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