Cockatrice/Magic-Spoiler 2026-06-20 17:19:01 (UTC) https://raw.githubusercontent.com/Cockatrice/Magic-Spoiler/files/spoiler.xml TRC~ Star Trek Commander (Spoiler) Commander 2026-11-20 20 FRA~ Reality Fracture (Spoiler) Expansion 2026-10-02 10 HOC~ The Hobbit Commander (Spoiler) Commander 2026-08-14 20 HOB~ The Hobbit (Spoiler) Expansion 2026-08-14 10 MSH~ Marvel Super Heroes (Spoiler) Expansion 2026-06-26 10 MSC~ Marvel Super Heroes Commander (Spoiler) Commander 2026-06-26 20 Captain Kirk, Boldly Going Vigilance Spacecraft creatures you control get +3/+3. Whenever Captain Kirk enters or attacks, search your library and/or graveyard for a basic land card or a card named Starship Enterprise, reveal it, and put it into your hand. If you search your library this way, shuffle. GUW Legendary Creature — Human Officer Creature 4 1GWU 3/4 TRC~ 2 Bloodline Recollector // Ancestral Craving B Creature — Vampire Warlock // Instant Creature 2 1B // B 2/2 FRA~ 3 Bloodline Recollector // Ancestral Craving B Creature — Vampire Warlock // Instant Creature 2 1B // B 2/2 FRA~ 3 Bloodline Recollector // Ancestral Craving B Creature — Vampire Warlock // Instant Creature 2 1B // B 2/2 FRA~ 3 Chandra, Chill of Compliance +1: Surveil 1. If you put a noncreature, nonland card into your graveyard this way, put that card into your hand. +1: Add {U}. Spend this mana only to cast a noncreature spell. −X: Tap target artifact or creature. Put X stun counters on it. −6: You get an emblem with "Whenever you cast a spell, draw a card." U Legendary Planeswalker — Chandra Planeswalker 3 1UU 3 FRA~ 1 Chandra, Torch of Defiance +1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent. +1: Add {R}{R}. −3: Chandra deals 4 damage to target creature. −7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target." R Legendary Planeswalker — Chandra Planeswalker 4 2RR 4 FRA~ 1 Stingcaster Mage Haste When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. R Creature — Human Wizard Creature 2 1R 2/1 FRA~ 2 Stingcaster Mage Haste When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. R Creature — Human Wizard Creature 2 1R 2/1 FRA~ 2 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 HOC~ 1 Sauron, the Dark Lord Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards. BRU Legendary Creature — Avatar Horror Creature 6 3UBR 7/6 HOC~ 2 Sauron, the Dark Lord Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards. BRU Legendary Creature — Avatar Horror Creature 6 3UBR 7/6 HOC~ 2 The One Ring Indestructible When The One Ring enters, if you cast it, you gain protection from everything until your next turn. At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring. Legendary Artifact Artifact 4 4 HOC~ 1 The One Ring Indestructible When The One Ring enters, if you cast it, you gain protection from everything until your next turn. At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring. Legendary Artifact Artifact 4 4 HOC~ 1 Tom Bombadil As long as there are four or more lore counters among Sagas you control, Tom Bombadil has hexproof and indestructible. Whenever the final chapter ability of a Saga you control resolves, reveal cards from the top of your library until you reveal a Saga card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This ability triggers only once each turn. BGRUW Legendary Creature — God Bard Creature 5 WUBRG 4/4 HOC~ 2 Tom Bombadil As long as there are four or more lore counters among Sagas you control, Tom Bombadil has hexproof and indestructible. Whenever the final chapter ability of a Saga you control resolves, reveal cards from the top of your library until you reveal a Saga card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. This ability triggers only once each turn. BGRUW Legendary Creature — God Bard Creature 5 WUBRG 4/4 HOC~ 2 An Unexpected Party // At the Door W Enchantment // Sorcery — Adventure Sorcery 4 2WW // X2W HOB~ 3 An Unexpected Party // At the Door W Enchantment // Sorcery — Adventure Sorcery 4 2WW // X2W HOB~ 3 Bilbo, Luckwearer // Burglar's Plot U Legendary Creature — Halfling Rogue // Sorcery — Adventure Creature 2 1U // 4U 1/1 HOB~ 3 Bilbo, Thief in the Night Spells you cast from anywhere other than your hand cost {1} less to cast. Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead. U Legendary Creature — Halfling Rogue Creature 2 1U 2/2 HOB~ 2 Bilbo, Thief in the Night Spells you cast from anywhere other than your hand cost {1} less to cast. Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead. U Legendary Creature — Halfling Rogue Creature 2 1U 2/2 HOB~ 2 Bilbo, Thief in the Night Spells you cast from anywhere other than your hand cost {1} less to cast. Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead. U Legendary Creature — Halfling Rogue Creature 2 1U 2/2 HOB~ 2 Forest ({T}: Add {G}.) Basic Land — Forest Land 0 HOB~ 0 Island ({T}: Add {U}.) Basic Land — Island Land 0 HOB~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 HOB~ 0 My Precious // Allure of Power Legendary Artifact — Equipment // Instant — Adventure Instant 3 3 // 1B HOB~ 3 My Precious // Allure of Power Legendary Artifact — Equipment // Instant — Adventure Instant 3 3 // 1B HOB~ 3 My Precious // Allure of Power Legendary Artifact — Equipment // Instant — Adventure Instant 3 3 // 1B HOB~ 3 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 HOB~ 0 Riddles in the Dark Look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of the piles. Put that pile into your hand and the other into your graveyard. U Instant Instant 3 2U HOB~ 3 Riddles in the Dark Look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of the piles. Put that pile into your hand and the other into your graveyard. U Instant Instant 3 2U HOB~ 3 Smaug the Magnificent Flying, haste Whenever Smaug attacks, he deals damage equal to the number of Treasures you control to any target. At the beginning of your upkeep, create a Treasure token. R Legendary Creature — Dragon Creature 4 2RR 4/3 HOB~ 2 Smaug the Magnificent Flying, haste Whenever Smaug attacks, he deals damage equal to the number of Treasures you control to any target. At the beginning of your upkeep, create a Treasure token. R Legendary Creature — Dragon Creature 4 2RR 4/3 HOB~ 2 Smaug the Magnificent Flying, haste Whenever Smaug attacks, he deals damage equal to the number of Treasures you control to any target. At the beginning of your upkeep, create a Treasure token. R Legendary Creature — Dragon Creature 4 2RR 4/3 HOB~ 2 Smaug the Magnificent Flying, haste Whenever Smaug attacks, he deals damage equal to the number of Treasures you control to any target. At the beginning of your upkeep, create a Treasure token. R Legendary Creature — Dragon Creature 4 2RR 4/3 HOB~ 2 Swamp ({T}: Add {B}.) Basic Land — Swamp Land 0 HOB~ 0 The Arkenstone // Seek the Heart Legendary Artifact // Sorcery — Adventure Sorcery 5 5 // 2W HOB~ 3 The Arkenstone // Seek the Heart Legendary Artifact // Sorcery — Adventure Sorcery 5 5 // 2W HOB~ 3 The Arkenstone // Seek the Heart Legendary Artifact // Sorcery — Adventure Sorcery 5 5 // 2W HOB~ 3 The Arkenstone // Seek the Heart Legendary Artifact // Sorcery — Adventure Sorcery 5 5 // 2W HOB~ 3 The Arkenstone // Seek the Heart Legendary Artifact // Sorcery — Adventure Sorcery 5 5 // 2W HOB~ 3 Thorin, Mountain-king Trample When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature. R Legendary Creature — Dwarf Noble Creature 4 3R 3/4 HOB~ 2 Thorin, Mountain-king Trample When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature. R Legendary Creature — Dwarf Noble Creature 4 3R 3/4 HOB~ 2 Thorin, Mountain-king Trample When Thorin enters, attach any number of target Equipment you control to target creature you control. When one or more Equipment become attached to that creature this way, that creature deals damage equal to its power to up to one target creature. R Legendary Creature — Dwarf Noble Creature 4 3R 3/4 HOB~ 2 Tom, Bert, and William {1}, Sacrifice another creature: Draw cards equal to the sacrificed creature's power, then discard a card. When Tom, Bert, and William die, if they were a creature, return them to the battlefield. They're an artifact. (They're no longer a creature.) BG Legendary Creature — Troll Creature 5 3BG 5/5 HOB~ 2 Tom, Bert, and William {1}, Sacrifice another creature: Draw cards equal to the sacrificed creature's power, then discard a card. When Tom, Bert, and William die, if they were a creature, return them to the battlefield. They're an artifact. (They're no longer a creature.) BG Legendary Creature — Troll Creature 5 3BG 5/5 HOB~ 2 Wood Elves When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle. G Creature — Elf Scout Creature 3 2G 1/1 HOB~ 2 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 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 Aerial Doombot Flying Power-up — {5}{U}: Put three +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.) U Artifact Creature — Robot Villain Creature 1 U 1/1 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 Agent of Atlas Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) W Creature — Human Spy Hero Creature 2 1W 2/2 MSH~ 2 Agents of HYDRA When this creature dies, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) B Creature — Human Spy Villain Creature 2 1B 1/1 MSH~ 2 Agents of S.H.I.E.L.D. Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn. W Creature — Human Spy Hero Creature 3 2W 2/4 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 Ant-Man's Army When this creature enters, create a Food token or a Treasure token. (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.") G Creature — Insect Creature 3 2G 3/2 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 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 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 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 Atlantean Cavalry Vigilance Whenever you draw your second card each turn, put a +1/+1 counter on this creature. U Creature — Merfolk Soldier Creature 3 2U 3/2 MSH~ 2 Atlantis Attacks 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. • Target player creates a 6/5 blue Leviathan creature token with hexproof. • Return one or two target nonland permanents to their owners' hands. U Sorcery Sorcery 7 5UU MSH~ 3 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 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: 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 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 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 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 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 Bold Biochemist Power-up — {5}{U}: Put a +1/+1 counter on this creature and draw two cards. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) U Creature — Human Scientist Creature 2 1U 1/3 MSH~ 2 Borough Backup Create two 3/2 white Hero creature tokens with vigilance. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) W Sorcery Sorcery 5 4W MSH~ 3 Brave Brawler Lifelink Power-up — {4}{W}: 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.) W Creature — Human Warrior Hero Creature 2 1W 2/1 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 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 Call Damage Control Choose up to two. Return those cards from your graveyard to your hand. • Target artifact card. • Target creature card. • Target enchantment card. • Target land card. G Sorcery Sorcery 2 1G MSH~ 3 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, 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 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 Crimson Operative Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. R Artifact Creature — Human Villain Creature 4 3R 3/2 MSH~ 2 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 Crowd of True Believers {T}: Target creature you control that's attacking alone gets +1/+0 until end of turn. You gain 1 life. W Creature — Human Citizen Creature 1 W 1/2 MSH~ 2 Cruel Alliance Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Exile target creature with mana value 3 or less. If this spell was cast using teamwork, instead exile target creature and you gain 3 life. B Sorcery Sorcery 3 2B MSH~ 3 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 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 Decoy Ploy Choose one or both — • Return target Villain card from your graveyard to your hand. • Return target Hero card from your graveyard to your hand. B Instant Instant 2 1B MSH~ 3 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 Depower This spell costs {2} less to cast if it targets an attacking creature. Target creature gets -4/-0 until end of turn. Draw a card. U Instant Instant 3 2U MSH~ 3 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 Frozen in Ice Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature loses all abilities and can't become untapped. U Enchantment — Aura Enchantment 3 2U MSH~ 1 Futurist Forge When this artifact enters, draw a card. {3}{U}, Sacrifice this artifact: Draw two cards. U Artifact Artifact 2 1U MSH~ 1 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 Giant Growth Target creature gets +3/+3 until end of turn. G Instant Instant 1 G MSH~ 3 Giant-Sized Flying Ant Flash Flying When this creature enters, choose one — • Tap target nonland permanent. • Untap target nonland permanent. U Creature — Insect Creature 4 3U 3/2 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 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 Guerrilla Gorilla Reach Sacrifice this creature: Destroy target noncreature artifact or noncreature enchantment. Activate only as a sorcery. G Creature — Ape Soldier Hero Creature 2 1G 2/2 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 Assault Robot Whenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent. R Artifact Creature — Robot Villain Creature 2 1R 1/3 MSH~ 2 HYDRA Infiltration When this enchantment enters, target opponent discards two cards. Whenever a creature you control attacks alone, target opponent loses 1 life and you gain 1 life. B Enchantment Enchantment 4 3B MSH~ 1 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's Bow Equipped creature gets +1/+0 and has reach. Whenever equipped creature becomes tapped, it deals 1 damage to each opponent. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) R Artifact — Equipment Artifact 1 R MSH~ 1 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 Hawkeye, Young Avenger Reach If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, instead it deals that much damage plus X, where X is Hawkeye's power. R Legendary Creature — Human Archer Hero Creature 4 3R 2/4 MSH~ 2 Helicarrier Strike Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Helicarrier Strike deals 2 damage to target attacking or blocking creature. If this spell was cast using teamwork, it deals 4 damage to that creature instead. W Instant Instant 1 W MSH~ 3 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 Hero in Training When this creature enters, draw a card. If you control another Hero, you gain 2 life. W Creature — Human Hero Creature 3 2W 2/2 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 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 Hex Magic Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way. R Sorcery — Arcane Sorcery 3 2R MSH~ 3 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 Hire a Crew Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.) R Instant Instant 3 2R MSH~ 3 Hour of Defeat Destroy target creature. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) B Instant Instant 4 3B MSH~ 3 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 Hulkling, Burgeoning Bruiser Vigilance Whenever another creature you control enters, if it has greater power or toughness than Hulkling, put a +1/+1 counter on Hulkling. G Legendary Creature — Kree Skrull Hero Creature 3 2G 2/3 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 Hydraulic Helper Defender {T}: Add {U}. This mana can't be spent to cast a nonartifact spell. U Artifact Creature — Robot Creature 2 1U 2/3 MSH~ 2 I Am Iron Man Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/4 and gains flying. Draw a card. U Instant Instant 3 2U MSH~ 3 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 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 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 Justice, Vance Astrovik Flying When Justice enters, return up to one target nonland, nontoken permanent to its owner's hand. Whenever another nonland permanent you control is returned to its owner's hand, put a +1/+1 counter on Justice. U Legendary Creature — Mutant Hero Creature 3 2U 2/2 MSH~ 2 K'un-Lun Warrior When this creature enters, you may sacrifice an artifact or discard a card. If you do, draw a card. R Creature — Human Warrior Hero Creature 2 1R 2/2 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 Kid Loki Each creature you control that you've put one or more +1/+1 counters on this turn has hexproof. Whenever you draw your second card each turn, put a +1/+1 counter on Kid Loki. U Legendary Creature — God Hero Villain Creature 1 U 1/1 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 Kingpin's Enforcers Lifelink {2}{B}, Sacrifice an artifact or creature: Draw a card. B Creature — Human Villain Creature 3 2B 2/3 MSH~ 2 Klaw, Sonic Subjugator Sonic Attack — When Klaw enters, target player reveals a number of cards from their hand equal to one plus the number of creature cards in your graveyard. You choose one of them. That player discards that card. B Legendary Creature — Human Rogue Villain Creature 3 2B 2/2 MSH~ 2 Knight of Wundagore Trample Whenever you put a +1/+1 counter on another creature, put a +1/+1 counter on this creature. This ability triggers only once each turn. G Creature — Cat Knight Villain Creature 2 1G 2/1 MSH~ 2 Kree Commandos Flying, vigilance Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) W Creature — Kree Soldier Villain Creature 3 2W 2/1 MSH~ 2 Kree Sentinel Reach Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) R Artifact Creature — Kree Robot Villain Creature 5 4R 5/5 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 Lightning Strike Lightning Strike deals 3 damage to any target. R Instant Instant 2 1R MSH~ 3 Loki Laufeyson {1}, {T}: When you next cast an instant or sorcery spell with mana value less than or equal to Loki's power this turn, copy that spell. You may choose new targets for the copy. Power-up — {4}{R}: Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) R Legendary Creature — God Sorcerer Villain Creature 2 1R 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 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 Machinesmith Automaton Trample Whenever another artifact you control enters, put a +1/+1 counter on this creature. R Artifact Creature — Robot Villain Creature 3 2R 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 Masque When Madame Masque enters, she connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) B Legendary Creature — Human Villain Creature 5 4B 3/2 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 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 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 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 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 Ninja of the Hand Deathtouch Power-up — {4}{B}: Each opponent discards a card. Put a +1/+1 counter on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) B Creature — Human Ninja Villain Creature 3 2B 2/2 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 Panther Pounce Target player investigates. Target creature gets +1/+0 and gains flying until end of turn. Untap it. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") W Instant Instant 1 W MSH~ 3 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 Frog Hero 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 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 Project Deathlok Soldier {2}{B}: Return this card from your graveyard to your hand. B Artifact Creature — Zombie Soldier Creature 1 B 1/2 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 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 Raft Security Officer {2}, {T}: Tap target creature. This ability costs {1} less to activate if it targets a creature with power 3 or less. W Creature — Human Soldier Creature 2 1W 1/3 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 Guardian, Super-Soldier Flash When Red Guardian enters, destroy target creature an opponent controls that dealt damage this turn. W Legendary Creature — Human Soldier Villain Creature 3 2W 2/2 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 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 Room Recruit 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.) B Creature — Human Spy Villain Creature 2 1B 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 Repulsor Blast Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Repulsor Blast deals 5 damage to target creature. If this spell was cast using teamwork, it also deals 2 damage to that creature's controller. R Sorcery Sorcery 4 3R MSH~ 3 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. Deployment Drone Flying When this creature enters, create a 1/1 white Soldier creature token. U Artifact Creature — Robot Creature 3 2U 2/2 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 S.H.I.E.L.D. Spy Kit Equipped creature gets +1/+1. Whenever equipped creature attacks alone, untap it and scry 1. (Look at the top card of your library. You may put that card on the bottom.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) W Artifact — Equipment Artifact 1 W 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 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 Speed, Young Avenger Haste Whenever you cast a noncreature spell, you may pay {1}. When you do, target creature with haste can't be blocked this turn except by creatures with haste. R Legendary Creature — Mutant Hero Creature 2 1R 2/2 MSH~ 2 Speed, Young Avenger Haste Whenever you cast a noncreature spell, you may pay {1}. When you do, target creature with haste can't be blocked this turn except by creatures with haste. R Legendary Creature — Mutant Hero Creature 2 1R 2/2 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 Stark Industries This land enters tapped. When this land enters, you gain 1 life. {T}: Add {U} or {R}. Land Land 0 MSH~ 0 Stark Industries Executive {2}, {T}: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") R Creature — Human Advisor Creature 1 R 1/2 MSH~ 2 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 Stolen Stark Tech Flash When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Equipped creature gets +1/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) B Artifact — Equipment Artifact 2 1B MSH~ 1 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 Speed Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0 and has haste. R Enchantment — Aura Enchantment 1 R 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 Suit Flash When this Equipment enters, attach it to target creature you control. Untap that creature. Equipped creature gets +1/+2. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) U Artifact — Equipment Artifact 2 1U 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 Swordsman, Sharp Scoundrel Whenever another Villain you control enters, attach up to one target Equipment you control to target creature you control. Whenever an equipped creature you control attacks, it connives. (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 Hero Villain Creature 2 1B 2/2 MSH~ 2 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 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 Team Tactics Teamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.) Target creature gains double strike until end of turn. If this spell was cast using teamwork, that creature also gains trample until end of turn. R Instant Instant 2 1R MSH~ 3 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 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 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 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 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 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 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 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, 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 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 Too Evil to Stay Dead Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose target creature card in your graveyard with mana value 4 or less. If this spell was cast using teamwork, instead choose target creature card in your graveyard. Return the chosen card to the battlefield. B Sorcery Sorcery 3 2B MSH~ 3 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 Trickster's Stratagem The owner of target creature an opponent controls puts it into their library second from the top or on the bottom. Then up to one target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) U Sorcery Sorcery 4 3U MSH~ 3 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 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 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 Unliving Legionnaire Flying Power-up — {5}{B}{B}: Return up to one target creature card from your graveyard to your hand. 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.) B Creature — Vampire Villain Creature 4 3B 3/2 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 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 Vision of Love You may sacrifice an artifact or discard a card. If you do, draw two cards. R Instant Instant 2 1R MSH~ 3 Visions of Villainy This spell costs {1} less to cast if you control a Villain. You draw two cards and lose 2 life. B Instant Instant 3 2B 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 Volcanic Villain Haste Power-up — {5}{R}: 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.) R Creature — Elemental Villain Creature 3 2R 3/2 MSH~ 2 Wakandan Drone Flock Flying When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) W Artifact Creature — Robot Creature 4 3W 3/3 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 We Say Thee Nay! Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Counter target spell unless its controller pays {2}. Counter that spell unless its controller pays {4} instead if this spell was cast using teamwork. U Instant — Arcane Instant 2 1U MSH~ 3 Web Up When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. W Enchantment Enchantment 3 2W MSH~ 1 Whiplash, Vengeful Engineer Whiplash enters tapped. Whenever Whiplash attacks, if he's equipped, each opponent loses X life and you gain X life, where X is the number of Equipment attached to him. B Legendary Creature — Human Artificer Villain Creature 1 B 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 Widow's Bite 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. • Target creature gains deathtouch until end of turn. • Target creature gets -2/-2 until end of turn. B Instant Instant 2 1B MSH~ 3 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 Wonder Man, Hollywood Hero Flying Each power-up ability of permanents you control can be activated an additional time. Power-up — {5}{R}{R}: Put two +1/+1 counters on Wonder Man. (Activate each power-up ability only . . . once? Reduce the cost by his mana cost if he entered this turn.) R Legendary Creature — Human Performer Hero Creature 5 3RR 4/4 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 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 Yellowjacket, Heartless Marauder Flying Whenever another Villain you control enters, Yellowjacket gets +1/+0 and gains lifelink until end of turn. B Legendary Creature — Human Rogue Villain Creature 2 1B 1/2 MSH~ 2 A.I.M. Bot Flying (This creature can't be blocked except by creatures with flying or reach.) U Artifact Creature — Robot Villain Creature 3 2U 2/3 MSC~ 2 Abomination, Irradiated Brute Trample Whenever a Gamma or Villain you control deals combat damage to a player, put that many +1/+1 counters on Abomination. G Legendary Creature — Gamma Villain Creature 4 2GG 4/4 MSC~ 2 Abomination, World Ravager Menace, trample Mayhem {4}{R} (You may cast this card from your graveyard for {4}{R} if you discarded it this turn. Timing rules still apply.) R Legendary Creature — Gamma Berserker Villain Creature 8 7R 10/10 MSC~ 2 Abomination, World Ravager Menace, trample Mayhem {4}{R} (You may cast this card from your graveyard for {4}{R} if you discarded it this turn. Timing rules still apply.) R Legendary Creature — Gamma Berserker Villain Creature 8 7R 10/10 MSC~ 2 Absorbing Man and Titania Double all damage that creature sources you control would deal. GR Legendary Creature — Human Villain Creature 5 3RG 4/5 MSC~ 2 Accelerated Evolution Flash Enchant creature you control When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) Enchanted creature gets +2/+2. G Enchantment — Aura Enchantment 3 2G MSC~ 1 Advancing the Spirit When this enchantment enters, draw a card. You may pay {0} rather than pay the power-up cost of the first power-up ability you activate during each of your turns. G Enchantment Enchantment 3 2G MSC~ 1 Age of Ultron (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, destroy up to one target nonartifact creature that player controls. II — For each opponent, you create a 2/2 colorless Robot Villain artifact creature token. III — Artifact creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on each of them. B Enchantment — Saga Enchantment 5 4B MSC~ 1 Alex Wilder, Runaway Whenever Alex Wilder or another creature you control enters, if you cast it from anywhere other than your hand, it gets +2/+0 and gains haste until end of turn. Escape—{2}{R}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) R Legendary Creature — Human Hero Villain Creature 2 1R 1/3 MSC~ 2 Alicia Masters, Skilled Sculptor At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a Treasure token. Sense the Good — At the beginning of your end step, each player gains control of all creatures they own. R Legendary Creature — Human Artificer Creature 2 1R 0/4 MSC~ 2 Alicia Masters, Skilled Sculptor At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a Treasure token. Sense the Good — At the beginning of your end step, each player gains control of all creatures they own. R Legendary Creature — Human Artificer Creature 2 1R 0/4 MSC~ 2 Alien Symbiosis Enchant creature Enchanted creature gets +1/+1, has menace, and is a Symbiote in addition to its other types. You may cast this card from your graveyard by discarding a card in addition to paying its other costs. B Enchantment — Aura Enchantment 2 1B MSC~ 1 Amazing Spider-Girl Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.) Flying, vigilance W Legendary Creature — Spider Human Hero Creature 5 3WW 5/4 MSC~ 2 Ancestral Communion When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy. Return target permanent card from your graveyard to your hand. G Sorcery Sorcery 2 1G MSC~ 3 Ancestral Communion When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy. Return target permanent card from your graveyard to your hand. G Sorcery Sorcery 2 1G MSC~ 3 Annie Joins Up When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time. GRW Legendary Enchantment Enchantment 4 1RGW MSC~ 1 Annie Joins Up When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls. If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time. GRW Legendary Enchantment Enchantment 4 1RGW MSC~ 1 Ant-Man's Air Force Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature attacks, up to one target creature gets -1/-0 until end of turn. U Creature — Insect Creature 2 1U 2/1 MSC~ 2 Ant-Man, Elusive Avenger Ant-Man can't be blocked by creatures with greater power. Whenever Ant-Man deals combat damage to a player, create that many Treasure tokens. RU Legendary Creature — Human Rogue Hero Creature 3 1UR 1/2 MSC~ 2 Ant-Man, Elusive Avenger Ant-Man can't be blocked by creatures with greater power. Whenever Ant-Man deals combat damage to a player, create that many Treasure tokens. RU Legendary Creature — Human Rogue Hero Creature 3 1UR 1/2 MSC~ 2 Ant-Man, Reformed Rogue Whenever you cast a green spell, Ant-Man gets +1/+0 and gains trample until end of turn. Whenever you cast a blue spell, Ant-Man gets -1/-0 until end of turn and can't be blocked this turn. Whenever Ant-Man deals combat damage to a player, draw a card. GU Legendary Creature — Human Rogue Hero Creature 3 2G/U 2/3 MSC~ 2 Ant-Man, Scott Lang {4}: Put a +1/+1 counter on Ant-Man. W Legendary Creature — Human Hero Creature 2 1W 2/2 MSC~ 2 Arcane Denial Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. You draw a card at the beginning of the next turn's upkeep. U Instant Instant 2 1U MSC~ 3 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 MSC~ 1 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 MSC~ 1 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 MSC~ 1 Arcane Signet {T}: Add one mana of any color in your commander's color identity. Artifact Artifact 2 2 MSC~ 1 Archnemesis Enchant opponent Whenever you attack enchanted player, that player loses 2 life. You draw a card and gain 2 life. Whenever a player attacks you, you may attach this Aura to that player. BU Enchantment — Aura Enchantment 3 1UB MSC~ 1 Archnemesis Enchant opponent Whenever you attack enchanted player, that player loses 2 life. You draw a card and gain 2 life. Whenever a player attacks you, you may attach this Aura to that player. BU Enchantment — Aura Enchantment 3 1UB MSC~ 1 Armed Assailant Deathtouch As long as this creature is equipped, it gets +2/+0 and has menace. (It can't be blocked except by two or more creatures.) B Creature — Human Villain Creature 3 2B 1/3 MSC~ 2 Asgardian Inspiration Exile the top card of your library. You may play it this turn. Whenever a source you control deals noncombat damage to an opponent, you may pay {2}. If you do, return this card from your graveyard to your hand. R Sorcery Sorcery 1 R MSC~ 3 Astonishing Spider-Man Reach Whenever Astonishing Spider-Man attacks, you may discard your hand. If you do, draw a card for each card you've discarded this turn. RU Legendary Creature — Spider Human Hero Creature 4 2U/RU/R 4/4 MSC~ 2 Atlantean Skirmisher Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) U Creature — Merfolk Rogue Creature 2 1U 1/2 MSC~ 2 Atlas, Sizable Stooge Reach (This creature can block creatures with flying.) Whenever Atlas attacks or blocks, you gain 1 life for each creature you control with power 4 or greater. BG Legendary Creature — Human Villain Creature 4 2B/GB/G 5/4 MSC~ 2 Aunt May Whenever another creature you control enters, you gain 1 life. If it's a Spider, put a +1/+1 counter on it. W Legendary Creature — Human Citizen Creature 1 W 0/2 MSC~ 2 Austere Command Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater. W Sorcery Sorcery 6 4WW MSC~ 3 Austere Command Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater. W Sorcery Sorcery 6 4WW MSC~ 3 Avenge This spell costs {2} less to cast if a player attacked you during their last turn. Destroy all creatures. You gain 1 life for each creature destroyed this way. W Sorcery Sorcery 6 4WW MSC~ 3 Avenge This spell costs {2} less to cast if a player attacked you during their last turn. Destroy all creatures. You gain 1 life for each creature destroyed this way. W Sorcery Sorcery 6 4WW MSC~ 3 Avengers Quinjet Flying Whenever this Vehicle enters or attacks, choose one — • You may put a Hero creature card from your hand onto the battlefield. • Return target Hero creature card from your graveyard to your hand. Crew 3 Artifact — Vehicle Artifact 5 5 4/4 MSC~ 1 Avengers Quinjet Flying Whenever this Vehicle enters or attacks, choose one — • You may put a Hero creature card from your hand onto the battlefield. • Return target Hero creature card from your graveyard to your hand. Crew 3 Artifact — Vehicle Artifact 5 5 4/4 MSC~ 1 Bast, Panther Goddess Reach, trample, indestructible Bast can't attack or block unless you control three or more creatures. Whenever you attack, target attacking creature gets +X/+X until end of turn, where X is the number of creatures you control. GW Legendary Creature — Cat God Creature 4 2GW 4/4 MSC~ 2 Bast, Panther Goddess Reach, trample, indestructible Bast can't attack or block unless you control three or more creatures. Whenever you attack, target attacking creature gets +X/+X until end of turn, where X is the number of creatures you control. GW Legendary Creature — Cat God Creature 4 2GW 4/4 MSC~ 2 Bastion Protector Commander creatures you control get +2/+2 and have indestructible. W Creature — Human Soldier Creature 3 2W 3/3 MSC~ 2 Bastion Protector Commander creatures you control get +2/+2 and have indestructible. W Creature — Human Soldier Creature 3 2W 3/3 MSC~ 2 Batroc the Leaper Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Batroc enters with a +1/+1 counter on him for each time he was kicked. When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked. R Legendary Creature — Human Villain Creature 2 1R 2/2 MSC~ 2 Batroc the Leaper Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Batroc enters with a +1/+1 counter on him for each time he was kicked. When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked. R Legendary Creature — Human Villain Creature 2 1R 2/2 MSC~ 2 Beast Mode Teamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.) Target creature gets +2/+2 and gains trample until end of turn. Also put a +1/+1 counter on that creature if this spell was cast using teamwork. G Instant Instant 2 1G MSC~ 3 Beast Within Destroy target permanent. Its controller creates a 3/3 green Beast creature token. G Instant Instant 3 2G MSC~ 3 Bedevil Destroy target artifact, creature, or planeswalker. BR Instant Instant 3 BBR MSC~ 3 Bedevil Destroy target artifact, creature, or planeswalker. BR Instant Instant 3 BBR MSC~ 3 Big Bertha Vigilance Big Bertha enters with X +1/+1 counters on her. {1}{G}, {T}: Put a +1/+1 counter on Big Bertha. G Legendary Creature — Mutant Hero Creature 1 XG 1/1 MSC~ 2 Big Score As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") R Instant Instant 4 3R MSC~ 3 Big Wheel Trample When this Vehicle enters, you may discard a card. If you do, draw a card. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) R Artifact — Vehicle Artifact 3 2R 4/4 MSC~ 1 Bionic Blow Target creature you control gets +X/+0 until end of turn. Then it deals damage equal to its power to up to one other target creature. R Sorcery Sorcery 2 XRR MSC~ 3 Birds of Paradise Flying {T}: Add one mana of any color. G Creature — Bird Creature 1 G 0/1 MSC~ 2 Birds of Paradise Flying {T}: Add one mana of any color. G Creature — Bird Creature 1 G 0/1 MSC~ 2 Black Bolt, Inhuman King Flying Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn. Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls. UW Legendary Creature — Inhuman Noble Hero Creature 4 2WU 3/3 MSC~ 2 Black Bolt, Inhuman King Flying Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn. Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls. UW Legendary Creature — Inhuman Noble Hero Creature 4 2WU 3/3 MSC~ 2 Black Market Connections At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.) B Enchantment Enchantment 3 2B MSC~ 1 Black Market Connections At the beginning of your first main phase, choose one or more — • Sell Contraband — Create a Treasure token. You lose 1 life. • Buy Information — Draw a card. You lose 2 life. • Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.) B Enchantment Enchantment 3 2B MSC~ 1 Black Panther, Claws of Bast Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever a creature you control attacks alone, put a +1/+1 counter on it. W Legendary Creature — Human Warrior Hero Creature 3 2W 3/3 MSC~ 2 Black Panther, Most Dangerous Whenever Black Panther is dealt damage, he deals that much damage to any other target. Power-up — {5}{W}{W}: Put two +1/+1 counters on Black Panther. Other creatures you control get +2/+2 until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) W Legendary Creature — Human Warrior Hero Creature 3 2W 3/3 MSC~ 2 Black Tom Cassidy {T}: Add {G}. If you control another Mutant, you gain 1 life. G Legendary Creature — Mutant Villain Creature 2 1G 1/3 MSC~ 2 Black Widow, Agile Avenger Menace Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card. RW Legendary Creature — Human Spy Hero Creature 3 1RW 2/2 MSC~ 2 Black Widow, Agile Avenger Menace Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card. RW Legendary Creature — Human Spy Hero Creature 3 1RW 2/2 MSC~ 2 Black Widow, Daring Operative Menace (This creature can't be blocked except by two or more creatures.) When Black Widow enters, mill three cards. (Put the top three cards of your library into your graveyard.) Whenever Black Widow deals combat damage to a player, each opponent loses life equal to the number of creature cards in your graveyard. B Legendary Creature — Human Spy Hero Creature 5 4B 3/4 MSC~ 2 Black Widow, Deadly Hunter Deathtouch Whenever a creature you control with deathtouch deals combat damage to a player, you draw a card and lose 1 life. B Legendary Creature — Human Assassin Hero Creature 3 2B 3/3 MSC~ 2 Black Widow, Intel Expert First strike Whenever Black Widow deals combat damage to an opponent, you and that player each draw two cards. W Legendary Creature — Human Spy Hero Creature 3 2W 3/3 MSC~ 2 Black Widow, Natasha Romanoff R Legendary Creature — Human Assassin Hero Creature 2 1R 2/2 MSC~ 2 Blasphemous Act This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature. R Sorcery Sorcery 9 8R MSC~ 3 Blasphemous Act This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature. R Sorcery Sorcery 9 8R MSC~ 3 Blue Marvel, Adam Brashear Flying (This creature can't be blocked except by creatures with flying or reach.) Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Whenever you draw your second card each turn, put a +1/+1 counter on Blue Marvel. U Legendary Creature — Human Scientist Hero Creature 5 3UU 3/5 MSC~ 2 Blur of Heroism When this enchantment enters, draw a card. You may cast Hero spells as though they had flash. W Enchantment Enchantment 3 2W MSC~ 1 Bob, Reluctant HYDRA Agent Whenever Bob attacks alone, return him to his owner's hand. If you do, each opponent loses 2 life and you gain 2 life. B Legendary Creature — Human Coward Villain Creature 2 1B 2/2 MSC~ 2 Boomerang, Blade Flinger Whenever Boomerang attacks, he deals 1 damage to each opponent and you gain 1 life. B Legendary Creature — Human Villain Creature 2 1B 1/3 MSC~ 2 Bountiful Promenade This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}. Land Land 0 MSC~ 0 Bountiful Promenade This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}. Land Land 0 MSC~ 0 Bovine Intervention Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token. W Instant Instant 2 1W MSC~ 3 Brawn, Amadeus Cho When Brawn enters, draw a card. Power-up — {4}{G/U}: Put a +1/+1 counter on Brawn for each card in your hand. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) GU Legendary Creature — Gamma Scientist Hero Creature 2 1G/U 1/1 MSC~ 2 Bucky Barnes, Eager Ally Vigilance When Bucky Barnes dies, look at the top four cards of your library. You may reveal an Equipment, Hero, or Soldier card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. W Legendary Creature — Human Soldier Hero Creature 2 1W 2/2 MSC~ 2 Bushmaster, Coiled Henchman Deathtouch Each other creature you control with a +1/+1 counter on it has deathtouch. G Legendary Creature — Snake Human Villain Creature 2 1G 2/1 MSC~ 2 Canopy Vista ({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands. Land — Forest Plains Land 0 MSC~ 0 Canopy Vista ({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands. Land — Forest Plains Land 0 MSC~ 0 Canyon Slough ({T}: Add {B} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Swamp Mountain Land 0 MSC~ 0 Canyon Slough ({T}: Add {B} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Swamp Mountain Land 0 MSC~ 0 Captain America's Motorcycle Flash When this Vehicle enters, target creature or Vehicle gets +2/+0 until end of turn. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) R Artifact — Vehicle Artifact 2 1R 3/1 MSC~ 1 Captain America, Liberator When Captain America enters, you may search your library for an Equipment card with mana value 3 or less, put it onto the battlefield, then shuffle. Whenever Captain America attacks, for each Equipment attached to him, create a 1/1 white Soldier creature token. W Legendary Creature — Human Soldier Hero Creature 5 3WW 5/5 MSC~ 2 Captain America, Skybound Flying, vigilance Battalion — Whenever Captain America and at least two other creatures attack, put a +1/+1 counter on each attacking creature. They gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) W Legendary Creature — Human Soldier Hero Creature 5 3WW 3/5 MSC~ 2 Captain America, Steve Rogers Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever Captain America attacks, put a +1/+1 counter on another target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) W Legendary Creature — Human Soldier Hero Creature 5 3WW 4/4 MSC~ 2 Captain America, Team Leader Whenever another Hero you control enters, it gains vigilance and haste until end of turn. Put a +1/+1 counter on that Hero and a +1/+1 counter on Captain America. RUW Legendary Creature — Human Soldier Hero Creature 3 URW 3/3 MSC~ 2 Captain America, Team Leader Whenever another Hero you control enters, it gains vigilance and haste until end of turn. Put a +1/+1 counter on that Hero and a +1/+1 counter on Captain America. RUW Legendary Creature — Human Soldier Hero Creature 3 URW 3/3 MSC~ 2 Captain America, Unbowed Flash When Captain America enters, Soldiers and Heroes you control gain indestructible until end of turn. W Legendary Creature — Human Soldier Hero Creature 4 3W 3/4 MSC~ 2 Captain Marvel, Apex Avenger Flying, double strike, indestructible Whenever you put one or more counters on another creature, if it's not a Kree, you may put the same number and kind of counters on Captain Marvel. RW Legendary Creature — Human Kree Hero Creature 7 5RW 4/4 MSC~ 2 Captain Marvel, Apex Avenger Flying, double strike, indestructible Whenever you put one or more counters on another creature, if it's not a Kree, you may put the same number and kind of counters on Captain Marvel. RW Legendary Creature — Human Kree Hero Creature 7 5RW 4/4 MSC~ 2 Captain Marvel, Shooting Star Flying Whenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power. Whenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power. W Legendary Creature — Human Kree Hero Creature 7 5WW 6/6 MSC~ 2 Captain's Defense Target blocking creature gets +2/+2 until end of turn. Draw a card. W Instant Instant 1 W MSC~ 3 Chameleon, Master of Disguise You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise. Mayhem {2}{U} (You may cast this card from your graveyard for {2}{U} if you discarded it this turn. Timing rules still apply.) U Legendary Creature — Human Shapeshifter Villain Creature 4 3U 2/3 MSC~ 2 Chaos Warp The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. R Instant Instant 3 2R MSC~ 3 Chaos Warp The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. R Instant Instant 3 2R MSC~ 3 Chase Stein, Runaway {T}, Discard a card: Exile the top card of your library. Until the end of your next turn, you may play that card. R Legendary Creature — Human Hero Creature 2 1R 2/2 MSC~ 2 Choked Estuary As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {B}. Land Land 0 MSC~ 0 Choked Estuary As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {B}. Land Land 0 MSC~ 0 Chromatic Lantern Lands you control have "{T}: Add one mana of any color." {T}: Add one mana of any color. Artifact Artifact 3 3 MSC~ 1 Chromatic Lantern Lands you control have "{T}: Add one mana of any color." {T}: Add one mana of any color. Artifact Artifact 3 3 MSC~ 1 Cinder Glade ({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands. Land — Mountain Forest Land 0 MSC~ 0 Cinder Glade ({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands. Land — Mountain Forest Land 0 MSC~ 0 Citizen V, Helmut Zemo Lifelink Whenever you gain life, put a +1/+1 counter on each Villain you control. B Legendary Creature — Human Noble Villain Creature 3 2B 2/2 MSC~ 2 City Pigeon Flying When this creature leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") W Creature — Bird Creature 1 W 1/1 MSC~ 2 Cleansing Nova Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments. W Sorcery Sorcery 5 3WW MSC~ 3 Cleansing Nova Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments. W Sorcery Sorcery 5 3WW MSC~ 3 Clever Concealment Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) W Instant Instant 4 2WW MSC~ 3 Clever Concealment Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) W Instant Instant 4 2WW MSC~ 3 Clifftop Retreat This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}. Land Land 0 MSC~ 0 Clifftop Retreat This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}. Land Land 0 MSC~ 0 Coastal Peak ({T}: Add {U} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Island Mountain Land 0 MSC~ 0 Coastal Peak ({T}: Add {U} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Island Mountain Land 0 MSC~ 0 Collective Effort Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls. W Sorcery Sorcery 3 1WW MSC~ 3 Collective Effort Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target creature with power 4 or greater. • Destroy target enchantment. • Put a +1/+1 counter on each creature target player controls. W Sorcery Sorcery 3 1WW MSC~ 3 Collector's Case When this artifact enters, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) {3}{U}, {T}: Tap target creature. U Artifact Artifact 2 1U MSC~ 1 Colossal Collision Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) G Sorcery Sorcery 4 3G MSC~ 3 Colossus, Steel Stalwart During your turn, Colossus has indestructible. (Damage and effects that say "destroy" don't destroy him.) Other Mutants you control get +1/+1. G Legendary Creature — Mutant Hero Creature 5 4G 4/5 MSC~ 2 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 MSC~ 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 MSC~ 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 MSC~ 0 Command Tower {T}: Add one mana of any color in your commander's color identity. Land Land 0 MSC~ 0 Common Crook When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") B Creature — Human Rogue Villain Creature 2 1B 2/2 MSC~ 2 Commune with Dinosaurs Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. G Sorcery Sorcery 1 G MSC~ 3 Concentrated Fire Concentrated Fire deals 5 damage to target creature. R Instant Instant 4 3R MSC~ 3 Conduit of Worlds You may play lands from your graveyard. {T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery. G Artifact Artifact 4 2GG MSC~ 1 Conduit of Worlds You may play lands from your graveyard. {T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery. G Artifact Artifact 4 2GG MSC~ 1 Containment Construct Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn. Artifact Creature — Construct Creature 2 2 2/1 MSC~ 2 Contract Hero When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Whenever this creature attacks, you may sacrifice an artifact or discard a card. If you do, this creature gets +2/+0 until end of turn. R Creature — Human Mercenary Hero Creature 3 2R 2/3 MSC~ 2 Cosmic Crucible At the beginning of your first main phase, add four mana in any combination of colors. Whenever you cast a noncreature spell, you may copy it. You may choose new targets for the copy. Do this only once each turn. (A copy of a permanent spell becomes a token.) GU Enchantment Enchantment 6 4GU MSC~ 1 Cosmic Crucible At the beginning of your first main phase, add four mana in any combination of colors. Whenever you cast a noncreature spell, you may copy it. You may choose new targets for the copy. Do this only once each turn. (A copy of a permanent spell becomes a token.) GU Enchantment Enchantment 6 4GU MSC~ 1 Costume Closet This artifact enters with two +1/+1 counters on it. {T}: Move a +1/+1 counter from this artifact onto target creature you control. Activate only as a sorcery. Whenever a modified creature you control leaves the battlefield, put a +1/+1 counter on this artifact. (Equipment, Auras you control, and counters are modifications.) W Artifact Artifact 2 1W MSC~ 1 Council of Reeds The "legend rule" doesn't apply to creatures you control. At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a token that's a copy of Council of Reeds. U Legendary Creature — Human Scientist Hero Creature 3 2U 2/2 MSC~ 2 Council of Reeds The "legend rule" doesn't apply to creatures you control. At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a token that's a copy of Council of Reeds. U Legendary Creature — Human Scientist Hero Creature 3 2U 2/2 MSC~ 2 Count Nefaria This spell costs {3} less to cast if you've sacrificed a permanent this turn. Flying B Legendary Creature — Human Villain Creature 7 6B 6/6 MSC~ 2 Coveted Jewel When this artifact enters, draw three cards. {T}: Add three mana of any one color. Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. Artifact Artifact 6 6 MSC~ 1 Coveted Jewel When this artifact enters, draw three cards. {T}: Add three mana of any one color. Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. Artifact Artifact 6 6 MSC~ 1 Criminal Enterprise When this enchantment enters, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) Whenever a Villain you control dies, this enchantment deals 1 damage to each opponent and you gain 1 life. B Enchantment Enchantment 3 2B MSC~ 1 Crimson Cowl, Master of Evil Whenever one or more nontoken Villains you control attack a player, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) B Legendary Creature — Human Villain Creature 3 2B 1/3 MSC~ 2 Crimson Operative Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. R Artifact Creature — Human Villain Creature 4 3R 3/2 MSC~ 2 Crossover Collaboration Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast using teamwork, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") R Instant Instant 3 2R MSC~ 3 Crumbling Necropolis This land enters tapped. {T}: Add {U}, {B}, or {R}. Land Land 0 MSC~ 0 Crystal, Inhuman Princess Flying Whenever you cast a noncreature spell, Crystal deals X damage to each opponent, where X is the number of colors that spell is. {T}: Add {R}, {G}, {W}, or {U}. GR Legendary Creature — Inhuman Noble Hero Creature 3 1RG 2/3 MSC~ 2 Crystal, Inhuman Princess Flying Whenever you cast a noncreature spell, Crystal deals X damage to each opponent, where X is the number of colors that spell is. {T}: Add {R}, {G}, {W}, or {U}. GR Legendary Creature — Inhuman Noble Hero Creature 3 1RG 2/3 MSC~ 2 Cultivate Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. G Sorcery Sorcery 3 2G MSC~ 3 Currency Converter Whenever you discard a card, you may exile that card from your graveyard. {2}, {T}: Draw a card, then discard a card. {T}: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token. Artifact Artifact 1 1 MSC~ 1 Currency Converter Whenever you discard a card, you may exile that card from your graveyard. {2}, {T}: Draw a card, then discard a card. {T}: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token. Artifact Artifact 1 1 MSC~ 1 Cut a Deal Each opponent draws a card, then you draw a card for each opponent who drew a card this way. W Sorcery Sorcery 3 2W MSC~ 3 Daily Bugle Newspaper {2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Artifact Artifact 2 2 MSC~ 1 Daily Bugle Reporters When this creature enters, choose one — • Puff Piece — Put a +1/+1 counter on each of up to two target creatures. • Investigative Journalism — Return target creature card with mana value 2 or less from your graveyard to your hand. W Creature — Human Citizen Creature 4 3W 2/3 MSC~ 2 Damocles Base, Sword of Kang Flying, deathtouch Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards. Crew 3 B Legendary Artifact — Vehicle Artifact 5 4B 5/5 MSC~ 1 Damocles Base, Sword of Kang Flying, deathtouch Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards. Crew 3 B Legendary Artifact — Vehicle Artifact 5 4B 5/5 MSC~ 1 Daredevil's Billy Club When this Equipment enters, it deals 2 damage to any target and 1 damage to you. Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) R Artifact — Equipment Artifact 2 1R MSC~ 1 Daredevil, Fearless Fighter Whenever a source you control deals damage to you, Daredevil deals that much damage to target opponent. Whenever Daredevil attacks, exile the top card of your library. Daredevil deals damage to you equal to that card's mana value. You may play it this turn. R Legendary Creature — Human Hero Creature 3 2R 3/3 MSC~ 2 Dark Ritual Add {B}{B}{B}. B Instant Instant 1 B MSC~ 3 Darwin, Adaptive Mutant Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Remove two +1/+1 counters from Darwin: He gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.) G Legendary Creature — Mutant Hero Creature 2 1G 2/1 MSC~ 2 Daughter of the Deep Whenever you draw your second card each turn, create a 1/1 blue Merfolk creature token. {U}, {T}: Target Merfolk can't be blocked this turn. U Creature — Merfolk Noble Creature 2 1U 2/1 MSC~ 2 Deadly Dispute As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") B Instant Instant 2 1B MSC~ 3 Deep Analysis Target player draws two cards. Flashback—{1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Sorcery Sorcery 4 3U MSC~ 3 Destroy Evil Choose one — • Destroy target creature with toughness 4 or greater. • Destroy target enchantment. W Instant Instant 2 1W MSC~ 3 Devil Dinosaur Trample Other Dinosaurs you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.) G Legendary Creature — Dinosaur Creature 4 2GG 5/5 MSC~ 2 Director Nick Fury Hero spells you cast cost {1} less to cast. Whenever you attack, look at the top four cards of your library. You may reveal a Hero card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. RUW Legendary Creature — Human Spy Hero Creature 3 URW 2/4 MSC~ 2 Director Nick Fury Hero spells you cast cost {1} less to cast. Whenever you attack, look at the top four cards of your library. You may reveal a Hero card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. RUW Legendary Creature — Human Spy Hero Creature 3 URW 2/4 MSC~ 2 Dismantling Wave For each opponent, destroy up to one target artifact or enchantment that player controls. Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.) When you cycle this card, destroy all artifacts and enchantments. W Sorcery Sorcery 3 2W MSC~ 3 Dismantling Wave For each opponent, destroy up to one target artifact or enchantment that player controls. Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.) When you cycle this card, destroy all artifacts and enchantments. W Sorcery Sorcery 3 2W MSC~ 3 Dismissive Denial Counter target spell. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) U Instant Instant 4 2UU MSC~ 3 Dispatch Tap target creature. Metalcraft — If you control three or more artifacts, exile that creature. W Instant Instant 1 W MSC~ 3 Divine Visitation If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead. W Enchantment Enchantment 5 3WW MSC~ 1 Divine Visitation If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead. W Enchantment Enchantment 5 3WW MSC~ 1 Doc Ock's Henchmen Flash Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) U Creature — Human Villain Creature 3 2U 2/1 MSC~ 2 Doc Ock, Sinister Scientist As long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8. As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.) U Legendary Creature — Human Scientist Villain Creature 5 4U 4/5 MSC~ 2 Doctor Doom, King of Latveria Whenever you discard one or more land cards, each opponent loses 2 life. At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) BRU Legendary Creature — Human Noble Villain Creature 4 1UBR 3/3 MSC~ 2 Doctor Doom, King of Latveria Whenever you discard one or more land cards, each opponent loses 2 life. At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) BRU Legendary Creature — Human Noble Villain Creature 4 1UBR 3/3 MSC~ 2 Doctor Doom, Unrivaled Lifelink {T}: You draw a card and lose 1 life. Then if your library has no cards in it, you win the game. (You win even if you have 0 life or didn't draw a card.) B Legendary Creature — Human Sorcerer Villain Creature 4 2BB 4/4 MSC~ 2 Doctor Jane Foster Vigilance (Attacking doesn't cause this creature to tap.) When Doctor Jane Foster enters, return target creature card with mana value 3 or less from your graveyard to your hand. If you gained life this turn, return that card to the battlefield instead. W Legendary Creature — Human Doctor Creature 4 3W 2/3 MSC~ 2 Doctor Spectrum Flying When Doctor Spectrum enters, choose one — • Create a 0/4 colorless Wall creature token with defender. • Put a +1/+1 counter on each other Hero you control. • Destroy target enchantment. W Legendary Creature — Human Hero Creature 5 3WW 3/3 MSC~ 2 Doctor Strange, Surgeon Lifelink If you would gain life, you gain twice that much life instead. At the beginning of each combat, if you have at least 10 life more than your starting life total, creatures you control get +2/+2 and gain vigilance until end of turn. W Legendary Creature — Human Doctor Hero Creature 5 4W 2/5 MSC~ 2 Donald Blake, Guise of Thor Lifelink Power-up — {4}{W}{W}: Put two +1/+1 counters and a flying counter on Donald Blake. He becomes a God Warrior Hero. (He loses all other creature types. Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) W Legendary Creature — Human Doctor Creature 2 1W 1/3 MSC~ 2 Doom Blade Destroy target nonblack creature. B Instant Instant 2 1B MSC~ 3 Doom's Servo-Guards When this creature enters, you gain 2 life and mill two cards. (Put the top two cards of your library into your graveyard.) B Artifact Creature — Robot Villain Creature 2 1B 2/2 MSC~ 2 Doom's Time Platform Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) Artifact Artifact 4 4 MSC~ 1 Doom's Time Platform Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) Artifact Artifact 4 4 MSC~ 1 Doombot Harbinger Flying When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.) When this creature dies, you may exile this card. When you do, return target creature card from your graveyard to your hand. B Artifact Creature — Robot Villain Creature 3 2B 2/1 MSC~ 2 Doomfall Choose one — • Target opponent exiles a creature they control. • Target opponent reveals their hand. You choose a nonland card from it. Exile that card. B Sorcery Sorcery 3 2B MSC~ 3 Doomsday Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. B Sorcery Sorcery 3 BBB MSC~ 3 Door of Destinies As this artifact enters, choose a creature type. Whenever you cast a spell of the chosen type, put a charge counter on this artifact. Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact. Artifact Artifact 4 4 MSC~ 1 Door of Destinies As this artifact enters, choose a creature type. Whenever you cast a spell of the chosen type, put a charge counter on this artifact. Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact. Artifact Artifact 4 4 MSC~ 1 Doorman {T}: Until end of turn, target creature can't be blocked by creatures with power 2 or less and/or Walls. G Legendary Creature — Mutant Hero Creature 2 1G 2/3 MSC~ 2 Dora Milaje Elite First strike When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn. W Creature — Human Warrior Creature 2 1W 2/2 MSC~ 2 Dora Milaje Elite First strike When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn. W Creature — Human Warrior Creature 2 1W 2/2 MSC~ 2 Dragon Man, Reformed Robot Flying Dragon Man's power is equal to the greatest mana value among noncreature permanents you control and noncreature cards in your graveyard. You may cast this card from your graveyard by discarding a card in addition to paying its other costs. UW Legendary Artifact Creature — Dragon Robot Creature 4 2WU */5 MSC~ 2 Dragon Man, Reformed Robot Flying Dragon Man's power is equal to the greatest mana value among noncreature permanents you control and noncreature cards in your graveyard. You may cast this card from your graveyard by discarding a card in addition to paying its other costs. UW Legendary Artifact Creature — Dragon Robot Creature 4 2WU */5 MSC~ 2 Dragonskull Summit This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}. Land Land 0 MSC~ 0 Dragonskull Summit This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}. Land Land 0 MSC~ 0 Drowned Catacomb This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}. Land Land 0 MSC~ 0 Drowned Catacomb This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}. Land Land 0 MSC~ 0 Eerie Gravestone When this artifact enters, draw a card. {1}{B}, Sacrifice this artifact: Mill four cards. You may put a creature card from among them into your hand. (To mill four cards, put the top four cards of your library into your graveyard.) Artifact Artifact 2 2 MSC~ 1 Elektra, Femme Fatale When Elektra enters, you may have her deal 2 damage to you. When you do, she deals 4 damage to target creature. R Legendary Creature — Human Assassin Hero Creature 4 3R 3/2 MSC~ 2 Endless Ranks of HYDRA For each opponent, you create a 2/1 black Villain creature token with menace. Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand. B Sorcery Sorcery 4 3B MSC~ 3 Endless Ranks of HYDRA For each opponent, you create a 2/1 black Villain creature token with menace. Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand. B Sorcery Sorcery 4 3B MSC~ 3 Everett K. Ross, Hapless Attaché Commander creatures you control get +1/+1 and have lifelink. Whenever an opponent attacks you with two or more creatures, draw a card. W Legendary Creature — Human Advisor Creature 3 2W 1/3 MSC~ 2 Everett K. Ross, Hapless Attaché Commander creatures you control get +1/+1 and have lifelink. Whenever an opponent attacks you with two or more creatures, draw a card. W Legendary Creature — Human Advisor Creature 3 2W 1/3 MSC~ 2 Evolving Wilds {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 MSC~ 0 Exotic Orchard {T}: Add one mana of any color that a land an opponent controls could produce. Land Land 0 MSC~ 0 Exotic Orchard {T}: Add one mana of any color that a land an opponent controls could produce. Land Land 0 MSC~ 0 Experimental Armor Equipped creature gets +1/+1 and has flying and haste. (It can't be blocked except by creatures with flying or reach. It can attack and {T} as soon as it comes under your control.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) R Artifact — Equipment Artifact 3 2R MSC~ 1 Expressive Iteration Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn. RU Sorcery Sorcery 2 UR MSC~ 3 Extract Power Look at the top card of each player's library, then exile those cards face down. You may play them without paying their mana costs for as long as they remain exiled. U Sorcery Sorcery 6 5U MSC~ 3 Extract Power Look at the top card of each player's library, then exile those cards face down. You may play them without paying their mana costs for as long as they remain exiled. U Sorcery Sorcery 6 5U MSC~ 3 Extremis Elite Power-up — {4}{R}: Put two +1/+1 counters on this creature. It deals 1 damage to any target. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) R Creature — Human Mercenary Villain Creature 2 1R 2/2 MSC~ 2 Fabled Passage {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land. Land Land 0 MSC~ 0 Fabled Passage {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land. Land Land 0 MSC~ 0 Falcon and Redwing Flying Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing. W Legendary Creature — Human Bird Hero Creature 3 2W 1/2 MSC~ 2 Falcon and Redwing Flying Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing. W Legendary Creature — Human Bird Hero Creature 3 2W 1/2 MSC~ 2 Falcon, Joaquin Torres Flying, lifelink Battalion — Whenever Falcon and at least two other creatures attack, put a +1/+1 counter on him and scry 1. (Look at the top card of your library. You may put that card on the bottom.) W Legendary Creature — Bird Human Hero Creature 3 2W 2/2 MSC~ 2 Fall to Earth Exile target creature. Each player gains 3 life. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) W Instant Instant 5 4W MSC~ 3 Fantastic Bounce This spell costs {2} less to cast if it targets a tapped creature. Return target nonland permanent to its owner's hand. Draw a card. U Sorcery Sorcery 4 3U MSC~ 3 Fantastic Elasticity Choose one — • Return target nonland permanent to its owner's hand. • Return target instant or sorcery card from your graveyard to your hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) U Sorcery Sorcery 3 2U MSC~ 3 Fantastic Elasticity Choose one — • Return target nonland permanent to its owner's hand. • Return target instant or sorcery card from your graveyard to your hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) U Sorcery Sorcery 3 2U MSC~ 3 Farseek Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. G Sorcery Sorcery 2 1G MSC~ 3 Farseek Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. G Sorcery Sorcery 2 1G MSC~ 3 Fellwar Stone {T}: Add one mana of any color that a land an opponent controls could produce. Artifact Artifact 2 2 MSC~ 1 Feral Ferocity Target creature gets +4/+4 until end of turn. G Instant Instant 2 1G MSC~ 3 Fetid Pools ({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Island Swamp Land 0 MSC~ 0 Fetid Pools ({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Island Swamp Land 0 MSC~ 0 Fight for the Throne Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch. G Instant Instant 2 1G MSC~ 3 Fight for the Throne Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch. G Instant Instant 2 1G MSC~ 3 Firebird, Blazing Ranger Flying Whenever Firebird attacks, other attacking creatures get +X/+0 until end of turn, where X is Firebird's power. R Legendary Creature — Human Ranger Hero Creature 3 2R 1/3 MSC~ 2 Firebird, Blazing Ranger Flying Whenever Firebird attacks, other attacking creatures get +X/+0 until end of turn, where X is Firebird's power. R Legendary Creature — Human Ranger Hero Creature 3 2R 1/3 MSC~ 2 First Family You draw X cards and gain X life, where X is the number of colors among permanents you control and spells you've cast this turn. GU Instant Instant 4 2GU MSC~ 3 First Family You draw X cards and gain X life, where X is the number of colors among permanents you control and spells you've cast this turn. GU Instant Instant 4 2GU MSC~ 3 Fixer, Techno Terror {T}, Pay 2 life: Draw a card. Activate only if an artifact entered under your control this turn. B Legendary Creature — Human Artificer Villain Creature 2 1B 2/1 MSC~ 2 Flame On! Put X +1/+1 counters on target creature, where X is the number of noncreature, nonland cards in your graveyard. It gains flying until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) R Sorcery Sorcery 5 4R MSC~ 3 Flame On! Put X +1/+1 counters on target creature, where X is the number of noncreature, nonland cards in your graveyard. It gains flying until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) R Sorcery Sorcery 5 4R MSC~ 3 Flash Thompson, Spider-Fan Flash When Flash Thompson enters, choose one or both — • Heckle — Tap target creature. • Hero Worship — Untap target creature. W Legendary Creature — Human Citizen Creature 2 1W 2/2 MSC~ 2 Flatman Origami-Fu — {2}{G}: Switch Flatman's power and toughness until end of turn. G Legendary Creature — Mutant Hero Creature 4 3G 1/10 MSC~ 2 Fleecemane Lion {3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) As long as this creature is monstrous, it has hexproof and indestructible. GW Creature — Cat Creature 2 GW 3/3 MSC~ 2 Fleecemane Lion {3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.) As long as this creature is monstrous, it has hexproof and indestructible. GW Creature — Cat Creature 2 GW 3/3 MSC~ 2 Flora Colossus Hexproof (This creature can't be the target of spells or abilities your opponents control.) Flora Colossus's power and toughness are each equal to the number of lands you control. G Creature — Treefolk Creature 7 5GG */* MSC~ 2 Flying Drone Flying, vigilance {1}{U}, {T}: Draw a card, then discard a card. This ability costs {1}{U} less to activate if another creature with flying entered under your control this turn. U Artifact Creature — Robot Scout Creature 2 1U 1/2 MSC~ 2 Flying Octobot Flying Whenever another Villain you control enters, put a +1/+1 counter on this creature. This ability triggers only once each turn. U Artifact Creature — Robot Villain Creature 2 1U 1/1 MSC~ 2 Foggy Nelson, On Retainer Flash When Foggy Nelson enters, put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) W Legendary Creature — Human Advisor Creature 3 2W 1/3 MSC~ 2 Fogwell's Gym {T}: Add {R}. This land deals 1 damage to you. {2}{R}, {T}, Discard a card: Draw a card. Land Land 0 MSC~ 0 Folk Hero Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn." W Legendary Enchantment — Background Enchantment 2 1W MSC~ 1 Folk Hero Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn." W Legendary Enchantment — Background Enchantment 2 1W MSC~ 1 Foreboding Ruins As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}. Land Land 0 MSC~ 0 Foreboding Ruins As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}. Land Land 0 MSC~ 0 Fortified Village As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}. Land Land 0 MSC~ 0 Fortified Village As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {G} or {W}. Land Land 0 MSC~ 0 Franklin Richards, Ascendant At the beginning of combat on your turn, if you've cast a noncreature spell this turn, discover 6. (Exile cards from the top of your library until you exile a nonland card with mana value 6 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.) R Legendary Creature — Mutant Hero Creature 6 5R 6/6 MSC~ 2 Franklin Richards, Ascendant At the beginning of combat on your turn, if you've cast a noncreature spell this turn, discover 6. (Exile cards from the top of your library until you exile a nonland card with mana value 6 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.) R Legendary Creature — Mutant Hero Creature 6 5R 6/6 MSC~ 2 Frostboil Snarl As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {R}. Land Land 0 MSC~ 0 Frostboil Snarl As this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {U} or {R}. Land Land 0 MSC~ 0 Furious Strength Enchant creature Enchanted creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.) R Enchantment — Aura Enchantment 3 2R MSC~ 1 Furycalm Snarl As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}. Land Land 0 MSC~ 0 Furycalm Snarl As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {W}. Land Land 0 MSC~ 0 Galactus, Devourer of Worlds Flying, trample, indestructible When Galactus enters, exile target permanent. Insatiable Hunger — Galactus attacks an opponent with the most life among your opponents each combat if able unless you control a creature named Silver Surfer, Galactus's Herald. Legendary Creature — Elder Alien Creature 10 10 12/12 MSC~ 2 Galactus, Devourer of Worlds Flying, trample, indestructible When Galactus enters, exile target permanent. Insatiable Hunger — Galactus attacks an opponent with the most life among your opponents each combat if able unless you control a creature named Silver Surfer, Galactus's Herald. Legendary Creature — Elder Alien Creature 10 10 12/12 MSC~ 2 Gallant Citizen When this creature enters, draw a card. GW Creature — Human Citizen Creature 2 G/WG/W 1/1 MSC~ 2 Galvanic Iteration When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) RU Instant Instant 2 UR MSC~ 3 Galvanic Iteration When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy. Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) RU Instant Instant 2 UR MSC~ 3 Gamma Grotesque Vigilance (Attacking doesn't cause this creature to tap.) Power-up — {4}{G}{G}: Put three +1/+1 counters on this creature. Then draw a card for each creature you control with a counter on it. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) G Creature — Gamma Horror Villain Creature 3 2G 3/3 MSC~ 2 General Thunderbolt Ross First strike Battalion — Whenever General Thunderbolt Ross and at least two other creatures attack, attacking creatures get +1/+0 until end of turn. W Legendary Creature — Human Soldier Creature 1 W 1/1 MSC~ 2 Generous Gift Destroy target permanent. Its controller creates a 3/3 green Elephant creature token. W Instant Instant 3 2W MSC~ 3 Genesis Ultimatum Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum. GRU Sorcery Sorcery 7 GGUUURR MSC~ 3 Genesis Ultimatum Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum. GRU Sorcery Sorcery 7 GGUUURR MSC~ 3 Gert and Old Lace, Runaways Trample (This creature can deal excess combat damage to the player they're attacking.) When Gert and Old Lace enter, you may discard a card. If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle. GR Legendary Creature — Human Dinosaur Hero Creature 3 2R/G 4/3 MSC~ 2 Giant-Man, Gargantuan Genius Reach At the beginning of your first main phase, add {G} for each creature you control with power 4 or greater. G Legendary Creature — Human Scientist Hero Creature 5 3GG 6/6 MSC~ 2 Gift of Immortality Enchant creature When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step. W Enchantment — Aura Enchantment 3 2W MSC~ 1 Gift of Immortality Enchant creature When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step. W Enchantment — Aura Enchantment 3 2W MSC~ 1 Gilded Lotus {T}: Add three mana of any one color. Artifact Artifact 5 5 MSC~ 1 Gilded Lotus {T}: Add three mana of any one color. Artifact Artifact 5 5 MSC~ 1 Glacial Fortress This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}. Land Land 0 MSC~ 0 Glacial Fortress This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}. Land Land 0 MSC~ 0 Glamorous Grapplers Menace (This creature can't be blocked except by two or more creatures.) B Creature — Human Performer Villain Creature 4 3B 3/3 MSC~ 2 Glittering Massif ({T}: Add {R} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Mountain Plains Land 0 MSC~ 0 Glittering Massif ({T}: Add {R} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Mountain Plains Land 0 MSC~ 0 Glorious Purpose Whenever a creature you control connives, put a +1/+1 counter on that creature and a plan counter on this enchantment. When the sixth plan counter is put on this enchantment, sacrifice it. If you do, exile the top four cards of your library. You may cast any number of spells from among them without paying their mana costs. Put the rest into your hand. U Enchantment — Plan Enchantment 2 1U MSC~ 1 Glorious Purpose Whenever a creature you control connives, put a +1/+1 counter on that creature and a plan counter on this enchantment. When the sixth plan counter is put on this enchantment, sacrifice it. If you do, exile the top four cards of your library. You may cast any number of spells from among them without paying their mana costs. Put the rest into your hand. U Enchantment — Plan Enchantment 2 1U MSC~ 1 Goliath, Mass Manipulator Reach (This creature can block creatures with flying.) Power-up — {4}{G}: Put two +1/+1 counters on Goliath. Then draw a card for each creature you control with power 4 or greater. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) G Legendary Creature — Human Scientist Hero Creature 2 1G 2/2 MSC~ 2 Grapeshot Grapeshot deals 1 damage to any target. Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) R Sorcery Sorcery 2 1R MSC~ 3 Graviton, Fundamental Force Whenever you draw your second card each turn, choose one — • Target creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.) • Tap target creature. U Legendary Creature — Human Villain Creature 3 2U 3/3 MSC~ 2 Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. G Enchantment Enchantment 4 2GG MSC~ 1 Greater Good Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. G Enchantment Enchantment 4 2GG MSC~ 1 Green Goblin, Back for More Flying, menace At the beginning of combat on your turn, you may discard a card. If you do, each opponent discards a card. Mayhem {3}{B}{B} (You may cast this card from your graveyard for {3}{B}{B} if you discarded it this turn. Timing rules still apply.) B Legendary Creature — Goblin Human Villain Creature 5 3BB 4/4 MSC~ 2 Grim Reaper's Scythe Whenever one or more creature cards leave your graveyard, create a 2/2 black Zombie creature token. {3}{B}, {T}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.) B Legendary Artifact Artifact 3 2B MSC~ 1 H.E.R.B.I.E., Lovable Robot Flying At the beginning of combat on your turn, if you've cast a noncreature spell this turn, surveil 1. {T}: Add {C}. {1}, {T}: Add one mana of any color. Legendary Artifact Creature — Robot Scout Creature 2 2 1/1 MSC~ 2 H.E.R.B.I.E., Lovable Robot Flying At the beginning of combat on your turn, if you've cast a noncreature spell this turn, surveil 1. {T}: Add {C}. {1}, {T}: Add one mana of any color. Legendary Artifact Creature — Robot Scout Creature 2 2 1/1 MSC~ 2 HYDRA Disintegrator When this Equipment enters, create a 2/1 black Villain creature token with menace, then attach this Equipment to it. (A creature with menace can't be blocked except by two or more creatures.) Equipped creature gets +3/+3. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) B Artifact — Equipment Artifact 5 4B MSC~ 1 Hammer of Nazahn Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip {4} Legendary Artifact — Equipment Artifact 4 4 MSC~ 1 Hammer of Nazahn Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control. Equipped creature gets +2/+0 and has indestructible. Equip {4} Legendary Artifact — Equipment Artifact 4 4 MSC~ 1 Hammerhead, Maggia Boss Sacrifice another creature or artifact: Put a +1/+1 counter on Hammerhead. B Legendary Creature — Human Rogue Villain Creature 2 1B 2/1 MSC~ 2 Happy Hogan, Bodyguard Vigilance When Happy Hogan enters, the owner of target creature an opponent controls puts it into their library second from the top or on the bottom. U Legendary Creature — Human Advisor Creature 6 5U 3/3 MSC~ 2 Happy Hogan, Dauntless Driver R Legendary Creature — Human Pilot Creature 1 R 2/1 MSC~ 2 Happy Hogan, Dauntless Driver R Legendary Creature — Human Pilot Creature 1 R 2/1 MSC~ 2 Harmonize Draw three cards. G Sorcery Sorcery 4 2GG MSC~ 3 Hatut Zeraze Strike Force When you cast this spell, copy it for each time you've cast your commander from the command zone this game. When this creature enters, destroy up to one target artifact or enchantment. W Creature — Human Spy Warrior Creature 4 3W 2/2 MSC~ 2 Hatut Zeraze Strike Force When you cast this spell, copy it for each time you've cast your commander from the command zone this game. When this creature enters, destroy up to one target artifact or enchantment. W Creature — Human Spy Warrior Creature 4 3W 2/2 MSC~ 2 Hawkeye's Shot This spell costs {2} less to cast if it targets a tapped creature. Exile target creature. W Sorcery Sorcery 5 4W MSC~ 3 Hawkeye, Avenging Archer Reach Whenever a creature an opponent controls dies, if Hawkeye dealt damage to it this turn, draw a card. {T}: Hawkeye deals 1 damage to any target. RU Legendary Creature — Human Archer Hero Creature 4 2UR 3/4 MSC~ 2 Hawkeye, Avenging Archer Reach Whenever a creature an opponent controls dies, if Hawkeye dealt damage to it this turn, draw a card. {T}: Hawkeye deals 1 damage to any target. RU Legendary Creature — Human Archer Hero Creature 4 2UR 3/4 MSC~ 2 Hawkeye, Bowslinger Reach, vigilance Whenever you cast a spell that targets a creature, put a +1/+1 counter on Hawkeye. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) W Legendary Creature — Human Archer Hero Creature 3 2W 3/3 MSC~ 2 Hawkeye, Clint Barton Vigilance (Attacking doesn't cause this creature to tap.) W Legendary Creature — Human Archer Hero Creature 4 3W 3/5 MSC~ 2 Hawkeye, Clint Barton Vigilance (Attacking doesn't cause this creature to tap.) W Legendary Creature — Human Archer Hero Creature 4 3W 3/5 MSC~ 2 Hawkeye, Trick Shot First strike, reach Whenever Hawkeye or another Hero you control enters, it deals damage equal to the number of Heroes you control to any target. R Legendary Creature — Human Archer Hero Creature 4 3R 3/4 MSC~ 2 Heart-Shaped Herb If a source an opponent controls would deal damage to you, prevent 1 of that damage. {2}, {T}, Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch. Artifact Artifact 4 4 MSC~ 1 Heart-Shaped Herb If a source an opponent controls would deal damage to you, prevent 1 of that damage. {2}, {T}, Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch. Artifact Artifact 4 4 MSC~ 1 Helm of the Host At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip {5} Legendary Artifact — Equipment Artifact 4 4 MSC~ 1 Helm of the Host At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip {5} Legendary Artifact — Equipment Artifact 4 4 MSC~ 1 Helmut Zemo, Mastermind Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo. U Legendary Creature — Human Noble Villain Creature 3 2U 2/2 MSC~ 2 Helmut Zemo, Mastermind Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo. U Legendary Creature — Human Noble Villain Creature 3 2U 2/2 MSC~ 2 Herald's Horn As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand. Artifact Artifact 3 3 MSC~ 1 Hercules, Olympian Hero Whenever Hercules attacks, put a +1/+1 counter on him. He gains indestructible until end of turn. Whenever Hercules is dealt damage for the first time each turn, put that many +1/+1 counters on him. (He must survive the damage to get the counters.) W Legendary Creature — Demigod Warrior Hero Creature 5 3WW 3/3 MSC~ 2 Hercules, Olympian Hero Whenever Hercules attacks, put a +1/+1 counter on him. He gains indestructible until end of turn. Whenever Hercules is dealt damage for the first time each turn, put that many +1/+1 counters on him. (He must survive the damage to get the counters.) W Legendary Creature — Demigod Warrior Hero Creature 5 3WW 3/3 MSC~ 2 Hero in Training When this creature enters, draw a card. If you control another Hero, you gain 2 life. W Creature — Human Hero Creature 3 2W 2/2 MSC~ 2 Hero's Blade Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 2 2 MSC~ 1 Heroes for Hire When this enchantment enters, create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") Sacrifice a Treasure: Exile the top card of your library. You may play it this turn. R Enchantment Enchantment 5 3RR MSC~ 1 Heroes' Hangout Choose one — • Date Night — Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card. • Patrol Night — One or two target creatures each get +1/+0 and gain first strike until end of turn. R Sorcery Sorcery 1 R MSC~ 3 Heroic Return This spell costs {2} less to cast if a creature is attacking you. Return target creature card from your graveyard to the battlefield. If a Hero enters this way, it enters with two additional +1/+1 counters on it. W Instant Instant 6 5W MSC~ 3 Heroic Return This spell costs {2} less to cast if a creature is attacking you. Return target creature card from your graveyard to the battlefield. If a Hero enters this way, it enters with two additional +1/+1 counters on it. W Instant Instant 6 5W MSC~ 3 Heroic Sacrifice Choose target creature you control. Until end of turn, all damage that would be dealt to you and creatures you control is dealt to the chosen creature instead (if it's still on the battlefield). When that creature dies this turn, put its counters on up to one target creature you control and draw a card. W Instant Instant 2 1W MSC~ 3 Heroic Sacrifice Choose target creature you control. Until end of turn, all damage that would be dealt to you and creatures you control is dealt to the chosen creature instead (if it's still on the battlefield). When that creature dies this turn, put its counters on up to one target creature you control and draw a card. W Instant Instant 2 1W MSC~ 3 Heroic Teamwork Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.) One or two target creatures each get +2/+1 until end of turn. If this spell was cast using teamwork, draw a card. W Instant Instant 3 2W MSC~ 3 Hinterland Harbor This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}. Land Land 0 MSC~ 0 Hinterland Harbor This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}. Land Land 0 MSC~ 0 Hit-Monkey This spell can't be countered. Reach, vigilance, deathtouch, hexproof, haste G Legendary Creature — Monkey Assassin Creature 4 3G 3/3 MSC~ 2 Hobgoblin, Mantled Marauder Flying, haste Whenever you discard a card, Hobgoblin gets +2/+0 until end of turn. R Legendary Creature — Goblin Human Villain Creature 2 1R 1/2 MSC~ 2 Hulk's Thunderclap As an additional cost to cast this spell, you may behold a Gamma creature. (You may choose a Gamma creature you control or reveal a Gamma creature card from your hand.) Target creature you control deals damage equal to its power to another target creature. If this spell's additional cost was paid, destroy target noncreature artifact or enchantment. G Sorcery Sorcery 2 1G MSC~ 3 Hulk, Always Angry Trample When Hulk enters, destroy all artifacts. Hulk attacks each combat if able. R Legendary Creature — Gamma Berserker Hero Creature 7 5RR 9/9 MSC~ 2 Hulk, Bruce Banner Trample (This creature can deal excess combat damage to the player he's attacking.) R Legendary Creature — Gamma Berserker Hero Creature 5 3RR 7/4 MSC~ 2 Hulk, Brutal Brawler Hulk attacks each combat if able. Whenever Hulk attacks, put a +1/+1 counter on each other creature you control. G Legendary Creature — Gamma Berserker Hero Creature 4 2GG 4/4 MSC~ 2 Hulk, Strongest There Is Trample Hulk enters with a +1/+1 counter on him. At the beginning of your upkeep, double the number of +1/+1 counters on each Gamma creature you control. G Legendary Creature — Gamma Berserker Hero Creature 4 2GG 3/3 MSC~ 2 Hulkbuster Armor Equipped creature has base power and toughness 9/9 and has flying. Equip Hero {3} Equip {6} Legendary Artifact — Equipment Artifact 4 4 MSC~ 1 Hulkbuster Armor Equipped creature has base power and toughness 9/9 and has flying. Equip Hero {3} Equip {6} Legendary Artifact — Equipment Artifact 4 4 MSC~ 1 Hulkling, Young Avenger Flying Whenever you cast a noncreature spell, Hulkling becomes a copy of up to one other target creature until end of turn, except his name is Hulkling, Young Avenger, he's 4/4, and he has flying and this ability. R Legendary Creature — Kree Skrull Hero Creature 4 2RR 4/4 MSC~ 2 Hull Breach Choose one — • Destroy target artifact. • Destroy target enchantment. • Destroy target artifact and target enchantment. GR Sorcery Sorcery 2 RG MSC~ 3 Human Torch At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn. Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent. R Legendary Creature — Human Hero Creature 4 3R 3/2 MSC~ 2 Human Torch At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn. Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent. R Legendary Creature — Human Hero Creature 4 3R 3/2 MSC~ 2 Hyperion's Atomic Vision As an additional cost to cast this spell, you may behold a Hero. (You may choose a Hero you control or reveal a Hero card from your hand.) Destroy target tapped creature. If a Hero was beheld, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) W Instant Instant 2 1W MSC~ 3 Hyperion, Supreme Hero Flash Flying If a source would deal damage to you or a Hero you control, prevent all but 1 of that damage. W Legendary Creature — Eternal Hero Creature 7 4WWW 7/7 MSC~ 2 Iceman and Firestar Flying Whenever you cast a blue spell, tap up to one target creature. Whenever you cast a red spell, you may discard a card. If you do, draw a card. RU Legendary Creature — Mutant Hero Creature 4 2U/RU/R 3/3 MSC~ 2 Iconic Shield Equipped creature gets +1/+2 and has "Whenever this creature attacks, another target attacking creature gains indestructible until end of turn." (Damage and effects that say "destroy" don't destroy it.) Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) W Artifact — Equipment Artifact 1 W MSC~ 1 Immortus, Master of Eternity {T}: Add {U} for each card you've drawn this turn. Spend this mana only to cast noncreature spells. Power-up — {5}{U}{U}: Each player shuffles their hand and graveyard into their library, then draws seven cards. Put a +1/+1 counter on Immortus. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) U Legendary Creature — Human Hero Villain Creature 4 2UU 2/2 MSC~ 2 Imperial Cosmographer Vigilance Whenever another creature you control leaves the battlefield without dying, put two +1/+1 counters on this creature. U Creature — Kree Scientist Creature 3 2U 2/3 MSC~ 2 Impossible Man Flying {2}{U}: Impossible Man becomes a copy of another target permanent until end of turn, except his name is Impossible Man. U Legendary Creature — Alien Shapeshifter Creature 3 2U 1/4 MSC~ 2 Infernal Rebirth Return one or two target creature cards from your graveyard to your hand. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) B Instant Instant 4 3B MSC~ 3 Infinity Formula When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+2 and has "Whenever this creature attacks, you gain 2 life." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) W Artifact — Equipment Artifact 3 2W MSC~ 1 Ingenious Smith When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn. W Creature — Human Artificer Creature 2 1W 1/1 MSC~ 2 Inner Demons Gangsters Discard a card: This creature gets +1/+0 and gains menace until end of turn. Activate only as a sorcery. (It can't be blocked except by two or more creatures.) B Creature — Human Rogue Villain Creature 4 3B 3/4 MSC~ 2 Inspired Fire This spell costs {1} less to cast for each card you've drawn this turn. Inspired Fire deals 4 damage to target creature. R Instant Instant 4 3R MSC~ 3 Into the Time Vortex Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) R Sorcery Sorcery 5 4R MSC~ 3 Into the Time Vortex Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) R Sorcery Sorcery 5 4R MSC~ 3 Intrepid Ace This creature gets +2/+0 as long as it isn't attacking or blocking. R Creature — Human Pilot Creature 1 R 2/1 MSC~ 2 Invisible Force Field Up to four target permanents you control gain indestructible until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) W Instant Instant 2 1W MSC~ 3 Invisible Force Field Up to four target permanents you control gain indestructible until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) W Instant Instant 2 1W MSC~ 3 Invisible Woman At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach. Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn. W Legendary Creature — Human Hero Creature 3 2W 3/3 MSC~ 2 Invisible Woman At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach. Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn. W Legendary Creature — Human Hero Creature 3 2W 3/3 MSC~ 2 Iron Fist, Hero for Hire Trample Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Power-up — {7}{R}: Iron Fist deals 5 damage divided as you choose among up to five targets. Put five +1/+1 counters on Iron Fist. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) R Legendary Creature — Human Mercenary Hero Creature 2 1R 2/2 MSC~ 2 Iron Lad, Young Avenger Flying (This creature can't be blocked except by creatures with flying or reach.) Noncreature spells you cast cost {1} less to cast. RU Legendary Artifact Creature — Human Hero Creature 3 2U/R 2/2 MSC~ 2 Iron Man, Armored Avenger Flying Whenever you draw a card, put a +1/+1 counter on target creature. Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.) U Legendary Artifact Creature — Human Hero Creature 4 3U 2/2 MSC~ 2 Iron Man, Armored Avenger Flying Whenever you draw a card, put a +1/+1 counter on target creature. Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.) U Legendary Artifact Creature — Human Hero Creature 4 3U 2/2 MSC~ 2 Iron Man, Bleeding Edge Flying Whenever you cast an artifact spell, you may copy it, except the copy isn't legendary. Do this only once each turn. (The copy becomes a token.) U Legendary Artifact Creature — Human Hero Creature 5 3UU 3/5 MSC~ 2 Iron Man, Futurist Paragon Flying At the beginning of combat on your turn, target artifact or creature becomes an artifact creature with base power and toughness 5/5 and gains flying. U Legendary Artifact Creature — Human Hero Creature 6 4UU 5/5 MSC~ 2 Iron Man, Modern Marvel Flying (This creature can't be blocked except by creatures with flying or reach.) Other artifact creatures you control get +1/+1. Whenever Iron Man attacks, if you control another artifact creature, draw a card. U Legendary Artifact Creature — Human Hero Creature 4 2UU 3/3 MSC~ 2 Iron Man, Tony Stark Flying (This creature can't be blocked except by creatures with flying or reach.) Attacking creatures you control get +1/+0. Whenever you cast a red spell, create a 2/1 colorless Robot Hero artifact creature token with flying. R Legendary Artifact Creature — Human Hero Creature 5 3RR 3/3 MSC~ 2 Iron Monger, Sadistic Tycoon Flying Whenever a creature you control connives, put a +1/+1 counter on each Villain you control. B Legendary Artifact Creature — Human Villain Creature 3 2B 2/2 MSC~ 2 Iron Monger, Sadistic Tycoon Flying Whenever a creature you control connives, put a +1/+1 counter on each Villain you control. B Legendary Artifact Creature — Human Villain Creature 3 2B 2/2 MSC~ 2 Iron Suitcase When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) {3}: This artifact becomes a 3/3 Construct artifact creature with flying until end of turn. Artifact Artifact 1 1 MSC~ 1 Irrigated Farmland ({T}: Add {W} or {U}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Plains Island Land 0 MSC~ 0 Irrigated Farmland ({T}: Add {W} or {U}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Plains Island Land 0 MSC~ 0 It's Clobberin' Time! Choose one — • Target creature you control deals damage equal to its power to target creature an opponent controls. • Destroy target artifact or enchantment. Rebound G Sorcery Sorcery 3 2G MSC~ 3 It's Clobberin' Time! Choose one — • Target creature you control deals damage equal to its power to target creature an opponent controls. • Destroy target artifact or enchantment. Rebound G Sorcery Sorcery 3 2G MSC~ 3 Jack of Hearts, Volatile Hero Flying, haste When Jack of Hearts dies, he deals damage equal to his power to each creature. Power-up — {4}{R}{R}: Discard your hand, then draw three cards. Put two +1/+1 counters on Jack of Hearts. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) R Legendary Creature — Alien Human Hero Creature 3 1RR 2/2 MSC~ 2 Jarvis, Earth's Mightiest Butler Whenever you cast a Hero spell, draw a card. U Legendary Creature — Human Advisor Creature 3 2U 1/4 MSC~ 2 Jarvis, Earth's Mightiest Butler Whenever you cast a Hero spell, draw a card. U Legendary Creature — Human Advisor Creature 3 2U 1/4 MSC~ 2 Jocasta, Automaton Avenger Flying Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta. Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking. Legendary Artifact Creature — Robot Hero Creature 3 3 2/2 MSC~ 2 Jocasta, Automaton Avenger Flying Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta. Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking. Legendary Artifact Creature — Robot Hero Creature 3 3 2/2 MSC~ 2 Kang Dynasty (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — For each opponent, tap up to one target creature that player controls. Goad those creatures. Until your next turn, whenever any of those creatures deals combat damage to a player, draw a card. III — Target creature you control gets +1/+1 until end of turn for each card in your hand and can't be blocked this turn. U Enchantment — Saga Enchantment 4 3U MSC~ 1 Kang Prime Flying Whenever Kang Prime enters or attacks, exile cards from the top of your library until you exile a nonland card. Put two time counters on that card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) BU Legendary Creature — Human Villain Creature 5 3UB 3/5 MSC~ 2 Kang Prime Flying Whenever Kang Prime enters or attacks, exile cards from the top of your library until you exile a nonland card. Put two time counters on that card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) BU Legendary Creature — Human Villain Creature 5 3UB 3/5 MSC~ 2 Karolina Dean, Runaway Flying At the beginning of your first main phase, add {W}{U}{B}{R}{G}. You can't spend this mana to cast spells from your hand. R Legendary Creature — Alien Hero Creature 4 3R 3/3 MSC~ 2 Killmonger, Ruthless Usurper Trample Whenever Killmonger attacks, he gets +1/+0 until end of turn for each artifact defending player controls. Whenever Killmonger deals combat damage to a player, that player sacrifices an artifact of their choice and you create a Treasure token. R Legendary Creature — Human Villain Creature 3 2R 3/3 MSC~ 2 Killmonger, Ruthless Usurper Trample Whenever Killmonger attacks, he gets +1/+0 until end of turn for each artifact defending player controls. Whenever Killmonger deals combat damage to a player, that player sacrifices an artifact of their choice and you create a Treasure token. R Legendary Creature — Human Villain Creature 3 2R 3/3 MSC~ 2 Kimoyo Beads At the beginning of your end step, choose one that hasn't been chosen — • AV Bead — Draw a card. • Communication Bead — Create two 1/1 white Soldier creature tokens. • Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control. Artifact Artifact 4 4 MSC~ 1 Kimoyo Beads At the beginning of your end step, choose one that hasn't been chosen — • AV Bead — Draw a card. • Communication Bead — Create two 1/1 white Soldier creature tokens. • Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control. Artifact Artifact 4 4 MSC~ 1 Kindred Discovery As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card. U Enchantment Enchantment 5 3UU MSC~ 1 Kindred Discovery As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card. U Enchantment Enchantment 5 3UU MSC~ 1 Kindred Dominance Choose a creature type. Destroy all creatures that aren't of the chosen type. B Sorcery Sorcery 7 5BB MSC~ 3 Kindred Dominance Choose a creature type. Destroy all creatures that aren't of the chosen type. B Sorcery Sorcery 7 5BB MSC~ 3 King Solomon's Frogs Flash When King Solomon's Frogs enters, if you cast it, for each opponent, exile up to one target permanent that player controls with mana value 3 or greater. For each permanent exiled this way, its controller draws a card. {3}, {T}, Exile King Solomon's Frogs: You become the monarch. W Legendary Artifact Artifact 4 3W MSC~ 1 King Solomon's Frogs Flash When King Solomon's Frogs enters, if you cast it, for each opponent, exile up to one target permanent that player controls with mana value 3 or greater. For each permanent exiled this way, its controller draws a card. {3}, {T}, Exile King Solomon's Frogs: You become the monarch. W Legendary Artifact Artifact 4 3W MSC~ 1 Kingpin, Wilson Fisk Menace Whenever you sacrifice Kingpin or another creature, create two Treasure tokens. This ability triggers only once each turn. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") B Legendary Creature — Human Villain Creature 4 3B 3/6 MSC~ 2 Klaw, Master of Sound Deathtouch Whenever you play a card from exile, Klaw gains indestructible until end of turn. Whenever Klaw deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play it for as long as it remains exiled. Mana of any type can be spent to cast a spell this way. B Legendary Creature — Elemental Rogue Villain Creature 3 2B 3/3 MSC~ 2 Klaw, Master of Sound Deathtouch Whenever you play a card from exile, Klaw gains indestructible until end of turn. Whenever Klaw deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play it for as long as it remains exiled. Mana of any type can be spent to cast a spell this way. B Legendary Creature — Elemental Rogue Villain Creature 3 2B 3/3 MSC~ 2 Lady Loki, Agent of Chaos Whenever you cast your first instant, sorcery, or Villain spell each turn, exile it, then exile cards from the top of your library until you exile a nonland card. Lady Loki deals damage to each opponent equal to the difference between that spell's mana value and that nonland card's mana value. You may cast that card without paying its mana cost. R Legendary Creature — God Sorcerer Villain Creature 6 5R 5/5 MSC~ 2 Lady Loki, Agent of Chaos Whenever you cast your first instant, sorcery, or Villain spell each turn, exile it, then exile cards from the top of your library until you exile a nonland card. Lady Loki deals damage to each opponent equal to the difference between that spell's mana value and that nonland card's mana value. You may cast that card without paying its mana cost. R Legendary Creature — God Sorcerer Villain Creature 6 5R 5/5 MSC~ 2 Lady Spider, Maybelle Reilly Reach Whenever you discard a card, put a +1/+1 counter on target Spider you control. R Legendary Creature — Spider Human Hero Creature 2 1R 1/3 MSC~ 2 Lethal Scheme Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) B Instant Instant 4 2BB MSC~ 3 Lethal Scheme Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) B Instant Instant 4 2BB MSC~ 3 Lightning Bolt Lightning Bolt deals 3 damage to any target. R Instant Instant 1 R MSC~ 3 Lightning Greaves Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0} Artifact — Equipment Artifact 2 2 MSC~ 1 Living Laser Haste Whenever Living Laser attacks, for each card you've discarded this turn, create a token that's a copy of Living Laser, except the token isn't legendary. The tokens enter tapped and attacking. Exile the tokens at the beginning of the next end step. R Legendary Creature — Elemental Villain Creature 5 4R 4/4 MSC~ 2 Living Laser Haste Whenever Living Laser attacks, for each card you've discarded this turn, create a token that's a copy of Living Laser, except the token isn't legendary. The tokens enter tapped and attacking. Exile the tokens at the beginning of the next end step. R Legendary Creature — Elemental Villain Creature 5 4R 4/4 MSC~ 2 Living Lies of Loki This creature gets +1/+0 for each other Illusion you control. When this creature dies, draw a card. U Creature — Illusion Villain Creature 2 1U 1/3 MSC~ 2 Living Lightning, Charged Up Flying (This creature can't be blocked except by creatures with flying or reach.) Haste (This creature can attack and {T} as soon as he comes under your control.) At the beginning of combat on your turn, another target creature you control gets +1/+0 and gains haste until end of turn. R Legendary Creature — Elemental Hero Creature 5 4R 3/3 MSC~ 2 Lockjaw, Slobbering Teleporter Vigilance At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn. U Legendary Creature — Inhuman Dog Hero Creature 2 1U 1/1 MSC~ 2 Lockjaw, Slobbering Teleporter Vigilance At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn. U Legendary Creature — Inhuman Dog Hero Creature 2 1U 1/1 MSC~ 2 Loki's Scepter When Loki's Scepter enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it becomes a Villain in addition to its other types and gains haste. {T}: Add one mana of any color. R Legendary Artifact Artifact 3 2R MSC~ 1 Loki's Scepter When Loki's Scepter enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it becomes a Villain in addition to its other types and gains haste. {T}: Add one mana of any color. R Legendary Artifact Artifact 3 2R MSC~ 1 Loki, God of Lies Whenever you cast a spell that targets only a single creature, gain control of that creature until end of turn. If it's your turn, untap that creature and it gains haste until end of turn. R Legendary Creature — God Sorcerer Villain Creature 3 1RR 3/3 MSC~ 2 Loki, Lord of Misrule {U}, {T}: Choose target creature you control. Each creature you control other than the chosen creature becomes a copy of that creature until end of turn, except it isn't legendary. Activate only as a sorcery. U Legendary Creature — God Sorcerer Villain Creature 4 3U 3/4 MSC~ 2 Loki, the Deceiver Whenever Loki attacks, create a tapped and attacking token that's a copy of another target Villain you control, except it isn't legendary and it's an Illusion in addition to its other types. Sacrifice that token at the beginning of the next end step. Whenever one or more Villains you control deal combat damage to a player, draw a card. BRU Legendary Creature — God Sorcerer Villain Creature 4 1UBR 4/4 MSC~ 2 Loki, the Deceiver Whenever Loki attacks, create a tapped and attacking token that's a copy of another target Villain you control, except it isn't legendary and it's an Illusion in addition to its other types. Sacrifice that token at the beginning of the next end step. Whenever one or more Villains you control deal combat damage to a player, draw a card. BRU Legendary Creature — God Sorcerer Villain Creature 4 1UBR 4/4 MSC~ 2 Love on the Battlefield Whenever you attack with exactly two creatures, those creatures gain first strike until end of turn, then draw a card. Whenever either of those creatures deals combat damage to a player this combat, put a +1/+1 counter on it. RU Enchantment Enchantment 3 1UR MSC~ 1 Love on the Battlefield Whenever you attack with exactly two creatures, those creatures gain first strike until end of turn, then draw a card. Whenever either of those creatures deals combat damage to a player this combat, put a +1/+1 counter on it. RU Enchantment Enchantment 3 1UR MSC~ 1 Loyal Guardian Trample Lieutenant — At the beginning of combat on your turn, if you control your commander, put a +1/+1 counter on each creature you control. G Creature — Rhino Creature 5 4G 4/4 MSC~ 2 Loyal Retainers Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared. W Creature — Human Advisor Creature 3 2W 1/1 MSC~ 2 Loyal Retainers Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared. W Creature — Human Advisor Creature 3 2W 1/1 MSC~ 2 Lucky the Pizza Dog Whenever you cast a Cat, Dog, or Hero spell, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") At the beginning of each end step, if you gained life this turn, put a +1/+1 counter on Lucky. G Legendary Creature — Dog Creature 2 1G 2/2 MSC~ 2 Luke Cage, Hero for Hire Trample At the beginning of combat on your turn, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") R Legendary Creature — Human Mercenary Hero Creature 4 2RR 4/4 MSC~ 2 Lurking Lizards Trample Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature. G Creature — Lizard Villain Creature 2 1G 1/3 MSC~ 2 Luxury Suite This land enters tapped unless you have two or more opponents. {T}: Add {B} or {R}. Land Land 0 MSC~ 0 Luxury Suite This land enters tapped unless you have two or more opponents. {T}: Add {B} or {R}. Land Land 0 MSC~ 0 M'Baku, Jabari Chieftain At the beginning of your end step, if there is no monarch, target opponent becomes the monarch. Whenever a creature attacks one of your opponents, if that player is the monarch, that creature gets +1/+1 and gains trample until end of turn. G Legendary Creature — Human Noble Warrior Creature 3 1GG 4/3 MSC~ 2 M'Baku, Jabari Chieftain At the beginning of your end step, if there is no monarch, target opponent becomes the monarch. Whenever a creature attacks one of your opponents, if that player is the monarch, that creature gets +1/+1 and gains trample until end of turn. G Legendary Creature — Human Noble Warrior Creature 3 1GG 4/3 MSC~ 2 M.O.D.O.K., Evil Intellect Flying Whenever you draw your second card each turn, target opponent sacrifices a nontoken creature of their choice. B Legendary Artifact Creature — Villain Creature 5 3BB 3/5 MSC~ 2 MACH-1, Swooping Scoundrel Flying When MACH-1 enters and whenever you gain life, surveil 1. This ability triggers only once each turn. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) B Legendary Artifact Creature — Human Villain Creature 2 1B 1/3 MSC~ 2 MJ, Rising Star Vigilance (Attacking doesn't cause this creature to tap.) Whenever you gain life, put a +1/+1 counter on MJ. W Legendary Creature — Human Performer Creature 3 2W 2/3 MSC~ 2 Machine Man, Model X-51 Whenever you cast a noncreature spell, put a +1/+1 counter on Machine Man and he gains flying until end of turn. Legendary Artifact Creature — Robot Hero Creature 4 4 2/3 MSC~ 2 Madame Hydra, Reanimated Menace (This creature can't be blocked except by two or more creatures.) Madame Hydra gets +1/+1 for each creature card in your graveyard. Whenever Madame Hydra enters or attacks, mill two cards. (Put the top two cards of your library into your graveyard.) B Legendary Creature — Human Horror Villain Creature 4 3B 2/2 MSC~ 2 Make Your Move Destroy target artifact, enchantment, or creature with power 4 or greater. W Instant Instant 3 2W MSC~ 3 Mandroid Squadron When this creature enters, you gain 2 life. W Artifact Creature — Human Soldier Creature 2 1W 0/4 MSC~ 2 Martial Coup Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. W Sorcery Sorcery 2 XWW MSC~ 3 Martial Coup Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. W Sorcery Sorcery 2 XWW MSC~ 3 Marvel Boy, Noh-Varr Whenever another creature you control enters and whenever you activate a power-up ability, put a +1/+1 counter on Marvel Boy. RW Legendary Creature — Kree Soldier Hero Creature 2 1R/W 1/1 MSC~ 2 Marvelous Melee Marvelous Melee deals 6 damage to target creature. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) R Instant Instant 5 4R MSC~ 3 Masked Meower Haste Discard a card, Sacrifice this creature: Draw a card. R Creature — Spider Cat Hero Creature 1 R 1/1 MSC~ 2 Matt Murdock, Justice Seeker At the beginning of combat on your turn, you may pay {1}. When you do, put a +1/+1 counter on target creature you control. Each creature you control with a counter on it has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) W Legendary Creature — Human Advisor Hero Creature 2 1W 2/2 MSC~ 2 Medusa, Inhuman Queen Vigilance, reach Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa. G Legendary Creature — Inhuman Noble Hero Creature 3 2G 2/2 MSC~ 2 Medusa, Inhuman Queen Vigilance, reach Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa. G Legendary Creature — Inhuman Noble Hero Creature 3 2G 2/2 MSC~ 2 Metallic Mimic As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Each other creature you control of the chosen type enters with an additional +1/+1 counter on it. Artifact Creature — Shapeshifter Creature 2 2 2/1 MSC~ 2 Metallic Mimic As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Each other creature you control of the chosen type enters with an additional +1/+1 counter on it. Artifact Creature — Shapeshifter Creature 2 2 2/1 MSC~ 2 Metalwork Colossus This spell costs {X} less to cast, where X is the total mana value of noncreature artifacts you control. Sacrifice two artifacts: Return this card from your graveyard to your hand. Artifact Creature — Construct Creature 11 11 10/10 MSC~ 2 Metalwork Colossus This spell costs {X} less to cast, where X is the total mana value of noncreature artifacts you control. Sacrifice two artifacts: Return this card from your graveyard to your hand. Artifact Creature — Construct Creature 11 11 10/10 MSC~ 2 Meteor Golem When this creature enters, destroy target nonland permanent an opponent controls. Artifact Creature — Golem Creature 7 7 3/3 MSC~ 2 Methods of the Mighty Choose one or more — • Destroy target artifact. • Destroy target tapped creature. • Put a +1/+1 counter on each creature you control. W Instant Instant 4 3W MSC~ 3 Methods of the Mighty Choose one or more — • Destroy target artifact. • Destroy target tapped creature. • Put a +1/+1 counter on each creature you control. W Instant Instant 4 3W MSC~ 3 Midnight Angel Armor When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +3/+3 and has flying and vigilance. Equip {3} W Artifact — Equipment Artifact 5 3WW MSC~ 1 Midnight Angel Armor When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it. Equipped creature gets +3/+3 and has flying and vigilance. Equip {3} W Artifact — Equipment Artifact 5 3WW MSC~ 1 Mind's Dilation Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost. U Enchantment Enchantment 7 5UU MSC~ 1 Mind's Dilation Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost. U Enchantment Enchantment 7 5UU MSC~ 1 Mind's Eye Whenever an opponent draws a card, you may pay {1}. If you do, draw a card. Artifact Artifact 5 5 MSC~ 1 Mind's Eye Whenever an opponent draws a card, you may pay {1}. If you do, draw a card. Artifact Artifact 5 5 MSC~ 1 Minion Missile As an additional cost to cast this spell, sacrifice a creature or discard a card. Destroy target creature. Minion Missile deals 2 damage to that creature's controller. B Sorcery Sorcery 2 1B MSC~ 3 Minotaur, Roxxon CEO Whenever Minotaur, Roxxon CEO or another nontoken creature dies, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) B Legendary Creature — Minotaur Villain Creature 6 4BB 4/4 MSC~ 2 Mirage Mirror {2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn. Artifact Artifact 3 3 MSC~ 1 Mirage Mirror {2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn. Artifact Artifact 3 3 MSC~ 1 Mist-Cloaked Herald This creature can't be blocked. U Creature — Merfolk Warrior Creature 1 U 1/1 MSC~ 2 Mister Fantastic Vigilance, reach At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card. {R}{G}{W}{U}, {T}: Copy target triggered ability you control twice. You may choose new targets for the copies. U Legendary Creature — Human Scientist Hero Creature 3 2U 2/4 MSC~ 2 Mister Fantastic Vigilance, reach At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card. {R}{G}{W}{U}, {T}: Copy target triggered ability you control twice. You may choose new targets for the copies. U Legendary Creature — Human Scientist Hero Creature 3 2U 2/4 MSC~ 2 Mister Immortal {2}{G}: Return this card from your graveyard or from exile to the battlefield tapped. G Legendary Creature — Mutant Hero Creature 2 1G 2/1 MSC~ 2 Mjölnir's Might Mjölnir's Might deals 4 damage to target player. Exile the top card of your library. Until the end of your next turn, you may play that card. R Sorcery Sorcery 4 3R MSC~ 3 Mob Lookout When this creature enters, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) BU Creature — Human Rogue Villain Creature 2 1U/B 0/3 MSC~ 2 Mockingbird, Bobbi Morse Whenever Mockingbird is dealt damage, put a +1/+1 counter on her. (She must survive the damage to get the counter.) W Legendary Creature — Human Hero Creature 4 3W 3/3 MSC~ 2 Mockingbird, Bobbi Morse Whenever Mockingbird is dealt damage, put a +1/+1 counter on her. (She must survive the damage to get the counter.) W Legendary Creature — Human Hero Creature 4 3W 3/3 MSC~ 2 Molecule Man Nonland cards in your hand have miracle {0}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) Legendary Creature — Human Villain Creature 6 6 5/5 MSC~ 2 Molecule Man Nonland cards in your hand have miracle {0}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) Legendary Creature — Human Villain Creature 6 6 5/5 MSC~ 2 Molly Hayes, Runaway Power-up — {5}{R}: Put two +1/+1 counters on Molly Hayes. Exile the top card of your library. Until the end of your next turn, you may play that card. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) R Legendary Creature — Mutant Hero Creature 3 2R 3/3 MSC~ 2 Molten Lavamancer Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) Whenever a source you control deals noncombat damage to one or more of your opponents during your turn, you create a 1/1 red Elemental creature token. This ability triggers only once each turn. R Creature — Elemental Warlock Villain Creature 3 2R 2/3 MSC~ 2 Monologue Tax Whenever an opponent casts their second spell each turn, you create a Treasure token. W Enchantment Enchantment 3 2W MSC~ 1 Monologue Tax Whenever an opponent casts their second spell each turn, you create a Treasure token. W Enchantment Enchantment 3 2W MSC~ 1 Moon-Boy, Dino Rider Dinosaur spells you cast cost {1} less to cast. Whenever Moon-Boy attacks while you control a Dinosaur, Moon-Boy gets +1/+1 until end of turn. G Legendary Creature — Ape Human Creature 2 1G 2/2 MSC~ 2 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSC~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSC~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSC~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSC~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSC~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSC~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSC~ 0 Mountain ({T}: Add {R}.) Basic Land — Mountain Land 0 MSC~ 0 Ms. Marvel, Elastic Ally Reach When Ms. Marvel enters, target creature gets +2/+0 until end of turn. Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn. GW Legendary Creature — Mutant Inhuman Hero Creature 3 2G/W 2/2 MSC~ 2 Multiversal Recruitment Create a token that's a copy of target creature you control, except it isn't legendary. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Sorcery Sorcery 4 3U MSC~ 3 Mysterio's Mirage At the beginning of your end step, if you discarded a card this turn, create a 3/3 blue Illusion Villain creature token. U Enchantment Enchantment 3 2U MSC~ 1 Mystic Monastery This land enters tapped. {T}: Add {U}, {R}, or {W}. Land Land 0 MSC~ 0 N'Yami-Class Mother Ship Flying, vigilance, haste Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand. Crew 3 Artifact — Vehicle Artifact 6 6 5/7 MSC~ 1 N'Yami-Class Mother Ship Flying, vigilance, haste Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand. Crew 3 Artifact — Vehicle Artifact 6 6 5/7 MSC~ 1 Nakia, Wakandan Operative Reach Whenever your commander enters, you become the monarch. {2}, {T}: Put two +1/+1 counters on target creature or Vehicle. Activate only as a sorcery. G Legendary Creature — Human Warrior Hero Creature 3 2G 3/3 MSC~ 2 Nakia, Wakandan Operative Reach Whenever your commander enters, you become the monarch. {2}, {T}: Put two +1/+1 counters on target creature or Vehicle. Activate only as a sorcery. G Legendary Creature — Human Warrior Hero Creature 3 2G 3/3 MSC~ 2 Namor, Atlantean King Flying Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token. Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn. UW Legendary Creature — Mutant Merfolk Noble Creature 3 1WU 2/2 MSC~ 2 Namor, Atlantean King Flying Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token. Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn. UW Legendary Creature — Mutant Merfolk Noble Creature 3 1WU 2/2 MSC~ 2 Namor, Scourge of the Seas Flying Each other Merfolk you control with a +1/+1 counter on it has flying. At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) U Legendary Creature — Mutant Merfolk Villain Creature 5 3UU 4/4 MSC~ 2 Namora, the Sea Queen Flying Power-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) U Legendary Creature — Mutant Merfolk Hero Creature 3 2U 2/3 MSC~ 2 Nature's Lore Search your library for a Forest card, put that card onto the battlefield, then shuffle. G Sorcery Sorcery 2 1G MSC~ 3 Negative Zone Portal {2}, {T}: Exile target card from an opponent's graveyard. If it's a creature card, draw a card. At the beginning of your upkeep, if there are four or more creature cards exiled with this artifact, flip a coin. If you lose the flip, sacrifice this artifact and return a card exiled with it at random to its owner's hand. Artifact Artifact 2 2 MSC~ 1 Negative Zone Portal {2}, {T}: Exile target card from an opponent's graveyard. If it's a creature card, draw a card. At the beginning of your upkeep, if there are four or more creature cards exiled with this artifact, flip a coin. If you lose the flip, sacrifice this artifact and return a card exiled with it at random to its owner's hand. Artifact Artifact 2 2 MSC~ 1 Nick Fury, Spymaster First strike Whenever a creature you control attacks alone, draw a card. Then you may put a creature card with mana value 3 or less from your hand onto the battlefield. It enters tapped and attacking and gains indestructible until end of turn. W Legendary Creature — Human Spy Hero Creature 5 4W 4/4 MSC~ 2 Nico Minoru, Runaway Whenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent. {2}{R}, {T}, Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. R Legendary Creature — Human Warlock Hero Creature 4 3R 2/4 MSC~ 2 Night's Whisper You draw two cards and lose 2 life. B Sorcery Sorcery 2 1B MSC~ 3 Nighthawk, Dark Defender Flying Whenever Nighthawk or another Hero you control enters, target creature gets +1/+1 until end of turn. W Legendary Creature — Human Hero Creature 2 1W 2/1 MSC~ 2 Nova Flame Put X +1/+1 counters on target creature you control. It deals damage equal to its power to each other creature. R Sorcery Sorcery 4 X2RR MSC~ 3 Nova Flame Put X +1/+1 counters on target creature you control. It deals damage equal to its power to each other creature. R Sorcery Sorcery 4 X2RR MSC~ 3 Okoye, Mighty and Adored When Okoye enters, you become the monarch. At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever that creature attacks the monarch this turn, it gains double strike and trample until end of turn. GW Legendary Creature — Human Warrior Hero Creature 4 2GW 3/3 MSC~ 2 Okoye, Mighty and Adored When Okoye enters, you become the monarch. At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever that creature attacks the monarch this turn, it gains double strike and trample until end of turn. GW Legendary Creature — Human Warrior Hero Creature 4 2GW 3/3 MSC~ 2 Origin of Black Widow (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each opponent sacrifices a creature of their choice. II — Creatures you control gain deathtouch until end of turn. III — Each opponent loses 1 life for each creature card in their graveyard. B Enchantment — Saga Enchantment 3 2B MSC~ 1 Origin of Captain America (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Put a +1/+1 counter on target creature you control. It gains first strike and vigilance until end of turn. II — Create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}. III — Tap up to one target creature and put a stun counter on it. W Enchantment — Saga Enchantment 3 2W MSC~ 1 Origin of Iron Man (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Tap up to one target creature. It doesn't untap during its controller's untap step for as long as this Saga remains on the battlefield. II — Draw two cards. III — You may put an artifact card with mana value 5 or less from your hand onto the battlefield. U Enchantment — Saga Enchantment 5 4U MSC~ 1 Origin of Thor (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may discard a card. If you do, draw two cards. II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control. III — Target creature you control deals damage equal to its power to each opponent. R Enchantment — Saga Enchantment 3 2R MSC~ 1 Origin of the Hulk (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 green and white Citizen creature token. II — Put two +1/+1 counters on target creature you control. III — Target creature you control gets +3/+3 and gains trample until end of turn. G Enchantment — Saga Enchantment 3 2G MSC~ 1 Overwhelming Stampede Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. G Sorcery Sorcery 5 3GG MSC~ 3 Overwhelming Stampede Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. G Sorcery Sorcery 5 3GG MSC~ 3 Pacifism Enchant creature Enchanted creature can't attack or block. W Enchantment — Aura Enchantment 2 1W MSC~ 1 Palace Jailer When this creature enters, you become the monarch. When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch. W Creature — Human Soldier Creature 4 2WW 2/2 MSC~ 2 Panther Habit If equipped creature would be dealt damage, prevent that damage and put that many +1/+1 counters on it. Equip {2} Artifact — Equipment Artifact 4 4 MSC~ 1 Panther Habit If equipped creature would be dealt damage, prevent that damage and put that many +1/+1 counters on it. Equip {2} Artifact — Equipment Artifact 4 4 MSC~ 1 Panther Robot Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Reach, trample Artifact Creature — Cat Robot Creature 10 10 8/8 MSC~ 2 Panther Robot Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Reach, trample Artifact Creature — Cat Robot Creature 10 10 8/8 MSC~ 2 Patchwork Banner As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. {T}: Add one mana of any color. Artifact Artifact 3 3 MSC~ 1 Path of Ancestry This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Land Land 0 MSC~ 0 Path of Discovery Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) G Enchantment Enchantment 4 3G MSC~ 1 Path of Discovery Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) G Enchantment Enchantment 4 3G MSC~ 1 Path to Exile Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. W Instant Instant 1 W MSC~ 3 Patriot, Young Avenger Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) As long as Patriot is equipped, other creatures you control get +1/+0. RW Legendary Creature — Human Hero Creature 3 2R/W 3/2 MSC~ 2 Peggy Carter, Secret Agent Whenever a creature you control attacks alone, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) W Legendary Creature — Human Spy Hero Creature 2 1W 2/1 MSC~ 2 Pharaoh Rama-Tut Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Whenever you cast a noncreature spell, Pharaoh Rama-Tut connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) U Legendary Creature — Human Noble Villain Creature 5 4U 4/4 MSC~ 2 Photon, Lady of Light Flying Whenever Photon attacks, exile up to one other target creature you control, then return that card to the battlefield under its owner's control. W Legendary Creature — Human Hero Creature 4 3W 3/3 MSC~ 2 Photon, Mighty Marvel Flying Whenever Photon deals combat damage to a player, add that much mana of any one color. Until end of turn, you don't lose this mana as steps and phases end. R Legendary Creature — Human Hero Creature 4 3R 2/4 MSC~ 2 Photon, Mighty Marvel Flying Whenever Photon deals combat damage to a player, add that much mana of any one color. Until end of turn, you don't lose this mana as steps and phases end. R Legendary Creature — Human Hero Creature 4 3R 2/4 MSC~ 2 Pick Up the Pace Whenever a creature you control that entered this turn attacks, exile the top card of your library. You may play cards exiled with this enchantment as long as you attacked this turn. R Enchantment Enchantment 2 1R MSC~ 1 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSC~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSC~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSC~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSC~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSC~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSC~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSC~ 0 Plains ({T}: Add {W}.) Basic Land — Plains Land 0 MSC~ 0 Plaza of Heroes {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell. {T}: Add one mana of any color among legendary permanents you control. {3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn. Land Land 0 MSC~ 0 Plaza of Heroes {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell. {T}: Add one mana of any color among legendary permanents you control. {3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn. Land Land 0 MSC~ 0 Port Town As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}. Land Land 0 MSC~ 0 Port Town As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped. {T}: Add {W} or {U}. Land Land 0 MSC~ 0 Power Boost Creatures you control get +1/+0. R Enchantment Enchantment 3 2R MSC~ 1 Power Pack Flying, vigilance, trample, haste Whenever Power Pack deals combat damage to a player, exile target instant or sorcery card from your graveyard chosen at random. At the beginning of your next upkeep, you may cast that card without paying its mana cost. If that spell would be put into your graveyard, exile it instead. GRUW Legendary Creature — Human Hero Creature 5 1RGWU 4/4 MSC~ 2 Power Pack Flying, vigilance, trample, haste Whenever Power Pack deals combat damage to a player, exile target instant or sorcery card from your graveyard chosen at random. At the beginning of your next upkeep, you may cast that card without paying its mana cost. If that spell would be put into your graveyard, exile it instead. GRUW Legendary Creature — Human Hero Creature 5 1RGWU 4/4 MSC~ 2 Prairie Stream ({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands. Land — Plains Island Land 0 MSC~ 0 Prairie Stream ({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands. Land — Plains Island Land 0 MSC~ 0 Professor Hulk Trample Whenever Professor Hulk deals combat damage to a player, draw that many cards. U Legendary Creature — Gamma Scientist Hero Creature 6 4UU 6/6 MSC~ 2 Professor Hulk Trample Whenever Professor Hulk deals combat damage to a player, draw that many cards. U Legendary Creature — Gamma Scientist Hero Creature 6 4UU 6/6 MSC~ 2 Progenitor's Icon As this artifact enters, choose a creature type. {T}: Add one mana of any color. {T}: The next spell of the chosen type you cast this turn can be cast as though it had flash. Artifact Artifact 3 3 MSC~ 1 Progenitor's Icon As this artifact enters, choose a creature type. {T}: Add one mana of any color. {T}: The next spell of the chosen type you cast this turn can be cast as though it had flash. Artifact Artifact 3 3 MSC~ 1 Promise of Loyalty Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. W Sorcery Sorcery 5 4W MSC~ 3 Promise of Loyalty Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. W Sorcery Sorcery 5 4W MSC~ 3 Propaganda Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. U Enchantment Enchantment 3 2U MSC~ 1 Prowler, Clawed Thief Menace (This creature can't be blocked except by two or more creatures.) Whenever another Villain you control enters, Prowler connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) BU Legendary Creature — Human Rogue Villain Creature 3 1UB 2/3 MSC~ 2 Pumpkin Bombardment As an additional cost to cast this spell, discard a card or pay {2}. Pumpkin Bombardment deals 3 damage to target creature. BR Sorcery Sorcery 1 B/R MSC~ 3 Puppet Master, String Puller Whenever you attack, goad target creature an opponent controls. It can't block this turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever one or more goaded creatures deal combat damage to one of your opponents, create a Treasure token. R Legendary Creature — Human Artificer Villain Creature 3 2R 2/4 MSC~ 2 Puppet Master, String Puller Whenever you attack, goad target creature an opponent controls. It can't block this turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.) Whenever one or more goaded creatures deal combat damage to one of your opponents, create a Treasure token. R Legendary Creature — Human Artificer Villain Creature 3 2R 2/4 MSC~ 2 Quantum Entanglement Flash When this enchantment enters and at the beginning of your end step, you may pay {1}{W}. When you do, exile target creature you control, then return that card to the battlefield under its owner's control. W Enchantment Enchantment 2 1W MSC~ 1 Quantum Misalignment Create a token that's a copy of target creature you control, except it isn't legendary. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) U Sorcery Sorcery 5 4U MSC~ 3 Quantum Misalignment Create a token that's a copy of target creature you control, except it isn't legendary. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) U Sorcery Sorcery 5 4U MSC~ 3 Quantum Reduction Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) You may cast this spell as though it had flash if it's cast using teamwork. Enchant creature Enchanted creature gets -5/-0 and loses all abilities. U Enchantment — Aura Enchantment 2 1U MSC~ 1 Queen Mother Ramonda When Queen Mother Ramonda enters, you become the monarch. As long as you're the monarch, creatures with power 2 or less can't attack you. W Legendary Creature — Human Noble Creature 5 3WW 3/5 MSC~ 2 Queen Mother Ramonda When Queen Mother Ramonda enters, you become the monarch. As long as you're the monarch, creatures with power 2 or less can't attack you. W Legendary Creature — Human Noble Creature 5 3WW 3/5 MSC~ 2 Quicksilver, Pietro Maximoff Haste (This creature can attack and {T} as soon as he comes under your control.) R Legendary Creature — Mutant Hero Creature 3 2R 3/2 MSC~ 2 Quicksilver, Pietro Maximoff Haste (This creature can attack and {T} as soon as he comes under your control.) R Legendary Creature — Mutant Hero Creature 3 2R 3/2 MSC~ 2 Quicksilver, Speedster Flash Double strike, haste As long as Quicksilver is tapped, you may cast spells as though they had flash. RU Legendary Creature — Mutant Hero Creature 5 3UR 3/4 MSC~ 2 Quicksilver, Speedster Flash Double strike, haste As long as Quicksilver is tapped, you may cast spells as though they had flash. RU Legendary Creature — Mutant Hero Creature 5 3UR 3/4 MSC~ 2 Quinjet Technician {T}: Add {R}. {T}: Add {R}{R}. Spend this mana only to activate power-up abilities. R Creature — Human Artificer Creature 2 1R 2/1 MSC~ 2 Radiant Summit ({T}: Add {R} or {W}.) This land enters tapped unless you control two or more basic lands. Land — Mountain Plains Land 0 MSC~ 0 Radiant Summit ({T}: Add {R} or {W}.) This land enters tapped unless you control two or more basic lands. Land — Mountain Plains Land 0 MSC~ 0 Radioactive Man Deathtouch Whenever Radioactive Man deals combat damage to a player, that player loses half their life, rounded up. B Legendary Creature — Human Scientist Villain Creature 5 4B 3/5 MSC~ 2 Raise the Palisade Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands. U Sorcery Sorcery 5 4U MSC~ 3 Raise the Palisade Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands. U Sorcery Sorcery 5 4U MSC~ 3 Razorverge Thicket This land enters tapped unless you control two or fewer other lands. {T}: Add {G} or {W}. Land Land 0 MSC~ 0 Razorverge Thicket This land enters tapped unless you control two or fewer other lands. {T}: Add {G} or {W}. Land Land 0 MSC~ 0 Reconnaissance Mission Whenever a creature you control deals combat damage to a player, you may draw a card. Cycling {2} ({2}, Discard this card: Draw a card.) U Enchantment Enchantment 4 2UU MSC~ 1 Recurring Insight Draw cards equal to the number of cards in target opponent's hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) U Sorcery Sorcery 6 4UU MSC~ 3 Recurring Insight Draw cards equal to the number of cards in target opponent's hand. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) U Sorcery Sorcery 6 4UU MSC~ 3 Red Ghost, Intangible Genius Ward {2} Red Ghost can't be blocked. Whenever you draw your second card each turn, create a 3/3 red Ape Villain creature token with haste. RU Legendary Creature — Human Scientist Villain Creature 4 2UR 2/3 MSC~ 2 Red Ghost, Intangible Genius Ward {2} Red Ghost can't be blocked. Whenever you draw your second card each turn, create a 3/3 red Ape Villain creature token with haste. RU Legendary Creature — Human Scientist Villain Creature 4 2UR 2/3 MSC~ 2 Reed Richards, Smartest Man Reach You have no maximum hand size. The first time you would draw a card each turn except the first card you draw during each of your draw steps, you draw four cards instead. U Legendary Creature — Human Scientist Hero Creature 6 5U 2/4 MSC~ 2 Rejuvenating Springs This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}. Land Land 0 MSC~ 0 Rejuvenating Springs This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}. Land Land 0 MSC~ 0 Relic of Legends {T}: Add one mana of any color. Tap an untapped legendary creature you control: Add one mana of any color. Artifact Artifact 3 3 MSC~ 1 Repulsor Bots Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, return up to two other target artifacts and/or creatures to their owners' hands. U Artifact Creature — Robot Hero Creature 6 4UU 4/4 MSC~ 2 Repulsor Rays Repulsor Rays deals 3 damage to target creature. R Sorcery Sorcery 1 R MSC~ 3 Rescue, Pepper Potts Flash Flying When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue. U Legendary Artifact Creature — Human Hero Creature 2 1U 2/1 MSC~ 2 Rescue, Pepper Potts Flash Flying When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue. U Legendary Artifact Creature — Human Hero Creature 2 1U 2/1 MSC~ 2 Return of the Mole Man Landfall — Whenever a land you control enters, you may mill two cards. {5}{G}, Sacrifice this enchantment: Create X 1/1 green Minion creature tokens named Moloid, where X is the number of permanent cards in your graveyard. The tokens have "Whenever this token attacks, you may mill a card." Activate only as a sorcery. G Enchantment Enchantment 2 1G MSC~ 1 Rhino's Rampage Target creature you control gets +1/+0 until end of turn. It fights target creature an opponent controls. When excess damage is dealt to the creature an opponent controls this way, destroy up to one target noncreature artifact with mana value 3 or less. GR Sorcery Sorcery 1 R/G MSC~ 3 Rhino, Terrible Trampler Trample When Rhino enters, destroy target artifact or land. Distribute three +1/+1 counters among up to three other target creatures. They gain trample until end of turn. G Legendary Creature — Human Villain Creature 6 4GG 7/6 MSC~ 2 Rip Apart Choose one — • Rip Apart deals 3 damage to target creature or planeswalker. • Destroy target artifact or enchantment. RW Sorcery Sorcery 2 RW MSC~ 3 Robotics Mastery Flash Enchant creature When this Aura enters, create two 1/1 colorless Robot artifact creature tokens with flying. Enchanted creature gets +2/+2. U Enchantment — Aura Enchantment 5 4U MSC~ 1 Rocket-Powered Goblin Glider When this Equipment enters, if it was cast from your graveyard, attach it to target creature you control. Equipped creature gets +2/+0 and has flying and haste. Equip {2} Mayhem {2} Artifact — Equipment Artifact 3 3 MSC~ 1 Romantic Rendezvous Discard a card, then draw two cards. R Sorcery Sorcery 2 1R MSC~ 3 Rootbound Crag This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}. Land Land 0 MSC~ 0 Rootbound Crag This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}. Land Land 0 MSC~ 0 Royal Talon Fighter Jet Flying This Vehicle enters with X +1/+1 counters on it. Whenever this Vehicle enters or attacks, create a number of 1/1 white Soldier creature tokens equal to the number of +1/+1 counters on it. Crew 2 W Artifact — Vehicle Artifact 2 XWW 1/1 MSC~ 1 Royal Talon Fighter Jet Flying This Vehicle enters with X +1/+1 counters on it. Whenever this Vehicle enters or attacks, create a number of 1/1 white Soldier creature tokens equal to the number of +1/+1 counters on it. Crew 2 W Artifact — Vehicle Artifact 2 XWW 1/1 MSC~ 1 Sadistic Slash Target creature gets -5/-5 until end of turn. Mayhem {1}{B} (You may cast this card from your graveyard for {1}{B} if you discarded it this turn.) B Instant Instant 4 3B MSC~ 3 Sauron, Dino Devotee Flying Whenever Sauron enters or attacks, choose one — • Cure Cancer — You gain 3 life. • Turn People into Dinosaurs — Put a saurian counter on another target creature. It's a green Dinosaur with base power and toughness 5/5 for as long as it has a saurian counter on it. G Legendary Creature — Dinosaur Vampire Villain Creature 5 3GG 4/4 MSC~ 2 Savage Lands This land enters tapped. {T}: Add {B}, {R}, or {G}. Land Land 0 MSC~ 0 Scarlet Witch, Chaotic Avenger Flying Whenever Scarlet Witch deals combat damage to a player, look at the top two cards of your library, then exile them face down. Then you may cast a Hero or noncreature spell from among cards exiled with Scarlet Witch without paying its mana cost. RU Legendary Creature — Mutant Warlock Hero Creature 4 2UR 3/3 MSC~ 2 Scarlet Witch, Chaotic Avenger Flying Whenever Scarlet Witch deals combat damage to a player, look at the top two cards of your library, then exile them face down. Then you may cast a Hero or noncreature spell from among cards exiled with Scarlet Witch without paying its mana cost. RU Legendary Creature — Mutant Warlock Hero Creature 4 2UR 3/3 MSC~ 2 Scarlet Witch, Wanda Maximoff Menace (This creature can't be blocked except by two or more creatures.) R Legendary Creature — Mutant Warlock Hero Creature 3 2R 2/3 MSC~ 2 Scattered Groves ({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Forest Plains Land 0 MSC~ 0 Scattered Groves ({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.) Land — Forest Plains Land 0 MSC~ 0 Scavenger Grounds {T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards. Land — Desert Land 0 MSC~ 0 Scavenger Grounds {T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards. Land — Desert Land 0 MSC~ 0 Scorched Geyser ({T}: Add {U} or {R}.) This land enters tapped unless you control two or more basic lands. Land — Island Mountain Land 0 MSC~ 0 Scorched Geyser ({T}: Add {U} or {R}.) This land enters tapped unless you control two or more basic lands. Land — Island Mountain Land 0 MSC~ 0 Scourglass {T}, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep. W Artifact Artifact 5 3WW MSC~ 1 Scourglass {T}, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep. W Artifact Artifact 5 3WW MSC~ 1 Scout the City Choose one — • Look Around — Mill three cards. You may put a permanent card from among them into your hand. You gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.) • Bring Down — Destroy target creature with flying. G Sorcery Sorcery 2 1G MSC~ 3 Secluded Courtyard As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type. Land Land 0 MSC~ 0 Secure Detention Enchant artifact or creature When this Aura enters, create a 1/1 white Soldier creature token. Enchanted permanent can't attack or block, and its activated abilities can't be activated. W Enchantment — Aura Enchantment 4 3W MSC~ 1 Seize the Day Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 3R MSC~ 3 Seize the Day Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) R Sorcery Sorcery 4 3R MSC~ 3 Selfless Police Captain This creature enters with a +1/+1 counter on it. When this creature leaves the battlefield, put its +1/+1 counters on target creature you control. W Creature — Human Detective Creature 2 1W 1/1 MSC~ 2 Shang-Chi and the Ten Rings First strike Whenever you draw a card, put a +1/+1 counter on Shang-Chi. When the tenth +1/+1 counter is put on Shang-Chi, you draw five cards and gain 5 life. UW Legendary Creature — Human Warrior Hero Creature 3 1WU 2/2 MSC~ 2 Shang-Chi and the Ten Rings First strike Whenever you draw a card, put a +1/+1 counter on Shang-Chi. When the tenth +1/+1 counter is put on Shang-Chi, you draw five cards and gain 5 life. UW Legendary Creature — Human Warrior Hero Creature 3 1WU 2/2 MSC~ 2 Shang-Chi, Martial Mentor If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead. Power-up — {5}{G}{G}: Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) G Legendary Creature — Human Warrior Hero Creature 5 3GG 4/4 MSC~ 2 She-Hulk, Attorney-at-Law Vigilance Power-up — {6}{G/W}: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) GW Legendary Creature — Gamma Advisor Hero Creature 3 2G/W 3/3 MSC~ 2 She-Hulk, Jennifer Walters Trample (This creature can deal excess combat damage to the player she's attacking.) {2}{R}, Sacrifice a land: Draw a card and put a +1/+1 counter on She-Hulk. R Legendary Creature — Gamma Berserker Hero Creature 4 3R 4/4 MSC~ 2 She-Hulk, Wallbreaker Trample Other Heroes you control have trample. Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it. R Legendary Creature — Gamma Hero Creature 6 5R 5/5 MSC~ 2 She-Hulk, Wallbreaker Trample Other Heroes you control have trample. Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it. R Legendary Creature — Gamma Hero Creature 6 5R 5/5 MSC~ 2 Shi'ar Soldier Flying {U}, {T}: Return another target permanent you control to its owner's hand. Activate only during your turn. U Creature — Shi'ar Soldier Creature 2 1U 1/3 MSC~ 2 Shipwreck Patrol When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) U Creature — Merfolk Warrior Creature 4 3U 3/3 MSC~ 2 Shock Shock deals 2 damage to any target. R Instant Instant 1 R MSC~ 3 Shuri's Fabricator When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {6}, {T}: Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.) Artifact Artifact 4 4 MSC~ 1 Shuri's Fabricator When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {6}, {T}: Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.) Artifact Artifact 4 4 MSC~ 1 Shuri, Vibranium Technologist Vigilance When Shuri enters, choose one — • Create a 1/1 colorless Robot Hero artifact creature token with flying. • Draw a card. UW Legendary Creature — Human Artificer Hero Creature 3 2W/U 2/2 MSC~ 2 Shuri, the Black Panther Lifelink Whenever Shuri attacks, draw a card if you control three or more artifacts. Then if you control six or more artifacts, creatures you control get +2/+2 until end of turn. GW Legendary Creature — Human Noble Hero Creature 2 GW 2/3 MSC~ 2 Shuri, the Black Panther Lifelink Whenever Shuri attacks, draw a card if you control three or more artifacts. Then if you control six or more artifacts, creatures you control get +2/+2 until end of turn. GW Legendary Creature — Human Noble Hero Creature 2 GW 2/3 MSC~ 2 Sif's Spearmaster {T}: This creature deals damage equal to its power to target opponent. R Creature — God Warrior Hero Creature 3 2R 1/4 MSC~ 2 Silver Surfer, Cosmic Voyager Flash Flying When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped. U Legendary Creature — Alien Hero Creature 6 4UU 5/5 MSC~ 2 Silver Surfer, Galactus's Herald Flying When Silver Surfer enters, you may search your library for a card named Galactus, Devourer of Worlds, reveal it, put it into your hand, then shuffle. Whenever Silver Surfer deals combat damage to a player, until the end of your next turn, target creature attacks that player each combat if able. Legendary Creature — Alien Hero Creature 5 5 4/5 MSC~ 2 Silver Surfer, Galactus's Herald Flying When Silver Surfer enters, you may search your library for a card named Galactus, Devourer of Worlds, reveal it, put it into your hand, then shuffle. Whenever Silver Surfer deals combat damage to a player, until the end of your next turn, target creature attacks that player each combat if able. Legendary Creature — Alien Hero Creature 5 5 4/5 MSC~ 2 Skullclamp Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1} Artifact — Equipment Artifact 1 1 MSC~ 1 Skullclamp Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1} Artifact — Equipment Artifact 1 1 MSC~ 1 Sky Cycle Flying When this Vehicle enters, it deals X damage to up to one target creature, where X is twice the number of Vehicles you control. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) R Artifact — Vehicle Artifact 5 4R 4/3 MSC~ 1 Smashing Spree Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.) R Instant Instant 2 1R MSC~ 3 Smashing Spree Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.) R Instant Instant 2 1R MSC~ 3 Smoldering Marsh ({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands. Land — Swamp Mountain Land 0 MSC~ 0 Smoldering Marsh ({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands. Land — Swamp Mountain Land 0 MSC~ 0 Sodden Verdure ({T}: Add {G} or {U}.) This land enters tapped unless you control two or more basic lands. Land — Forest Island Land 0 MSC~ 0 Sodden Verdure ({T}: Add {G} or {U}.) This land enters tapped unless you control two or more basic lands. Land — Forest Island Land 0 MSC~ 0 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 MSC~ 1 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 MSC~ 1 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 MSC~ 1 Sol Ring {T}: Add {C}{C}. Artifact Artifact 1 1 MSC~ 1 Soldier On Put two +1/+1 counters on target creature. Untap it. W Instant Instant 3 2W MSC~ 3 Solemn Simulacrum When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card. Artifact Creature — Golem Creature 4 4 2/2 MSC~ 2 Solemn Simulacrum When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card. Artifact Creature — Golem Creature 4 4 2/2 MSC~ 2 Songbird, Sonic Screamer Lifelink (Damage dealt by this creature also causes you to gain that much life.) Discard a card: Songbird gains flying until end of turn. (She can't be blocked except by creatures with flying or reach.) B Legendary Creature — Human Villain Creature 2 1B 2/1 MSC~ 2 Spaceshift Exile target artifact or creature, then return that card to the battlefield under its owner's control with a +1/+1 counter on it. U Instant Instant 2 1U MSC~ 3 Spark Double You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary. U Creature — Illusion Creature 4 3U 0/0 MSC~ 2 Spark Double You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary. U Creature — Illusion Creature 4 3U 0/0 MSC~ 2 Spectacular Tactics Choose one — • Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. • Destroy target creature with power 4 or greater. W Instant Instant 2 1W MSC~ 3 Spectator Seating This land enters tapped unless you have two or more opponents. {T}: Add {R} or {W}. Land Land 0 MSC~ 0 Spectator Seating This land enters tapped unless you have two or more opponents. {T}: Add {R} or {W}. Land Land 0 MSC~ 0 Spider-Gwen, Free Spirit Reach Whenever Spider-Gwen becomes tapped, you may discard a card. If you do, draw a card. R Legendary Creature — Spider Human Hero Creature 3 2R 2/3 MSC~ 2 Spider-Man, Hometown Hero Reach (This creature can block creatures with flying.) When Spider-Man enters, target creature with power 2 or less can't be blocked this turn. R Legendary Creature — Spider Human Hero Creature 5 4R 5/4 MSC~ 2 Spider-Man, New Champion Reach Whenever you discard one or more cards, Spider-Man deals that much damage to any target. R Legendary Creature — Spider Human Hero Creature 3 2R 3/3 MSC~ 2 Spider-Man, Web-Slinger Web-slinging {W} (You may cast this spell for {W} if you also return a tapped creature you control to its owner's hand.) W Legendary Creature — Spider Human Hero Creature 3 2W 3/3 MSC~ 2 Spider-Man, Web-Spinner Double strike (This creature deals both first-strike and regular combat damage.) Haste (This creature can attack and {T} as soon as he comes under your control.) Whenever Spider-Man attacks, target creature can't block this turn. R Legendary Creature — Spider Human Hero Creature 4 3R 2/3 MSC~ 2 Spider-Mobile Trample Whenever this Vehicle attacks or blocks, it gets +1/+1 until end of turn for each Spider you control. Crew 2 Artifact — Vehicle Artifact 3 3 3/3 MSC~ 1 Spider-Rex, Daring Dino Reach, trample Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) G Legendary Creature — Spider Dinosaur Hero Creature 6 4GG 6/6 MSC~ 2 Spider-UK Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.) At the beginning of your end step, if two or more creatures entered the battlefield under your control this turn, you draw a card and gain 2 life. W Legendary Creature — Spider Human Hero Creature 4 3W 3/4 MSC~ 2 Stark's Ingenuity Enchant creature you control When this Aura enters, you may pay {X}. If you do, draw X cards. Whenever you draw a card, put a +1/+1 counter on enchanted creature. U Enchantment — Aura Enchantment 3 2U MSC~ 1 Starling, Aerial Ally Flying When Starling enters, another target creature you control gains flying until end of turn. W Legendary Creature — Human Hero Creature 5 4W 3/4 MSC~ 2 Stature, Young Avenger Reach (This creature can block creatures with flying.) Whenever you cast a noncreature spell, Stature has base power and toughness 4/4 until end of turn. GR Legendary Creature — Human Hero Creature 2 1R/G 2/2 MSC~ 2 Stegron the Dinosaur Man Menace (This creature can't be blocked except by two or more creatures.) Dinosaur Formula — {1}{R}, Discard this card: Until end of turn, target creature you control gets +3/+1 and becomes a Dinosaur in addition to its other types. R Legendary Creature — Dinosaur Villain Creature 5 4R 5/4 MSC~ 2 Stick, Fearless Mentor First strike Whenever a source you control deals damage to you, exile the top card of your library. You may play it until the end of your next turn. This ability triggers only once each turn. R Legendary Creature — Human Monk Hero Creature 2 1R 2/1 MSC~ 2 Stilt-Man, Towering Terror Reach Whenever one or more Villains you control deal combat damage to a player, gain control of target noncreature, nonland permanent that player controls until the end of your next turn. It gains "This permanent can't be sacrificed" until the end of your next turn. R Legendary Creature — Human Rogue Villain Creature 3 2R 4/2 MSC~ 2 Stilt-Man, Towering Terror Reach Whenever one or more Villains you control deal combat damage to a player, gain control of target noncreature, nonland permanent that player controls until the end of your next turn. It gains "This permanent can't be sacrificed" until the end of your next turn. R Legendary Creature — Human Rogue Villain Creature 3 2R 4/2 MSC~ 2 Storm, Queen of Wakanda Flying Whenever Storm attacks, until end of turn, another target attacking creature gains flying and gets +X/+0, where X is Storm's power. Whenever a creature with flying attacks you, Storm deals damage equal to her power to that creature. GW Legendary Creature — Mutant Noble Hero Creature 5 3GW 4/5 MSC~ 2 Storm, Queen of Wakanda Flying Whenever Storm attacks, until end of turn, another target attacking creature gains flying and gets +X/+0, where X is Storm's power. Whenever a creature with flying attacks you, Storm deals damage equal to her power to that creature. GW Legendary Creature — Mutant Noble Hero Creature 5 3GW 4/5 MSC~ 2 Storm, Shaker of Skies Flying When Storm enters, destroy up to one target artifact, enchantment, or creature with flying. G Legendary Creature — Mutant Hero Creature 6 4GG 4/3 MSC~ 2 Strategic Intervention Whenever a creature you control attacks alone, it gets +1/+1 until end of turn. Tap up to one target creature defending player controls. W Enchantment Enchantment 2 1W MSC~ 1 Stunning Shot Put two +1/+1 counters on up to one target creature you control. Tap up to one target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) W Sorcery Sorcery 2 1W MSC~ 3 Sudden Strike Destroy target attacking or blocking creature. W Instant Instant 2 1W MSC~ 3 Sulfur Falls This land enters tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}. Land Land 0 MSC~ 0 Sulfur Falls This land enters tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}. Land Land 0 MSC~ 0 Sungrass Prairie {1}, {T}: Add {G}{W}. Land Land 0 MSC~ 0 Sungrass Prairie {1}, {T}: Add {G}{W}. Land Land 0 MSC~ 0 Sunken Hollow ({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands. Land — Island Swamp Land 0 MSC~ 0 Sunken Hollow ({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands. Land — Island Swamp Land 0 MSC~ 0 Sunpetal Grove This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}. Land Land 0 MSC~ 0 Sunpetal Grove This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}. Land Land 0 MSC~ 0 Superior Foes of Spider-Man Trample Whenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature. R Creature — Human Rogue Villain Creature 3 2R 3/3 MSC~ 2 Swarm, Being of Bees Flash Flying Mayhem {B} (You may cast this card from your graveyard for {B} if you discarded it this turn. Timing rules still apply.) B Legendary Creature — Insect Villain Creature 3 2B 2/2 MSC~ 2 Swiftfoot Boots Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Artifact — Equipment Artifact 2 2 MSC~ 1 Sword of the Animist Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2} Legendary Artifact — Equipment Artifact 2 2 MSC~ 1 Sword of the Animist Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2} Legendary Artifact — Equipment Artifact 2 2 MSC~ 1 Swords to Plowshares Exile target creature. Its controller gains life equal to its power. W Instant Instant 1 W MSC~ 3 Swordsman's Steel When this Equipment enters, draw a card for each Equipment you control. Equipped creature gets +2/+2 for each Equipment you control. Equip {3} Artifact — Equipment Artifact 4 4 MSC~ 1 Syphon Mind Each other player discards a card. You draw a card for each card discarded this way. B Sorcery Sorcery 4 3B MSC~ 3 T'Chaka, Venerable King When T'Chaka enters, mill three cards, then you may put an artifact or land card from among the milled cards into your hand. {3}, Exile this card from your graveyard: You become the monarch. Activate only if you control your commander. GW Legendary Creature — Human Noble Hero Creature 2 GW 2/2 MSC~ 2 T'Chaka, Venerable King When T'Chaka enters, mill three cards, then you may put an artifact or land card from among the milled cards into your hand. {3}, Exile this card from your graveyard: You become the monarch. Activate only if you control your commander. GW Legendary Creature — Human Noble Hero Creature 2 GW 2/2 MSC~ 2 T'Challa, the Black Panther Whenever T'Challa enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa. GW Legendary Creature — Human Noble Hero Creature 3 1GW 2/2 MSC~ 2 T'Challa, the Black Panther Whenever T'Challa enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa. GW Legendary Creature — Human Noble Hero Creature 3 1GW 2/2 MSC~ 2 TVA Bureaucrat Whenever you cast a noncreature spell, this creature gets +1/+0 until end of turn and can't be blocked this turn. U Creature — Human Advisor Creature 2 1U 1/3 MSC~ 2 Talisman of Conviction {T}: Add {C}. {T}: Add {R} or {W}. This artifact deals 1 damage to you. Artifact Artifact 2 2 MSC~ 1 Talisman of Creativity {T}: Add {C}. {T}: Add {U} or {R}. This artifact deals 1 damage to you. Artifact Artifact 2 2 MSC~ 1 Talisman of Dominance {T}: Add {C}. {T}: Add {U} or {B}. This artifact deals 1 damage to you. Artifact Artifact 2 2 MSC~ 1 Talisman of Indulgence {T}: Add {C}. {T}: Add {B} or {R}. This artifact deals 1 damage to you. Artifact Artifact 2 2 MSC~ 1 Talisman of Progress {T}: Add {C}. {T}: Add {W} or {U}. This artifact deals 1 damage to you. Artifact Artifact 2 2 MSC~ 1 Taunt from the Rampart Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) RW Sorcery Sorcery 5 3RW MSC~ 3 Taunt from the Rampart Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) RW Sorcery Sorcery 5 3RW MSC~ 3 Taxi Driver {1}, {T}: Target creature gains haste until end of turn. R Creature — Human Pilot Creature 2 1R 3/1 MSC~ 2 Team Transmitter Whenever a Hero you control enters, you gain 1 life. {T}: Add one mana of any color. Artifact Artifact 3 3 MSC~ 1 Terminate Destroy target creature. It can't be regenerated. BR Instant Instant 2 BR MSC~ 3 Terramorph Search your library for a basic land card, put it onto the battlefield, then shuffle. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) G Sorcery Sorcery 4 3G MSC~ 3 Terramorphic Expanse {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 MSC~ 0 Terramorphic Expanse {T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Land Land 0 MSC~ 0 Terrific Team-Up This spell costs {2} less to cast if you control a permanent with mana value 4 or greater. One or two target creatures you control each get +1/+0 until end of turn. They each deal damage equal to their power to target creature an opponent controls. G Instant Instant 4 3G MSC~ 3 Thanos, Death's Consort Lifelink Whenever another creature dies, put a +1/+1 counter on Thanos. B Legendary Creature — Eternal Villain Creature 4 2BB 3/3 MSC~ 2 The Clone Saga (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Surveil 3. II — When you next cast a creature spell this turn, copy it, except the copy isn't legendary. III — Choose a card name. Whenever a creature with the chosen name deals combat damage to a player this turn, draw a card. U Enchantment — Saga Enchantment 4 3U MSC~ 1 The Fabulous Frog-Man Reach (This creature can block creatures with flying.) G Legendary Creature — Human Hero Creature 3 2G 3/3 MSC~ 2 The Falcon, Sam Wilson Flying (This creature can't be blocked except by creatures with flying or reach.) When The Falcon enters, put a +1/+1 counter on each other creature you control. W Legendary Creature — Human Hero Creature 5 4W 3/3 MSC~ 2 The Fantastic Four When The Fantastic Four enter and whenever you cast a spell with power, toughness, or mana value 4, choose one that hasn't been chosen this turn. • Create a 0/4 colorless Wall creature token with defender. • The Fantastic Four deal 3 damage to each opponent. • Put two +1/+1 counters on target creature. • Draw a card. GRUW Legendary Creature — Human Hero Creature 4 RGWU 4/4 MSC~ 2 The Fantasticar Flying Whenever you cast a noncreature spell, you may have The Fantasticar become an artifact creature until end of turn. Whenever you cast your fourth noncreature spell each turn, you may sacrifice The Fantasticar. If you do, create four 4/4 colorless Construct artifact creature tokens with flying and haste. Legendary Artifact — Vehicle Artifact 3 3 4/4 MSC~ 1 The Fantasticar Flying Whenever you cast a noncreature spell, you may have The Fantasticar become an artifact creature until end of turn. Whenever you cast your fourth noncreature spell each turn, you may sacrifice The Fantasticar. If you do, create four 4/4 colorless Construct artifact creature tokens with flying and haste. Legendary Artifact — Vehicle Artifact 3 3 4/4 MSC~ 1 The Frightful Four Menace Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value. B Legendary Creature — Villain Creature 4 3B 4/4 MSC~ 2 The Frightful Four Menace Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value. B Legendary Creature — Villain Creature 4 3B 4/4 MSC~ 2 The Great Mound {T}: Add {C}. {3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {6}, {T}: Draw a card. Land Land 0 MSC~ 0 The Great Mound {T}: Add {C}. {3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {6}, {T}: Draw a card. Land Land 0 MSC~ 0 The Howling Commandos {5}: Creatures you control get +1/+1 until end of turn. Soldiers you control gain vigilance until end of turn. W Legendary Creature — Human Soldier Hero Creature 2 1W 3/1 MSC~ 2 The Immortal Weapons When The Immortal Weapons enter, return target instant or sorcery card from your graveyard to your hand. Whenever you cast a noncreature spell, target creature gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.) R Legendary Creature — Human Warrior Hero Creature 5 4R 4/4 MSC~ 2 The Spear of Bashenga When The Spear of Bashenga enters, if there is no monarch, you become the monarch. Equipped creature gets +2/+2 and has vigilance. Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls. Equip {2} W Legendary Artifact — Equipment Artifact 5 4W MSC~ 1 The Spear of Bashenga When The Spear of Bashenga enters, if there is no monarch, you become the monarch. Equipped creature gets +2/+2 and has vigilance. Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls. Equip {2} W Legendary Artifact — Equipment Artifact 5 4W MSC~ 1 The Spot's Portal Put target creature on the bottom of its owner's library. You lose 2 life unless you control a Villain. B Instant Instant 3 2B MSC~ 3 The Squadron Sinister Flying, haste Other Villains you control get +2/+2 and have flying and haste. Mayhem {3}{U}{R} (You may cast this card from your graveyard for {3}{U}{R} if you discarded it this turn. Timing rules still apply.) RU Legendary Creature — Human Villain Creature 7 5UR 5/5 MSC~ 2 The Squadron Sinister Flying, haste Other Villains you control get +2/+2 and have flying and haste. Mayhem {3}{U}{R} (You may cast this card from your graveyard for {3}{U}{R} if you discarded it this turn. Timing rules still apply.) RU Legendary Creature — Human Villain Creature 7 5UR 5/5 MSC~ 2 The Thanos-Copter Flying, haste When The Thanos-Copter enters, Vehicles you control become artifact creatures until end of turn. Whenever a Vehicle you control deals combat damage to a player, draw a card. Crew 2 Legendary Artifact — Vehicle Artifact 6 6 5/5 MSC~ 1 The Thing Trample At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing. Whenever The Thing attacks, you may pay {R}{G}{W}{U}. When you do, double the number of each kind of counter on any number of target permanents you control. G Legendary Creature — Human Hero Creature 6 5G 5/5 MSC~ 2 The Thing Trample At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing. Whenever The Thing attacks, you may pay {R}{G}{W}{U}. When you do, double the number of each kind of counter on any number of target permanents you control. G Legendary Creature — Human Hero Creature 6 5G 5/5 MSC~ 2 The Vision and Scarlet Witch Flying Whenever you cast a spell, add {R} and put a +1/+1 counter on The Vision and Scarlet Witch. R Legendary Artifact Creature — Mutant Hero Creature 4 2RR 3/3 MSC~ 2 The Wasp, Janet Van Dyne Flying (This creature can't be blocked except by creatures with flying or reach.) When The Wasp enters, she deals 4 damage to target tapped creature an opponent controls. W Legendary Creature — Human Hero Creature 3 2W 1/1 MSC~ 2 The Wasp, Winsome Avenger Flash Flying When The Wasp enters, target Hero gains hexproof until end of turn. Whenever The Wasp attacks, tap target creature defending player controls. U Legendary Creature — Human Hero Creature 2 1U 2/1 MSC~ 2 The Wasp, Winsome Avenger Flash Flying When The Wasp enters, target Hero gains hexproof until end of turn. Whenever The Wasp attacks, tap target creature defending player controls. U Legendary Creature — Human Hero Creature 2 1U 2/1 MSC~ 2 The Whizzer, Classic Speedster First strike, haste R Legendary Creature — Human Hero Creature 4 3R 3/3 MSC~ 2 Thing Swing This spell costs {2} less to cast if it targets a Hero you control. Target creature you control deals damage equal to twice its power to target creature an opponent controls. G Instant Instant 4 3G MSC~ 3 Think Twice Draw a card. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) U Instant Instant 2 1U MSC~ 3 Thor, Asgard's Avenger Flying If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. R Legendary Creature — God Warrior Hero Creature 4 2RR 4/4 MSC~ 2 Thor, Asgard's Avenger Flying If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. R Legendary Creature — God Warrior Hero Creature 4 2RR 4/4 MSC~ 2 Thor, Guardian of Midgard Flying Whenever a source you control deals noncombat damage to an opponent, you may exile that many cards from the top of your library. You may play those cards this turn. R Legendary Creature — God Warrior Hero Creature 5 3RR 5/5 MSC~ 2 Thought Vessel You have no maximum hand size. {T}: Add {C}. Artifact Artifact 2 2 MSC~ 1 Thran Dynamo {T}: Add {C}{C}{C}. Artifact Artifact 4 4 MSC~ 1 Three Visits Search your library for a Forest card, put it onto the battlefield, then shuffle. G Sorcery Sorcery 2 1G MSC~ 3 Thriving Bluff This land enters tapped. As it enters, choose a color other than red. {T}: Add {R} or one mana of the chosen color. Land Land 0 MSC~ 0 Thriving Grove This land enters tapped. As it enters, choose a color other than green. {T}: Add {G} or one mana of the chosen color. Land Land 0 MSC~ 0 Thriving Heath This land enters tapped. As it enters, choose a color other than white. {T}: Add {W} or one mana of the chosen color. Land Land 0 MSC~ 0 Thriving Isle This land enters tapped. As it enters, choose a color other than blue. {T}: Add {U} or one mana of the chosen color. Land Land 0 MSC~ 0 Thriving Moor This land enters tapped. As it enters, choose a color other than black. {T}: Add {B} or one mana of the chosen color. Land Land 0 MSC~ 0 Throne of the High City {T}: Add {C}. {4}, {T}, Sacrifice this land: You become the monarch. Land Land 0 MSC~ 0 Throne of the High City {T}: Add {C}. {4}, {T}, Sacrifice this land: You become the monarch. Land Land 0 MSC~ 0 Thwip! Target creature gets +2/+2 and gains flying until end of turn. If it's a Spider, you gain 2 life. W Instant Instant 1 W MSC~ 3 Tiger Shark, Abyssal Hunter Whenever Tiger Shark enters or attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) {4}{U/B}: Tiger Shark can't be blocked this turn. BU Legendary Creature — Shark Human Villain Creature 4 2U/BU/B 2/3 MSC~ 2 Time Warp Target player takes an extra turn after this one. U Sorcery Sorcery 5 3UU MSC~ 3 Timeline Inquiry Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Draw three cards. Then discard a card unless this spell was cast using teamwork. U Instant Instant 4 3U MSC~ 3 Tippy-Toe, Terrific Partner If you would create one or more tokens, instead create those tokens plus an additional Food token. At the beginning of your end step, if you gained life this turn, draw a card. G Legendary Creature — Squirrel Hero Creature 4 3G 2/4 MSC~ 2 Titan of Littjara As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card. U Creature — Illusion Creature 6 4UU 6/6 MSC~ 2 Titan of Littjara As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card. U Creature — Illusion Creature 6 4UU 6/6 MSC~ 2 Titania, Proud Pummeler First strike Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other creatures you control have melee. R Legendary Creature — Human Villain Creature 4 3R 3/3 MSC~ 2 Titania, Proud Pummeler First strike Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) Other creatures you control have melee. R Legendary Creature — Human Villain Creature 4 3R 3/3 MSC~ 2 Titanium Man Whenever Titanium Man attacks, choose one — • Titanium Man gains flying until end of turn. • Titanium Man deals 1 damage to any target. B Legendary Artifact Creature — Human Villain Creature 4 2BB 3/4 MSC~ 2 Tombstone, Career Criminal When Tombstone enters, return target Villain card from your graveyard to your hand. Villain spells you cast cost {1} less to cast. B Legendary Creature — Human Villain Creature 3 2B 2/2 MSC~ 2 Tombstone, Career Criminal When Tombstone enters, return target Villain card from your graveyard to your hand. Villain spells you cast cost {1} less to cast. B Legendary Creature — Human Villain Creature 3 2B 2/2 MSC~ 2 Tome of Legends This artifact enters with a page counter on it. Whenever your commander enters or attacks, put a page counter on this artifact. {1}, {T}, Remove a page counter from this artifact: Draw a card. Artifact — Book Artifact 2 2 MSC~ 1 Tome of Legends This artifact enters with a page counter on it. Whenever your commander enters or attacks, put a page counter on this artifact. {1}, {T}, Remove a page counter from this artifact: Draw a card. Artifact — Book Artifact 2 2 MSC~ 1 Toxic Deluge As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn. B Sorcery Sorcery 3 2B MSC~ 3 Toxic Deluge As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn. B Sorcery Sorcery 3 2B MSC~ 3 Trading Post {1}, {T}, Discard a card: You gain 4 life. {1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token. {1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand. {1}, {T}, Sacrifice an artifact: Draw a card. Artifact Artifact 4 4 MSC~ 1 Trading Post {1}, {T}, Discard a card: You gain 4 life. {1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token. {1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand. {1}, {T}, Sacrifice an artifact: Draw a card. Artifact Artifact 4 4 MSC~ 1 Tragic Arrogance For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. W Sorcery Sorcery 5 3WW MSC~ 3 Tragic Arrogance For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. W Sorcery Sorcery 5 3WW MSC~ 3 Tri-Sentinel, Act of Vengeance Flying, menace, trample When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls. Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) Legendary Artifact Creature — Robot Villain Creature 7 7 7/7 MSC~ 2 Tri-Sentinel, Act of Vengeance Flying, menace, trample When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls. Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) Legendary Artifact Creature — Robot Villain Creature 7 7 7/7 MSC~ 2 Typhoid Mary, Fractured Whenever Typhoid Mary attacks, choose one at random. If you discarded a card this turn, you choose one instead. • Mary — Create a Treasure token. • Typhoid Mary — Draw a card. • Bloody Mary — Each opponent loses 2 life and you gain 2 life. BR Legendary Creature — Mutant Villain Creature 3 1BR 3/3 MSC~ 2 Typhoid Mary, Fractured Whenever Typhoid Mary attacks, choose one at random. If you discarded a card this turn, you choose one instead. • Mary — Create a Treasure token. • Typhoid Mary — Draw a card. • Bloody Mary — Each opponent loses 2 life and you gain 2 life. BR Legendary Creature — Mutant Villain Creature 3 1BR 3/3 MSC~ 2 Ultimate Alliance Ultimate Alliance deals damage equal to the number of creatures you control to target creature. W Instant Instant 1 W MSC~ 3 Ultimate Nullification As an additional cost to cast this spell, sacrifice a legendary creature. Exile all creatures and graveyards. Put Ultimate Nullification on the bottom of its owner's library. W Sorcery Sorcery 5 4W MSC~ 3 Ultimate Nullification As an additional cost to cast this spell, sacrifice a legendary creature. Exile all creatures and graveyards. Put Ultimate Nullification on the bottom of its owner's library. W Sorcery Sorcery 5 4W MSC~ 3 Ultimo, Civilization's End Menace (This creature can't be blocked except by two or more creatures.) When Ultimo enters, each opponent sacrifices a creature of their choice. {2}{B}, Discard this card: Each opponent sacrifices a creature of their choice. B Legendary Artifact Creature — Robot Villain Creature 6 4BB 6/5 MSC~ 2 Ultron the Annihilator Flying Whenever Ultron enters or attacks, create a 2/2 colorless Robot Villain artifact creature token. Whenever another artifact is put into your graveyard from the battlefield or an artifact card is put into your graveyard from anywhere other than the battlefield, each opponent loses 1 life. B Legendary Artifact Creature — Robot Villain Creature 5 3BB 3/4 MSC~ 2 Ultron's Auxiliary Menace Whenever another artifact is put into your graveyard from the battlefield or an artifact card is put into your graveyard from anywhere other than the battlefield, put a +1/+1 counter on this creature. B Artifact Creature — Robot Villain Creature 2 1B 1/1 MSC~ 2 Ultron, Machine Overlord Flying Other Robots and Constructs you control get +2/+2. Legendary Artifact Creature — Robot Villain Creature 5 5 4/4 MSC~ 2 Ultron, Unlimited Flying Whenever Ultron 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 a creature you control connives, you may pay {1}. If you do, create a 2/2 colorless Robot Villain artifact creature token. BU Legendary Artifact Creature — Robot Villain Creature 3 1UB 2/2 MSC~ 2 Ultron, Unlimited Flying Whenever Ultron 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 a creature you control connives, you may pay {1}. If you do, create a 2/2 colorless Robot Villain artifact creature token. BU Legendary Artifact Creature — Robot Villain Creature 3 1UB 2/2 MSC~ 2 Unclaimed Territory As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type. Land Land 0 MSC~ 0 Undead Hand Ninja Deathtouch Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life. B Creature — Zombie Ninja Villain Creature 2 1B 2/1 MSC~ 2 Unlucky Witness When this creature dies, exile the top two cards of your library. Until your next end step, you may play one of those cards. R Creature — Human Citizen Creature 1 R 1/1 MSC~ 2 Unstable Experiment Target player draws a card, then up to one target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) U Instant Instant 2 1U MSC~ 3 Unstable Molecule Suit Equipped creature gets +2/+2 and has indestructible. Equip commander {2} Equip {4} Artifact — Equipment Artifact 3 3 MSC~ 1 Unstable Molecule Suit Equipped creature gets +2/+2 and has indestructible. Equip commander {2} Equip {4} Artifact — Equipment Artifact 3 3 MSC~ 1 Valentina Allegra de Fontaine Other Villains you control are Heroes in addition to their other types. {T}: Target Hero you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) B Legendary Creature — Human Spy Villain Creature 3 2B 2/3 MSC~ 2 Valeria Richards, Precocious Noncreature spells you cast cost {1} less to cast. Whenever you cast your first noncreature spell each turn, draw a card. U Legendary Creature — Human Scientist Hero Creature 4 3U 3/3 MSC~ 2 Valeria Richards, Precocious Noncreature spells you cast cost {1} less to cast. Whenever you cast your first noncreature spell each turn, draw a card. U Legendary Creature — Human Scientist Hero Creature 4 3U 3/3 MSC~ 2 Valkyrior Skyrider Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, you gain 4 life. W Creature — God Warrior Hero Creature 5 4W 3/4 MSC~ 2 Valorous Stance Choose one — • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Destroy target creature with toughness 4 or greater. W Instant Instant 2 1W MSC~ 3 Vandalblast Destroy target artifact you don't control. Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") R Sorcery Sorcery 1 R MSC~ 3 Vanquish the Horde This spell costs {1} less to cast for each creature on the battlefield. Destroy all creatures. W Sorcery Sorcery 8 6WW MSC~ 3 Vanquish the Horde This spell costs {1} less to cast for each creature on the battlefield. Destroy all creatures. W Sorcery Sorcery 8 6WW MSC~ 3 Vault Guardsman Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) When this creature enters, exile target artifact or creature an opponent controls until this creature leaves the battlefield. W Artifact Creature — Human Advisor Creature 6 5W 3/4 MSC~ 2 Venom, Evil Unleashed Deathtouch {2}{B}, Exile this card from your graveyard: Put two +1/+1 counters on target creature. It gains deathtouch until end of turn. Activate only as a sorcery. B Legendary Creature — Symbiote Villain Creature 5 4B 4/5 MSC~ 2 Venomized Cat Deathtouch When this creature enters, mill two cards. (Put the top two cards of your library into your graveyard.) B Creature — Symbiote Cat Villain Creature 3 2B 2/3 MSC~ 2 Vibranium Mining Mech Trample Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {2}: This Vehicle gets +1/+0 until end of turn. Crew 2 Artifact — Vehicle Artifact 4 4 6/6 MSC~ 1 Vibranium Mining Mech Trample Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {2}: This Vehicle gets +1/+0 until end of turn. Crew 2 Artifact — Vehicle Artifact 4 4 6/6 MSC~ 1 Vibranium Strike Gauntlets Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card." Equip {3} Artifact — Equipment Artifact 4 4 MSC~ 1 Vibranium Strike Gauntlets Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card." Equip {3} Artifact — Equipment Artifact 4 4 MSC~ 1 Victor Mancha, Runaway When Victor Mancha enters, exile target card from your graveyard. You may play it for as long as you control Victor Mancha. Legendary Artifact Creature — Human Hero Creature 5 5 4/4 MSC~ 2 Victor Timely, Wily Tycoon When Victor Timely enters, you may cast target artifact, instant, or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. U Legendary Creature — Human Artificer Villain Creature 5 4U 3/4 MSC~ 2 Villainous Syndication Tap an untapped Villain you control: Mill a card. Put a plan counter on this enchantment. Activate only as a sorcery. (To mill a card, put the top card of your library into your graveyard.) When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return target creature card from your graveyard to the battlefield. B Enchantment — Plan Enchantment 2 1B MSC~ 1 Viper, Cruel Conspirator {B}: Target creature that's attacking alone gets +1/+1 until end of turn. {B}: Target creature that's attacking alone gains your choice of deathtouch or lifelink until end of turn. B Legendary Creature — Human Assassin Villain Creature 2 1B 2/2 MSC~ 2 Virtual Assistant Defender Whenever you cast a spell using teamwork, create a 1/1 colorless Robot Hero artifact creature token with flying. U Artifact Creature — Illusion Advisor Creature 2 1U 3/3 MSC~ 2 Virtuous Variant Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, put a +1/+1 counter on target creature you control. W Creature — Spider Human Hero Creature 3 2W 1/2 MSC~ 2 Vision, Spectral Synthezoid Flying Once during each of your turns, you may cast a noncreature or Robot spell from your hand without paying its mana cost. U Legendary Artifact Creature — Robot Hero Creature 8 6UU 2/5 MSC~ 2 Vision, Synthezoid Avenger Flying Whenever a player casts a spell, if it isn't that player's turn, choose one — • Put a +1/+1 counter on Vision. • Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.) Legendary Artifact Creature — Robot Hero Creature 4 4 3/3 MSC~ 2 Vision, Synthezoid Avenger Flying Whenever a player casts a spell, if it isn't that player's turn, choose one — • Put a +1/+1 counter on Vision. • Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.) Legendary Artifact Creature — Robot Hero Creature 4 4 3/3 MSC~ 2 Void Helix Void Helix deals 5 damage to any target and you gain 5 life. B Instant Instant 6 4BB MSC~ 3 Voltaic Whip Equipped creature gets +2/+0 and has "Whenever this creature attacks alone, you draw a card and lose 1 life." Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) B Artifact — Equipment Artifact 3 2B MSC~ 1 Voracious Brood This creature enters with a +1/+1 counter on it for each creature card in your graveyard. Whenever one or more creature cards are put into your graveyard from anywhere, put that many +1/+1 counters on this creature. G Creature — Alien Insect Creature 3 2G 1/1 MSC~ 2 Vulture, Feathered Fiend Flying Whenever one or more creatures you control with flying deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card. U Legendary Creature — Human Artificer Villain Creature 4 2UU 2/4 MSC~ 2 W'Kabi, Shield of the Nation Vigilance Whenever you attack with your commander, if you control an artifact with mana value 4 or greater, create a 4/4 green Rhino creature token with trample. G Legendary Creature — Human Warrior Hero Creature 2 1G 2/3 MSC~ 2 W'Kabi, Shield of the Nation Vigilance Whenever you attack with your commander, if you control an artifact with mana value 4 or greater, create a 4/4 green Rhino creature token with trample. G Legendary Creature — Human Warrior Hero Creature 2 1G 2/3 MSC~ 2 Wakanda Forever! Reveal the top six cards of your library. You may put a permanent card from among them onto the battlefield with an indestructible counter on it. You may put a permanent card from among them into your hand. Put the rest into your graveyard. G Sorcery Sorcery 6 4GG MSC~ 3 Wakanda Forever! Reveal the top six cards of your library. You may put a permanent card from among them onto the battlefield with an indestructible counter on it. You may put a permanent card from among them into your hand. Put the rest into your graveyard. G Sorcery Sorcery 6 4GG MSC~ 3 Wakandan Shield Guard When this creature enters, create a 1/1 white Soldier creature token. W Creature — Human Soldier Creature 2 1W 1/1 MSC~ 2 Wakandan Tusker Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) GW Creature — Elephant Creature 2 1G/W 2/3 MSC~ 2 Wall Off This spell costs {1} less to cast for each creature your opponents control. Create a 0/4 colorless Wall creature token with defender. You gain 4 life. W Instant Instant 4 3W MSC~ 3 Wanda's Vision Whenever you cast your second spell each turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. R Enchantment Enchantment 5 3RR MSC~ 1 War Machine, Avenging Arsenal Flying Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.) R Legendary Artifact Creature — Human Hero Creature 5 4R 3/5 MSC~ 2 War Machine, Avenging Arsenal Flying Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.) R Legendary Artifact Creature — Human Hero Creature 5 4R 3/5 MSC~ 2 War Machine, James Rhodes Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever War Machine attacks, tap up to one target creature. UW Legendary Artifact Creature — Human Hero Creature 4 3W/U 3/2 MSC~ 2 Warriors of Wakanda Trample (This creature can deal excess combat damage to the player it's attacking.) G Creature — Human Warrior Creature 4 3G 4/4 MSC~ 2 Wasp, Shrinking Savior Flying Whenever Wasp attacks, up to one other target creature gets -3/-0 until your next turn. Then draw a card for each creature with power less than 0 on the battlefield. U Legendary Creature — Human Hero Creature 3 2U 1/3 MSC~ 2 West Coast Expansion Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost. U Sorcery Sorcery 2 XUU MSC~ 3 West Coast Expansion Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost. U Sorcery Sorcery 2 XUU MSC~ 3 Whirlwind of Thought Whenever you cast a noncreature spell, draw a card. RUW Enchantment Enchantment 4 1URW MSC~ 1 Whirlwind of Thought Whenever you cast a noncreature spell, draw a card. RUW Enchantment Enchantment 4 1URW MSC~ 1 Whirlwind, Killer Cyclone Haste Whenever one or more creatures you control that entered this turn attack a player, target creature that player controls can't block this turn. R Legendary Creature — Mutant Villain Creature 3 2R 2/3 MSC~ 2 Whispersilk Cloak Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2} Artifact — Equipment Artifact 3 3 MSC~ 1 White Tiger, Amulet Keeper {3}{G}, Exile this card from your graveyard: Draw a card. You may put a land card from your hand onto the battlefield. G Legendary Creature — Human Hero Creature 2 1G 3/1 MSC~ 2 White Widow, Yelena Belova Deathtouch Whenever a creature you control with deathtouch deals combat damage to a player, put a +1/+1 counter on it. B Legendary Creature — Human Assassin Villain Creature 2 1B 1/2 MSC~ 2 Whoosh! Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.) Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card. U Instant Instant 2 1U MSC~ 3 Wiccan, Young Avenger Whenever you cast a noncreature spell, exile the top card of your library. Until your next end step, you may play that card. R Legendary Creature — Mutant Warlock Hero Creature 4 3R 3/3 MSC~ 2 Wild Pack Squad At the beginning of combat on your turn, up to one target creature gains first strike and vigilance until end of turn. W Creature — Human Mercenary Creature 3 2W 2/3 MSC~ 2 Willie Lumpkin, Postman Willie Lumpkin can't be blocked. Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn. UW Legendary Creature — Human Citizen Creature 2 WU 1/3 MSC~ 2 Willie Lumpkin, Postman Willie Lumpkin can't be blocked. Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn. UW Legendary Creature — Human Citizen Creature 2 WU 1/3 MSC~ 2 Winter Soldier, Bucky Barnes Winter Soldier enters tapped. W Legendary Creature — Human Soldier Hero Creature 1 W 2/2 MSC~ 2 Winter Soldier, Reborn Avenger Whenever Winter Soldier attacks, return target creature card with mana value less than or equal to Winter Soldier's power from your graveyard to the battlefield. If a Hero enters this way, it enters with an additional +1/+1 counter on it. W Legendary Creature — Human Soldier Hero Creature 5 4W 3/5 MSC~ 2 Winter Soldier, Reborn Avenger Whenever Winter Soldier attacks, return target creature card with mana value less than or equal to Winter Soldier's power from your graveyard to the battlefield. If a Hero enters this way, it enters with an additional +1/+1 counter on it. W Legendary Creature — Human Soldier Hero Creature 5 4W 3/5 MSC~ 2 Wisecrack Target creature deals damage equal to its power to itself. If that creature is attacking, Wisecrack deals 2 damage to that creature's controller. R Instant Instant 3 2R MSC~ 3 Withering Torment Destroy target creature or enchantment. You lose 2 life. B Instant Instant 3 2B MSC~ 3 Wolfsbane, Highland Hero Trample (This creature can deal excess combat damage to the player she's attacking.) {2}{G}: Wolfsbane gets +2/+2 until end of turn. Activate only once each turn. G Legendary Creature — Mutant Werewolf Hero Creature 2 1G 2/2 MSC~ 2 Wolverine, Claws Out You may have Wolverine assign his combat damage as though he weren't blocked. Whenever a Mutant you control attacks, double its power until end of turn. G Legendary Creature — Mutant Berserker Hero Creature 4 3G 2/5 MSC~ 2 Wondrous Revival Return up to three target Hero creature cards from your graveyard to the battlefield. W Sorcery Sorcery 6 4WW MSC~ 3 X-23, Deadly Weapon Whenever another Mutant you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on X-23. G Legendary Creature — Mutant Berserker Hero Creature 3 2G 3/3 MSC~ 2 Zarda, the Power Princess Flying Other Heroes you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.) W Legendary Creature — Human Warrior Hero Creature 4 3W 2/4 MSC~ 2 Zuri, Warrior of Wakanda Trample Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control. G Legendary Creature — Human Warrior Hero Creature 2 1G 2/2 MSC~ 2 Zuri, Warrior of Wakanda Trample Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control. G Legendary Creature — Human Warrior Hero Creature 2 1G 2/2 MSC~ 2