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