 3 Grim Reaper, Lethal Legionnaire Whenever Grim Reaper attacks, you may pay {3}{B}. When you do, return target creature card from your graveyard to the battlefield tapped and attacking with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) B Legendary Creature — Human Villain Creature 4 3B 3/4 MSH 2 H.E.R.B.I.E. Scout Unit Flying When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped. Artifact Creature — Robot Scout Creature 4 4 2/1 MSH 2 HULK SMASH! Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Destroy target noncreature artifact. • Target creature you control deals damage equal to its power to target creature an opponent controls. R Instant Instant 2 1R MSH 3 HULK SMASH! Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Destroy target noncreature artifact. • Target creature you control deals damage equal to its power to target creature an opponent controls. R Instant Instant 2 1R MSH 3 HYDRA Troopers When this creature enters, create a tapped 2/1 black Villain creature token with menace if there are two or more creature cards in your graveyard. Otherwise, mill two cards. (Put the top two cards of your library into your graveyard.) B Creature — Human Soldier Villain Creature 3 2B 3/2 MSH 2 Hawkeye, Master Marksman First strike, reach Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many. • Net — Target creature can't block this turn. • Explosive — Hawkeye deals 2 damage to target player. • Boomerang — Discard a card, then draw a card. R Legendary Creature — Human Archer Hero Creature 2 1R 2/2 MSH 2 Hawkeye, Master Marksman First strike, reach Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many. • Net — Target creature can't block this turn. • Explosive — Hawkeye deals 2 damage to target player. • Boomerang — Discard a card, then draw a card. R Legendary Creature — Human Archer Hero Creature 2 1R 2/2 MSH 2 Hell's Kitchen This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {R}. Land Land 0 MSH 0 Hellcat, Undying Vigilante Haste When Hellcat dies, return her to the battlefield under her owner's control with a +1/+1 counter on her. She loses all abilities and gains haste. G Legendary Creature — Human Hero Creature 2 GG 2/2 MSH 2 Hercules, Prince of Power Power-up — {4}{G}: Put a +1/+1 counter on Hercules. He gains vigilance, indestructible, and haste until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) G Legendary Creature — Demigod Warrior Hero Creature 3 2G 3/3 MSH 2 Heroic Feast When this enchantment enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you gain life, choose up to that many target creatures you control. Put a +1/+1 counter on each of them. G Enchantment Enchantment 3 2G MSH 1 Hidden Lair {T}: Add {C}. {T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Hidden Lair {T}: Add {C}. {T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Hidden Lair {T}: Add {C}. {T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Hulk, Gamma Goliath Reach, trample Power-up abilities of other creatures you control cost {3} less to activate. Power-up — {6}{R}{G}: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) GR Legendary Creature — Gamma Berserker Hero Creature 5 3RG 6/5 MSH 2 Hulk, Gamma Goliath Reach, trample Power-up abilities of other creatures you control cost {3} less to activate. Power-up — {6}{R}{G}: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) GR Legendary Creature — Gamma Berserker Hero Creature 5 3RG 6/5 MSH 2 Human Torch, Johnny Storm Flying Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent. Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) R Legendary Creature — Human Hero Creature 3 2R 2/2 MSH 2 Human Torch, Johnny Storm Flying Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent. Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) R Legendary Creature — Human Hero Creature 3 2R 2/2 MSH 2 Invisible Woman, Sue Storm Lifelink Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender. W Legendary Creature — Human Hero Creature 5 4W 2/5 MSH 2 Invisible Woman, Sue Storm Lifelink Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender. W Legendary Creature — Human Hero Creature 5 4W 2/5 MSH 2 Iron Fist, Living Weapon Whenever you cast a spell that targets a creature you control, Iron Fist gains "{T}: Iron Fist deals damage equal to his power to any other target" until end of turn. R Legendary Creature — Human Warrior Hero Creature 3 2R 2/3 MSH 2 Iron Lad, Diverging Destiny Flying, vigilance You may look at the top card of your library any time. {T}: Reveal the top card of your library. If it's an artifact card, draw a card. U Legendary Artifact Creature — Human Hero Creature 3 2U 2/2 MSH 2 Iron Man Armor When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1 and has flying. {2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn. Equip {2} Artifact — Equipment Artifact 3 3 MSH 1 Iron Man Armor When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1 and has flying. {2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn. Equip {2} Artifact — Equipment Artifact 3 3 MSH 1 Iron Man, Master of Machines Flying, vigilance Iron Man gets +1/+0 for each other artifact you control. Whenever Iron Man attacks, if an artifact entered the battlefield under your control this turn, draw a card. RU Legendary Artifact Creature — Human Hero Creature 4 2UR 1/4 MSH 2 Iron Man, Master of Machines Flying, vigilance Iron Man gets +1/+0 for each other artifact you control. Whenever Iron Man attacks, if an artifact entered the battlefield under your control this turn, draw a card. RU Legendary Artifact Creature — Human Hero Creature 4 2UR 1/4 MSH 2 Ironheart, Clever Champion Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Flying Noncreature spells you cast have improvise. U Legendary Artifact Creature — Human Hero Creature 5 4U 3/4 MSH 2 Ironheart, Clever Champion Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Flying Noncreature spells you cast have improvise. U Legendary Artifact Creature — Human Hero Creature 5 4U 3/4 MSH 2 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 MSH 0 Jennifer Walters // The Sensational She-Hulk Legendary Creature — Human Advisor Hero // Legendary Creature — Gamma Hero Creature 2 MSH 2 Jennifer Walters // The Sensational She-Hulk Legendary Creature — Human Advisor Hero // Legendary Creature — Gamma Hero Creature 2 MSH 2 Jennifer Walters // The Sensational She-Hulk Legendary Creature — Human Advisor Hero // Legendary Creature — Gamma Hero Creature 2 MSH 2 Jennifer Walters // The Sensational She-Hulk Legendary Creature — Human Advisor Hero // Legendary Creature — Gamma Hero Creature 2 MSH 2 Jessica Jones, Private Eye {T}, Put a stun counter on Jessica Jones: Exile the top X cards of your library, where X is Jessica Jones's power. You may play those cards this turn. (If a permanent with a stun counter would become untapped, remove one from it instead.) R Legendary Creature — Human Detective Hero Creature 3 2R 2/3 MSH 2 Ka-Zar of the Savage Land You may look at the top card of your library any time. You may play lands from the top of your library. When Ka-Zar enters, create Zabu, a legendary 2/2 green Cat creature token with "Landfall — Whenever a land you control enters, put a +1/+1 counter on Zabu." G Legendary Creature — Human Barbarian Hero Creature 5 4G 3/2 MSH 2 Kang the Conqueror Flying Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) U Legendary Creature — Human Villain Creature 4 2UU 4/5 MSH 2 Kang the Conqueror Flying Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) U Legendary Creature — Human Villain Creature 4 2UU 4/5 MSH 2 Kang, Temporal Tyrant Whenever Kang attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life. BU Legendary Creature — Human Villain Creature 4 2UB 3/4 MSH 2 Kang, Temporal Tyrant Whenever Kang attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life. BU Legendary Creature — Human Villain Creature 4 2UB 3/4 MSH 2 Kang, Temporal Tyrant Whenever Kang attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life. BU Legendary Creature — Human Villain Creature 4 2UB 3/4 MSH 2 Killmonger, Scourge of Wakanda When Killmonger enters, you may sacrifice another creature. When you do, destroy target nonland permanent an opponent controls. As long as there are two or more creature cards in your graveyard, Killmonger gets +2/+1. BG Legendary Creature — Human Mercenary Villain Creature 4 2BG 3/3 MSH 2 Killmonger, Scourge of Wakanda When Killmonger enters, you may sacrifice another creature. When you do, destroy target nonland permanent an opponent controls. As long as there are two or more creature cards in your graveyard, Killmonger gets +2/+1. BG Legendary Creature — Human Mercenary Villain Creature 4 2BG 3/3 MSH 2 King T'Challa // Black Panther, Hope Enduring Legendary Creature — Human Noble Hero // Legendary Creature — Human Warrior Hero Creature 3 MSH 2 King T'Challa // Black Panther, Hope Enduring Legendary Creature — Human Noble Hero // Legendary Creature — Human Warrior Hero Creature 3 MSH 2 King T'Challa // Black Panther, Hope Enduring Legendary Creature — Human Noble Hero // Legendary Creature — Human Warrior Hero Creature 3 MSH 2 King T'Challa // Black Panther, Hope Enduring Legendary Creature — Human Noble Hero // Legendary Creature — Human Warrior Hero Creature 3 MSH 2 King T'Challa // Black Panther, Hope Enduring Legendary Creature — Human Noble Hero // Legendary Creature — Human Warrior Hero Creature 3 MSH 2 Leader, Super-Genius If a creature you control would connive, instead you draw a card, then that creature connives. At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) U Legendary Creature — Gamma Scientist Villain Creature 4 2UU 1/3 MSH 2 Leader, Super-Genius If a creature you control would connive, instead you draw a card, then that creature connives. At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) U Legendary Creature — Gamma Scientist Villain Creature 4 2UU 1/3 MSH 2 Loki, God of Mischief Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn. U Legendary Creature — God Sorcerer Villain Creature 2 1U 2/1 MSH 2 Loki, God of Mischief Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn. U Legendary Creature — God Sorcerer Villain Creature 2 1U 2/1 MSH 2 Los Diablos Missile Base This land enters tapped. When this land enters, you gain 1 life. {T}: Add {R} or {G}. Land Land 0 MSH 0 Luke Cage, Power Man Unbreakable Skin — Whenever Luke Cage attacks alone, he gets +2/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.) W Legendary Creature — Human Hero Creature 4 3W 2/5 MSH 2 M.O.D.O.K. Flying, lifelink Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Designed Only for Killing — Creatures your opponents control get -1/-1. B Legendary Artifact Creature — Villain Creature 5 3BB 2/2 MSH 2 M.O.D.O.K. Flying, lifelink Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Designed Only for Killing — Creatures your opponents control get -1/-1. B Legendary Artifact Creature — Villain Creature 5 3BB 2/2 MSH 2 Madame Hydra Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) BR Legendary Creature — Human Villain Creature 4 2BR 2/3 MSH 2 Madame Hydra Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) BR Legendary Creature — Human Villain Creature 4 2BR 2/3 MSH 2 Madame Hydra Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) BR Legendary Creature — Human Villain Creature 4 2BR 2/3 MSH 2 Madame Hydra Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) BR Legendary Creature — Human Villain Creature 4 2BR 2/3 MSH 2 Mister Fantastic, Reed Richards Reach Whenever one or more tokens you control enter, you may draw a card. U Legendary Creature — Human Scientist Hero Creature 4 3U 2/4 MSH 2 Mister Fantastic, Reed Richards Reach Whenever one or more tokens you control enter, you may draw a card. U Legendary Creature — Human Scientist Hero Creature 4 3U 2/4 MSH 2 Mister Fantastic, Reed Richards Reach Whenever one or more tokens you control enter, you may draw a card. U Legendary Creature — Human Scientist Hero Creature 4 3U 2/4 MSH 2 Mister Hyde, Monster Within At the beginning of your upkeep, choose one — • Put a +1/+1 counter on Mister Hyde. • Remove a counter from a creature you control. If you do, draw a card. G Legendary Creature — Human Villain Creature 3 2G 2/2 MSH 2 Misty Knight, Hero for Hire {2}, {T}, Discard a card: Draw a card for each card you've discarded this turn. R Legendary Creature — Human Detective Hero Creature 2 1R 3/1 MSH 2 Mjölnir, Hammer of Thor When Mjölnir enters, it deals 4 damage to up to one target creature. Double all damage equipped creature would deal. Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.) {2}{R}, Discard this card: It deals 2 damage to each creature. R Legendary Artifact — Equipment Artifact 4 3R MSH 1 Mjölnir, Hammer of Thor When Mjölnir enters, it deals 4 damage to up to one target creature. Double all damage equipped creature would deal. Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.) {2}{R}, Discard this card: It deals 2 damage to each creature. R Legendary Artifact — Equipment Artifact 4 3R MSH 1 Mjölnir, Hammer of Thor When Mjölnir enters, it deals 4 damage to up to one target creature. Double all damage equipped creature would deal. Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.) {2}{R}, Discard this card: It deals 2 damage to each creature. R Legendary Artifact — Equipment Artifact 4 3R MSH 1 Mockingbird, Ace Agent Double strike Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Mockingbird. W Legendary Creature — Human Spy Hero Creature 4 3W 2/2 MSH 2 Mole Man, Moloid Master You may play lands from your graveyard. Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card." G Legendary Creature — Human Villain Creature 3 2G 1/1 MSH 2 Mole Man, Moloid Master You may play lands from your graveyard. Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card." G Legendary Creature — Human Villain Creature 3 2G 1/1 MSH 2 Mole Man, Moloid Master You may play lands from your graveyard. Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card." G Legendary Creature — Human Villain Creature 3 2G 1/1 MSH 2 Monica Rambeau // Photon, Living Light Legendary Creature — Human Hero // Legendary Creature — Elemental Hero Creature 3 MSH 2 Monica Rambeau // Photon, Living Light Legendary Creature — Human Hero // Legendary Creature — Elemental Hero Creature 3 MSH 2 Monica Rambeau // Photon, Living Light Legendary Creature — Human Hero // Legendary Creature — Elemental Hero Creature 3 MSH 2 Moon Girl and Devil Dinosaur Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample. Whenever an artifact you control enters, draw a card. This ability triggers only once each turn. GU Legendary Creature — Human Dinosaur Hero Creature 3 1GU 2/2 MSH 2 Moon Girl and Devil Dinosaur Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample. Whenever an artifact you control enters, draw a card. This ability triggers only once each turn. GU Legendary Creature — Human Dinosaur Hero Creature 3 1GU 2/2 MSH 2 Moon Girl and Devil Dinosaur Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample. Whenever an artifact you control enters, draw a card. This ability triggers only once each turn. GU Legendary Creature — Human Dinosaur Hero Creature 3 1GU 2/2 MSH 2 Moonstone, Harsh Mistress Flying Whenever you discard a card, you may exile that card from your graveyard. If you do, until the end of your next turn, you may play that card. B Legendary Creature — Human Doctor Villain Creature 4 3B 2/4 MSH 2 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSH 0 Ms. Marvel, Kamala Khan Vigilance, reach You have no maximum hand size. Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand." U Legendary Creature — Mutant Inhuman Hero Creature 3 2U 1/4 MSH 2 Ms. Marvel, Kamala Khan Vigilance, reach You have no maximum hand size. Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand." U Legendary Creature — Mutant Inhuman Hero Creature 3 2U 1/4 MSH 2 Multiversal Incursion For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary. U Sorcery Sorcery 7 5UU MSH 3 Multiversal Incursion For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary. U Sorcery Sorcery 7 5UU MSH 3 Murdock's Crusade Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Street Justice — Exile target creature with toughness 4 or greater. • Legal Justice — Exile target enchantment with mana value 4 or greater. W Sorcery Sorcery 2 1W MSH 3 Namor the Sub-Mariner Flying Namor's power is equal to the number of Merfolk you control. Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. U Legendary Creature — Mutant Merfolk Villain Creature 3 1UU */4 MSH 2 Namor the Sub-Mariner Flying Namor's power is equal to the number of Merfolk you control. Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. U Legendary Creature — Mutant Merfolk Villain Creature 3 1UU */4 MSH 2 Namor the Sub-Mariner Flying Namor's power is equal to the number of Merfolk you control. Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. U Legendary Creature — Mutant Merfolk Villain Creature 3 1UU */4 MSH 2 Nick Fury, Agent of S.H.I.E.L.D. Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) W Legendary Creature — Human Spy Hero Creature 1 W 2/1 MSH 2 Nick Fury, Agent of S.H.I.E.L.D. Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) W Legendary Creature — Human Spy Hero Creature 1 W 2/1 MSH 2 Nick Fury, Agent of S.H.I.E.L.D. Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) W Legendary Creature — Human Spy Hero Creature 1 W 2/1 MSH 2 Nick Fury, Agent of S.H.I.E.L.D. Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) W Legendary Creature — Human Spy Hero Creature 1 W 2/1 MSH 2 Night Nurse, Healer of Heroes Flash Lifelink When Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand. W Legendary Creature — Human Doctor Hero Creature 2 1W 2/1 MSH 2 Okoye, Dora Milaje Leader When Okoye enters, create two 1/1 white Soldier creature tokens. Attacking creature tokens you control have first strike. W Legendary Creature — Human Warrior Hero Creature 4 3W 3/2 MSH 2 Origin of the Avengers (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card. III — Put a +1/+1 counter on each creature you control. W Enchantment — Saga Enchantment 2 1W MSH 1 Origin of the Avengers (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card. III — Put a +1/+1 counter on each creature you control. W Enchantment — Saga Enchantment 2 1W MSH 1 Patriot, Shield Wielder {2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) W Legendary Creature — Human Hero Creature 2 1W 2/2 MSH 2 Patriot, Shield Wielder {2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) W Legendary Creature — Human Hero Creature 2 1W 2/2 MSH 2 Pet Avengers Reach Power-up — {6}{G}: Put a +1/+1 counter on this creature and create a 3/2 white Hero creature token with vigilance. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) G Creature — Dragon Cat Dog Bird Creature 4 3G 4/4 MSH 2 Photon Blast Barrage When you cast this spell, copy it X times. You may choose new targets for the copies. Photon Blast Barrage deals 1 damage to target creature. R Sorcery Sorcery 2 XRR MSH 3 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSH 0 Political Triumph Whenever a creature you control enters, scry 1 and put a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it, draw a card, and put a +1/+1 counter on each creature you control. W Enchantment — Plan Enchantment 1 W MSH 1 Powerful Broker {T}: For each kind of counter on target permanent or player, give that permanent or player another counter of that kind. Activate only as a sorcery. G Creature — Human Villain Creature 3 2G 3/3 MSH 2 Punishing Punch This spell costs {2} less to cast if there are two or more creature cards in your graveyard. Target creature you control deals damage equal to twice its power to target creature an opponent controls. G Instant Instant 3 2G MSH 3 Punishing Punch This spell costs {2} less to cast if there are two or more creature cards in your graveyard. Target creature you control deals damage equal to twice its power to target creature an opponent controls. G Instant Instant 3 2G MSH 3 Pym Particles Target creature gains vigilance until end of turn and can't be blocked this turn. Draw a card. U Sorcery Sorcery 1 U MSH 3 Pym Technologies This land enters tapped. When this land enters, you gain 1 life. {T}: Add {G} or {U}. Land Land 0 MSH 0 Quake, Agent of S.H.I.E.L.D. Seismic Takedown — Whenever you cast a noncreature spell, tap target creature or land. W Legendary Creature — Inhuman Spy Hero Creature 3 2W 3/3 MSH 2 Quicksilver, Brash Blur If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield. Haste Power-up — {4}{R}: Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) R Legendary Creature — Mutant Hero Creature 1 R 1/1 MSH 2 Quicksilver, Brash Blur If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield. Haste Power-up — {4}{R}: Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) R Legendary Creature — Mutant Hero Creature 1 R 1/1 MSH 2 Rapid Rescue Mill two cards. You may put a permanent card from among the milled cards into your hand. You gain 2 life. (To mill two cards, put the top two cards of your library into your graveyard.) G Instant Instant 1 G MSH 3 Red Hulk Reach, trample Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target. R Legendary Creature — Gamma Berserker Villain Creature 6 4RR 6/7 MSH 2 Red Hulk Reach, trample Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target. R Legendary Creature — Gamma Berserker Villain Creature 6 4RR 6/7 MSH 2 Reptil, Dinomorpher Brontosaurus — {3}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 3/5 and gains vigilance and reach. Tyrannosaurus Rex — {6}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 6/6 and gains trample. G Legendary Creature — Human Hero Creature 1 G 1/2 MSH 2 Reptil, Dinomorpher Brontosaurus — {3}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 3/5 and gains vigilance and reach. Tyrannosaurus Rex — {6}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 6/6 and gains trample. G Legendary Creature — Human Hero Creature 1 G 1/2 MSH 2 Restorative Technique Target player gains 2 life, then searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put a +1/+1 counter on up to one target creature. G Sorcery Sorcery 3 2G MSH 3 Rewrite History Whenever one or more creatures you control become tapped, draw a card, then discard a card and put a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return up to two target instant and/or sorcery cards from your graveyard to your hand. U Enchantment — Plan Enchantment 3 2U MSH 1 Rick Jones, Destined Sidekick {3}, {T}: Mill four cards. You may put a Hero or enchantment card from among those cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.) G Legendary Creature — Human Advisor Creature 1 G 0/3 MSH 2 Robot Domination Whenever one or more creature cards are put into your graveyard from anywhere, you draw a card, lose 1 life, and put a plan counter on this enchantment. When the third plan counter is put on this enchantment, sacrifice it and create three 2/2 colorless Robot Villain artifact creature tokens. B Enchantment — Plan Enchantment 4 3B MSH 1 Ronin, Shadow Stalker Pay 2 life: Add two mana of any one color. Spend this mana only to cast Equipment spells or activate equip abilities. Activate only once each turn. {T}, Sacrifice an Equipment attached to Ronin: Target creature gets -4/-4 until end of turn. Activate only as a sorcery. B Legendary Creature — Human Rogue Hero Creature 3 2B 3/3 MSH 2 Roxxon Brutes Menace (This creature can't be blocked except by two or more creatures.) Whenever you draw your second card each turn, put a +1/+1 counter on 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.) B Creature — Human Berserker Villain Creature 5 4B 4/4 MSH 2 S.H.I.E.L.D. Flying Car Flash Flying When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. Crew 1 U Artifact — Vehicle Artifact 3 2U 3/3 MSH 1 S.H.I.E.L.D. Flying Car Flash Flying When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. Crew 1 U Artifact — Vehicle Artifact 3 2U 3/3 MSH 1 S.H.I.E.L.D. Helicarrier Flying When this Vehicle enters, create two 1/1 white Soldier creature tokens. Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.) Artifact — Vehicle Artifact 4 4 4/5 MSH 1 Savage Land Dinosaur Trample 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 Creature — Dinosaur Creature 6 4GG 7/6 MSH 2 Scientist Supreme of A.I.M. Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.) BU Legendary Creature — Human Scientist Villain Creature 2 UB 2/2 MSH 2 Scientist Supreme of A.I.M. Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.) BU Legendary Creature — Human Scientist Villain Creature 2 UB 2/2 MSH 2 Scientist Supreme of A.I.M. Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.) BU Legendary Creature — Human Scientist Villain Creature 2 UB 2/2 MSH 2 Secret Invasion Enchant creature you control When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield. Enchanted creature has ward {2}. U Enchantment — Aura Enchantment 3 1UU MSH 1 Secret Invasion Enchant creature you control When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield. Enchanted creature has ward {2}. U Enchantment — Aura Enchantment 3 1UU MSH 1 Serpent Specialist Deathtouch Power-up — {3}{G}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) G Creature — Human Snake Villain Creature 1 G 1/1 MSH 2 Shang-Chi, Master of Kung Fu You may activate abilities of creatures you control as though those creatures had haste. {T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. G Legendary Creature — Human Warrior Hero Creature 2 1G 2/2 MSH 2 Shang-Chi, Master of Kung Fu You may activate abilities of creatures you control as though those creatures had haste. {T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. G Legendary Creature — Human Warrior Hero Creature 2 1G 2/2 MSH 2 Shang-Chi, Master of Kung Fu You may activate abilities of creatures you control as though those creatures had haste. {T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. G Legendary Creature — Human Warrior Hero Creature 2 1G 2/2 MSH 2 She-Hulk, Jade Defender Reach, trample Power-up — {4}{G}{G}: Destroy up to one target artifact or enchantment. Put a +1/+1 counter on She-Hulk. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) G Legendary Creature — Gamma Hero Creature 4 3G 4/4 MSH 2 Shuri, Wakandan Inventor Artifact spells you cast cost {1} less to cast. {1}, {T}: Target artifact you control becomes a copy of a second target artifact you control until end of turn, except it isn't legendary. Activate only as a sorcery. U Legendary Creature — Human Artificer Hero Creature 2 1U 2/1 MSH 2 Speedball, New Warrior Whenever a player casts a spell that targets Speedball, he gets +2/+2 until end of turn. You may choose new targets for that spell. RU Legendary Creature — Human Hero Creature 3 2U/R 2/2 MSH 2 Spider-Man, To the Rescue Flash Vigilance, reach No One Dies! — When Spider-Man enters, you may tap him. When you do, another target nonattacking creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) GW Legendary Creature — Spider Human Hero Creature 3 2G/W 3/2 MSH 2 Spider-Man, To the Rescue Flash Vigilance, reach No One Dies! — When Spider-Man enters, you may tap him. When you do, another target nonattacking creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) GW Legendary Creature — Spider Human Hero Creature 3 2G/W 3/2 MSH 2 Spider-Woman, Secret Agent Flash When Spider-Woman enters, tap target creature an opponent controls. That creature can't become untapped for as long as you control Spider-Woman. UW Legendary Creature — Spider Human Spy Hero Creature 4 3W/U 1/4 MSH 2 Spider-Woman, Secret Agent Flash When Spider-Woman enters, tap target creature an opponent controls. That creature can't become untapped for as long as you control Spider-Woman. UW Legendary Creature — Spider Human Spy Hero Creature 4 3W/U 1/4 MSH 2 Stark Industries This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}. Land Land 0 MSH 0 Stature, Size Shifter Stature can't be blocked if her power is 1 or less. Power-up — {X}{U}{U}: Put X +1/+1 counters on Stature. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) U Legendary Creature — Human Hero Creature 1 U 1/1 MSH 2 Storm, Windrider Flying Creatures with flying can't attack you or block creatures you control. Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn. GW Legendary Creature — Mutant Hero Creature 4 1GWW 4/4 MSH 2 Storm, Windrider Flying Creatures with flying can't attack you or block creatures you control. Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn. GW Legendary Creature — Mutant Hero Creature 4 1GWW 4/4 MSH 2 Storm, Windrider Flying Creatures with flying can't attack you or block creatures you control. Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn. GW Legendary Creature — Mutant Hero Creature 4 1GWW 4/4 MSH 2 Subterranean Cavern This land enters tapped. When this land enters, you gain 1 life. {T}: Add {B} or {G}. Land Land 0 MSH 0 Super Intelligence Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player draws a card. U Enchantment — Aura Enchantment 1 U MSH 1 Super Strength Enchant creature Enchanted creature gets +4/+4 and has trample and ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) G Enchantment — Aura Enchantment 5 4G MSH 1 Super Villain Lockup Flash When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield. W Enchantment Enchantment 2 1W MSH 1 Super-Adaptoid Super-Adaptoid's power is equal to the number of legendary creatures you control. Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. Legendary Artifact Creature — Robot Villain Creature 2 2 */2 MSH 2 Super-Adaptoid Super-Adaptoid's power is equal to the number of legendary creatures you control. Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. Legendary Artifact Creature — Robot Villain Creature 2 2 */2 MSH 2 Super-Skrull Flying {2}{W}: Create a 0/4 colorless Wall creature token with defender. {3}{G}: Super-Skrull gets +4/+4 until end of turn. {4}{R}: Super-Skrull deals 4 damage to target creature. {5}{U}: Target player draws four cards. B Legendary Creature — Skrull Shapeshifter Villain Creature 4 1BBB 4/5 MSH 2 Super-Skrull Flying {2}{W}: Create a 0/4 colorless Wall creature token with defender. {3}{G}: Super-Skrull gets +4/+4 until end of turn. {4}{R}: Super-Skrull deals 4 damage to target creature. {5}{U}: Target player draws four cards. B Legendary Creature — Skrull Shapeshifter Villain Creature 4 1BBB 4/5 MSH 2 Super-Soldier Serum Enchant creature Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types. Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it. W Enchantment — Aura Enchantment 2 1W MSH 1 Super-Soldier Serum Enchant creature Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types. Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it. W Enchantment — Aura Enchantment 2 1W MSH 1 Surveillance Room When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.) {T}: Add {C}. {1}, {T}: Add one mana of any color. Land Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 MSH 0 Take Up the Shield Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) W Instant Instant 2 1W MSH 3 Taskmaster, Mercenary Mimic Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature. BU Legendary Creature — Human Mercenary Villain Creature 4 2UB 3/5 MSH 2 Taskmaster, Mercenary Mimic Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature. BU Legendary Creature — Human Mercenary Villain Creature 4 2UB 3/5 MSH 2 Thanos, the Mad Titan Deathtouch, lifelink Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) BRW Legendary Creature — Eternal Villain Creature 3 RWB 4/4 MSH 2 Thanos, the Mad Titan Deathtouch, lifelink Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) BRW Legendary Creature — Eternal Villain Creature 3 RWB 4/4 MSH 2 Thanos, the Mad Titan Deathtouch, lifelink Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) BRW Legendary Creature — Eternal Villain Creature 3 RWB 4/4 MSH 2 Thanos, the Mad Titan Deathtouch, lifelink Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) BRW Legendary Creature — Eternal Villain Creature 3 RWB 4/4 MSH 2 The Astonishing Ant-Man Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man. {2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens. GU Legendary Creature — Human Scientist Hero Creature 2 GU 1/1 MSH 2 The Astonishing Ant-Man Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man. {2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens. GU Legendary Creature — Human Scientist Hero Creature 2 GU 1/1 MSH 2 The Astonishing Ant-Man Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man. {2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens. GU Legendary Creature — Human Scientist Hero Creature 2 GU 1/1 MSH 2 The Coming of Galactus (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Destroy up to one target nonland permanent. II, III — Each opponent loses 2 life. IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land." BG Enchantment — Saga Enchantment 5 2BBG MSH 1 The Coming of Galactus (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Destroy up to one target nonland permanent. II, III — Each opponent loses 2 life. IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land." BG Enchantment — Saga Enchantment 5 2BBG MSH 1 The Coming of Galactus (As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Destroy up to one target nonland permanent. II, III — Each opponent loses 2 life. IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land." BG Enchantment — Saga Enchantment 5 2BBG MSH 1 The Kingpin of Crime Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. BW Legendary Creature — Human Villain Creature 3 1WB 1/5 MSH 2 The Kingpin of Crime Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. BW Legendary Creature — Human Villain Creature 3 1WB 1/5 MSH 2 The Kingpin of Crime Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. BW Legendary Creature — Human Villain Creature 3 1WB 1/5 MSH 2 The Kingpin of Crime Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. BW Legendary Creature — Human Villain Creature 3 1WB 1/5 MSH 2 The Masters of Evil Other Villains you control get +2/+1. {1}{B}, Discard this card: Search your library for a Plan card, reveal it, put it into your hand, then shuffle. B Legendary Creature — Human Villain Creature 6 5B 5/6 MSH 2 The Mighty Thor, Jane Foster Flying Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control. Whenever an Equipment you control enters, draw a card. UW Legendary Creature — Human God Hero Creature 3 1WU 3/3 MSH 2 The Mighty Thor, Jane Foster Flying Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control. Whenever an Equipment you control enters, draw a card. UW Legendary Creature — Human God Hero Creature 3 1WU 3/3 MSH 2 The Mighty Thor, Jane Foster Flying Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control. Whenever an Equipment you control enters, draw a card. UW Legendary Creature — Human God Hero Creature 3 1WU 3/3 MSH 2 The Mind Stone Indestructible {T}: Add {W}. {5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.) ∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. W Legendary Artifact — Infinity Stone Artifact 2 1W MSH 1 The Mind Stone Indestructible {T}: Add {W}. {5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.) ∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. W Legendary Artifact — Infinity Stone Artifact 2 1W MSH 1 The Mind Stone Indestructible {T}: Add {W}. {5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.) ∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. W Legendary Artifact — Infinity Stone Artifact 2 1W MSH 1 The Ruinous Wrecking Crew The Ruinous Wrecking Crew enters with X +1/+1 counters on it. When The Ruinous Wrecking Crew enters, choose up to X — • Discard a card, then draw a card. • Target opponent loses 2 life. • Destroy target token. • Each player sacrifices a creature of their choice. BR Legendary Creature — Human Villain Creature 2 XBR 2/2 MSH 2 The Ruinous Wrecking Crew The Ruinous Wrecking Crew enters with X +1/+1 counters on it. When The Ruinous Wrecking Crew enters, choose up to X — • Discard a card, then draw a card. • Target opponent loses 2 life. • Destroy target token. • Each player sacrifices a creature of their choice. BR Legendary Creature — Human Villain Creature 2 XBR 2/2 MSH 2 The Ruinous Wrecking Crew The Ruinous Wrecking Crew enters with X +1/+1 counters on it. When The Ruinous Wrecking Crew enters, choose up to X — • Discard a card, then draw a card. • Target opponent loses 2 life. • Destroy target token. • Each player sacrifices a creature of their choice. BR Legendary Creature — Human Villain Creature 2 XBR 2/2 MSH 2 The Scarlet Witch Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. R Legendary Creature — Mutant Warlock Hero Creature 3 2R 2/3 MSH 2 The Scarlet Witch Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. R Legendary Creature — Mutant Warlock Hero Creature 3 2R 2/3 MSH 2 The Scarlet Witch Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. R Legendary Creature — Mutant Warlock Hero Creature 3 2R 2/3 MSH 2 The Sentry, Golden Guardian Flying, vigilance, indestructible When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able." W Legendary Creature — Human Hero Creature 4 3W 5/5 MSH 2 The Sentry, Golden Guardian Flying, vigilance, indestructible When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able." W Legendary Creature — Human Hero Creature 4 3W 5/5 MSH 2 The Serpent Society Deathtouch Ward—Get five poison counters. (A player with ten or more poison counters loses the game.) Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice. BG Legendary Creature — Human Snake Villain Creature 3 1BG 3/4 MSH 2 The Serpent Society Deathtouch Ward—Get five poison counters. (A player with ten or more poison counters loses the game.) Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice. BG Legendary Creature — Human Snake Villain Creature 3 1BG 3/4 MSH 2 The Serpent Society Deathtouch Ward—Get five poison counters. (A player with ten or more poison counters loses the game.) Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice. BG Legendary Creature — Human Snake Villain Creature 3 1BG 3/4 MSH 2 The Super Hero Civil War (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield. II — Creatures you control get +1/+1 and gain vigilance until end of turn. III — Target creature you control fights up to one other target creature. RW Enchantment — Saga Enchantment 5 3RW MSH 1 The Super Hero Civil War (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield. II — Creatures you control get +1/+1 and gain vigilance until end of turn. III — Target creature you control fights up to one other target creature. RW Enchantment — Saga Enchantment 5 3RW MSH 1 The Super Hero Civil War (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield. II — Creatures you control get +1/+1 and gain vigilance until end of turn. III — Target creature you control fights up to one other target creature. RW Enchantment — Saga Enchantment 5 3RW MSH 1 The Ten Rings Your maximum hand size is ten. At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Legendary Artifact Artifact 8 8 MSH 1 The Ten Rings Your maximum hand size is ten. At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Legendary Artifact Artifact 8 8 MSH 1 The Ten Rings Your maximum hand size is ten. At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Legendary Artifact Artifact 8 8 MSH 1 The Thing, Ben Grimm Trample Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing. G Legendary Creature — Human Hero Creature 6 5G 7/7 MSH 2 The Thing, Ben Grimm Trample Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing. G Legendary Creature — Human Hero Creature 6 5G 7/7 MSH 2 The Thing, Ben Grimm Trample Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing. G Legendary Creature — Human Hero Creature 6 5G 7/7 MSH 2 The Unbeatable Squirrel Girl Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token. I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control. G Legendary Creature — Squirrel Human Hero Creature 4 1GGG 4/4 MSH 2 The Unbeatable Squirrel Girl Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token. I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control. G Legendary Creature — Squirrel Human Hero Creature 4 1GGG 4/4 MSH 2 The Unbeatable Squirrel Girl Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token. I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control. G Legendary Creature — Squirrel Human Hero Creature 4 1GGG 4/4 MSH 2 The Vision Flying, vigilance Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn — • Solar Beam — The Vision gains double strike until end of turn. • Density Control — The Vision gains indestructible until end of turn. • Technopathy — Draw a card. Legendary Artifact Creature — Robot Hero Creature 4 4 2/5 MSH 2 The Vision Flying, vigilance Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn — • Solar Beam — The Vision gains double strike until end of turn. • Density Control — The Vision gains indestructible until end of turn. • Technopathy — Draw a card. Legendary Artifact Creature — Robot Hero Creature 4 4 2/5 MSH 2 The Vision Flying, vigilance Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn — • Solar Beam — The Vision gains double strike until end of turn. • Density Control — The Vision gains indestructible until end of turn. • Technopathy — Draw a card. Legendary Artifact Creature — Robot Hero Creature 4 4 2/5 MSH 2 The Wondrous Wasp Flash Flying Wasp's Sting — When The Wondrous Wasp enters, tap up to one target creature. It loses all abilities for as long as The Wondrous Wasp remains on the battlefield. U Legendary Creature — Human Hero Creature 2 1U 2/1 MSH 2 Thirst for Knowledge Draw three cards. Then discard two cards unless you discard an artifact card. U Instant Instant 3 2U MSH 3 Thor Odinson Flying, vigilance, prowess, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn twice.) RW Legendary Creature — God Warrior Hero Creature 5 3RW 4/4 MSH 2 Thor Odinson Flying, vigilance, prowess, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn twice.) RW Legendary Creature — God Warrior Hero Creature 5 3RW 4/4 MSH 2 Thor, God of Thunder Flying When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card. Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. R Legendary Creature — God Warrior Hero Creature 5 3RR 5/5 MSH 2 Thor, God of Thunder Flying When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card. Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. R Legendary Creature — God Warrior Hero Creature 5 3RR 5/5 MSH 2 Thor, God of Thunder Flying When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card. Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. R Legendary Creature — God Warrior Hero Creature 5 3RR 5/5 MSH 2 Thunderbolts Conspiracy Flash Whenever a Villain you control dies, return it to the battlefield under its owner's control with a finality counter on it. That creature is a Hero in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.) B Enchantment Enchantment 4 3B MSH 1 Thunderbolts Conspiracy Flash Whenever a Villain you control dies, return it to the battlefield under its owner's control with a finality counter on it. That creature is a Hero in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.) B Enchantment Enchantment 4 3B MSH 1 Tigra, Feline Fury Flash Trample Whenever you gain life, put a +1/+1 counter on Tigra. G Legendary Creature — Cat Human Hero Creature 2 1G 2/1 MSH 2 Tigra, Feline Fury Flash Trample Whenever you gain life, put a +1/+1 counter on Tigra. G Legendary Creature — Cat Human Hero Creature 2 1G 2/1 MSH 2 Titania, Rugged Rumbler As an additional cost to cast this spell, discard a card or pay {2}. Ward—Discard a card or pay {2}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card or pays {2}.) BG Legendary Creature — Human Villain Creature 3 2B/G 5/5 MSH 2 Titania, Rugged Rumbler As an additional cost to cast this spell, discard a card or pay {2}. Ward—Discard a card or pay {2}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card or pays {2}.) BG Legendary Creature — Human Villain Creature 3 2B/G 5/5 MSH 2 Tony Stark // The Invincible Iron Man Legendary Creature — Human Artificer Hero // Legendary Artifact Creature — Human Hero Creature 2 MSH 2 Tony Stark // The Invincible Iron Man Legendary Creature — Human Artificer Hero // Legendary Artifact Creature — Human Hero Creature 2 MSH 2 Tony Stark // The Invincible Iron Man Legendary Creature — Human Artificer Hero // Legendary Artifact Creature — Human Hero Creature 2 MSH 2 Tony Stark // The Invincible Iron Man Legendary Creature — Human Artificer Hero // Legendary Artifact Creature — Human Hero Creature 2 MSH 2 Training Compound {T}: Add {C}. {T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Training Compound {T}: Add {C}. {T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Training Compound {T}: Add {C}. {T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. Land Land 0 MSH 0 Training Regimen Creatures you control with +1/+1 counters on them have trample. At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. G Enchantment Enchantment 4 3G MSH 1 Truck Toss This spell costs {2} less to cast if you control a Vehicle. Truck Toss deals 4 damage to any target. R Instant Instant 4 2RR MSH 3 U.S.Agent, John Walker When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}. Attach it to U.S.Agent. BW Legendary Creature — Human Soldier Hero Creature 4 3W/B 3/2 MSH 2 U.S.Agent, John Walker When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}. Attach it to U.S.Agent. BW Legendary Creature — Human Soldier Hero Creature 4 3W/B 3/2 MSH 2 Ultron Drone Power-up — {6}: Put two +1/+1 counters on this creature and create a 2/2 colorless Robot Villain artifact creature token. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) Artifact Creature — Robot Villain Creature 3 3 2/3 MSH 2 Ultron, Artificial Malevolence Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. Legendary Artifact Creature — Robot Villain Creature 3 3 2/4 MSH 2 Ultron, Artificial Malevolence Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. Legendary Artifact Creature — Robot Villain Creature 3 3 2/4 MSH 2 Ultron, Artificial Malevolence Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. Legendary Artifact Creature — Robot Villain Creature 3 3 2/4 MSH 2 Ultron, Artificial Malevolence Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. Legendary Artifact Creature — Robot Villain Creature 3 3 2/4 MSH 2 Undercover Skrull As long as there are two or more creature cards in your graveyard, this creature gets +2/+2 and is all creature types. {T}: Add one mana of any color. G Creature — Skrull Shapeshifter Villain Creature 2 1G 1/1 MSH 2 Vibranium Energy Daggers Indestructible (Effects that say "destroy" don't destroy this Equipment.) Equipped creature gets +2/+2. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 1 1 MSH 1 Villainous Hideout {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source. {3}, {T}: Target Villain you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Land Land 0 MSH 0 Vision Quest Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle. RU Sorcery Sorcery 2 XUR MSH 3 Vision Quest Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle. RU Sorcery Sorcery 2 XUR MSH 3 Viv Vision, Teen Synthezoid Flying Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater. Power-up — {7}: Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) Legendary Artifact Creature — Robot Hero Creature 3 3 2/2 MSH 2 Wakandan Royal Guard Vigilance When this creature enters, put a +1/+1 counter on target creature. If that creature is another Hero, put two +1/+1 counters on it instead. G Creature — Human Soldier Hero Creature 5 4G 4/4 MSH 2 War Machine, Legacy of Iron Flying At the beginning of combat on your turn, another target creature you control gets +X/+0 until end of turn, where X is War Machine's power. RW Legendary Artifact Creature — Human Hero Creature 3 2R/W 1/3 MSH 2 White Tiger, Ava Ayala Power-up — {5}{G}: Put a +1/+1 counter on White Tiger and create The Tiger God, a legendary 4/4 green Cat God creature token with "The Tiger God can't be blocked by more than one creature." (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) G Legendary Creature — Human Hero Creature 2 1G 2/2 MSH 2 White Tiger, Ava Ayala Power-up — {5}{G}: Put a +1/+1 counter on White Tiger and create The Tiger God, a legendary 4/4 green Cat God creature token with "The Tiger God can't be blocked by more than one creature." (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) G Legendary Creature — Human Hero Creature 2 1G 2/2 MSH 2 White Widow, Free Agent When White Widow enters, choose one — • Put a +1/+1 counter on each of up to two target creatures. • Return target artifact or enchantment card from your graveyard to your hand. W Legendary Creature — Human Hero Villain Creature 4 3W 2/3 MSH 2 Wiccan, Rising Magician Flying Whenever you cast a noncreature spell, exile another target nonland, nontoken permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. U Legendary Creature — Mutant Warlock Hero Creature 5 4U 4/4 MSH 2 Winter Soldier, Icy Assassin Vigilance, menace Winter Soldier gets +2/+0 for each Equipment attached to him. {3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) BW Legendary Creature — Human Assassin Villain Creature 2 WB 2/2 MSH 2 Winter Soldier, Icy Assassin Vigilance, menace Winter Soldier gets +2/+0 for each Equipment attached to him. {3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) BW Legendary Creature — Human Assassin Villain Creature 2 WB 2/2 MSH 2 Winter Soldier, Icy Assassin Vigilance, menace Winter Soldier gets +2/+0 for each Equipment attached to him. {3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) BW Legendary Creature — Human Assassin Villain Creature 2 WB 2/2 MSH 2 Wolverine, Fierce Fighter Haste When Wolverine enters, he fights up to one other target creature. If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. GR Legendary Creature — Mutant Berserker Hero Creature 4 2RG 3/5 MSH 2 Wolverine, Fierce Fighter Haste When Wolverine enters, he fights up to one other target creature. If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. GR Legendary Creature — Mutant Berserker Hero Creature 4 2RG 3/5 MSH 2 Wolverine, Fierce Fighter Haste When Wolverine enters, he fights up to one other target creature. If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. GR Legendary Creature — Mutant Berserker Hero Creature 4 2RG 3/5 MSH 2 World War Hulk (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The next red or green creature spell you cast this turn can be cast without paying its mana cost. II — Put three +1/+1 counters on target creature you control. III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample. G Enchantment — Saga Enchantment 5 3GG MSH 1 World War Hulk (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The next red or green creature spell you cast this turn can be cast without paying its mana cost. II — Put three +1/+1 counters on target creature you control. III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample. G Enchantment — Saga Enchantment 5 3GG MSH 1 World War Hulk (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The next red or green creature spell you cast this turn can be cast without paying its mana cost. II — Put three +1/+1 counters on target creature you control. III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample. G Enchantment — Saga Enchantment 5 3GG MSH 1 Worlds Within Worlds Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. GU Sorcery Sorcery 7 5GU MSH 3 Worlds Within Worlds Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. GU Sorcery Sorcery 7 5GU MSH 3 Worlds Within Worlds Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. GU Sorcery Sorcery 7 5GU MSH 3