Marvel Super Heroes Commander
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.
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.
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.
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.
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.
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.)
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.
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.
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.)
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.
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.
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.
Commander creatures you control get +1/+1 and have lifelink. Whenever an opponent attacks you with two or more creatures, draw a card.
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.
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.
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.)
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.
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.
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.)
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.
Choose one or more — • Destroy target artifact. • Destroy target tapped creature. • Put a +1/+1 counter on each creature you control.
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}
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.
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
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}
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.
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.
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.
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.
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.)
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.
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.
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.)
Whenever you cast a Hero spell, draw a card.
(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.
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.
Trample Whenever Professor Hulk deals combat damage to a player, draw that many cards.
Noncreature spells you cast cost {1} less to cast. Whenever you cast your first noncreature spell each turn, draw a card.
Flash Flying When The Wasp enters, target Hero gains hexproof until end of turn. Whenever The Wasp attacks, tap target creature defending player controls.
Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost.
(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.
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
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.
Menace Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value.
Flying Whenever a creature you control connives, put a +1/+1 counter on each Villain you control.
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.
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.)
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.
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.
Flying Whenever Firebird attacks, other attacking creatures get +X/+0 until end of turn, where X is Firebird's power.
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.)
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.)
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.
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.
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.
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.
Put X +1/+1 counters on target creature you control. It deals damage equal to its power to each other creature.
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.
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.
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.
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.
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.
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.)
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.
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.
Choose one — • Target creature you control deals damage equal to its power to target creature an opponent controls. • Destroy target artifact or enchantment. Rebound
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.
Vigilance, reach Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa.
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.
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.
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.
Trample Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control.
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.
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.
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.
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.
Menace Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card.
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.
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.)
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}.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.
Flash Double strike, haste As long as Quicksilver is tapped, you may cast spells as though they had flash.
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.
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.
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.
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.
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.)
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.
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.
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.
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.
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.
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
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.)
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.
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.
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.
Equipped creature has base power and toughness 9/9 and has flying. Equip Hero {3} Equip {6}
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.
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.
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
{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.
If equipped creature would be dealt damage, prevent that damage and put that many +1/+1 counters on it. Equip {2}
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Reach, trample
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.)
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.)
Equipped creature gets +2/+2 and has indestructible. Equip commander {2} Equip {4}
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
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}
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.)
{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.
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.
Commander creatures you control get +2/+2 and have indestructible.
Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.
Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments.
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.)
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.
Each opponent draws a card, then you draw a card for each opponent who drew a card this way.
Choose one — • Destroy target creature with toughness 4 or greater. • Destroy target enchantment.
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.
Tap target creature. Metalcraft — If you control three or more artifacts, exile that creature.
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.
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."
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
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.
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.
Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared.
Destroy target artifact, enchantment, or creature with power 4 or greater.
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
Whenever an opponent casts their second spell each turn, you create a Treasure token.
When this creature enters, you become the monarch. When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch.
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
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.
Exile target creature. Its controller gains life equal to its power.
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.
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.
This spell costs {1} less to cast for each creature on the battlefield. Destroy all creatures.
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.
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.)
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.)
As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.
Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.
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.)
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.)
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.)
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.)
Choose a creature type. Destroy all creatures that aren't of the chosen type.
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.)
You draw two cards and lose 2 life.
Each other player discards a card. You draw a card for each card discarded this way.
When Tombstone enters, return target Villain card from your graveyard to your hand. Villain spells you cast cost {1} less to cast.
As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn.
Destroy target creature or enchantment. You lose 2 life.
This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
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.
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.)
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.)
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.
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.")
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Flying {T}: Add one mana of any color.
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.
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.
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Draw three cards.
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.
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
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.)
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.)
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Destroy target artifact, creature, or planeswalker.
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.
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.)
Choose one — • Destroy target artifact. • Destroy target enchantment. • Destroy target artifact and target enchantment.
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.)
Choose one — • Rip Apart deals 3 damage to target creature or planeswalker. • Destroy target artifact or enchantment.
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.)
Destroy target creature. It can't be regenerated.
Whenever you cast a noncreature spell, draw a card.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add one mana of any color in your commander's color identity.
Lands you control have "{T}: Add one mana of any color." {T}: Add one mana of any color.
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.
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.
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.
{T}: Add three mana of any one color.
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}
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.)
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip {0}
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.
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.
When this creature enters, destroy target nonland permanent an opponent controls.
{2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
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.
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.
{T}: Add one mana of any color. Tap an untapped legendary creature you control: Add one mana of any color.
Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}
{T}: Add {C}{C}.
{T}: Add {C}{C}.
{T}: Add {C}{C}.
{T}: Add {C}{C}.
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.
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.)
{T}: Add {C}. {T}: Add {R} or {W}. This artifact deals 1 damage to you.
{T}: Add {C}. {T}: Add {U} or {R}. This artifact deals 1 damage to you.
{T}: Add {C}. {T}: Add {U} or {B}. This artifact deals 1 damage to you.
{T}: Add {C}. {T}: Add {B} or {R}. This artifact deals 1 damage to you.
{T}: Add {C}. {T}: Add {W} or {U}. This artifact deals 1 damage to you.
You have no maximum hand size. {T}: Add {C}.
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.
{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.
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}
This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}.
({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands.
({T}: Add {B} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
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}.
({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.
({T}: Add {U} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{T}: Add one mana of any color in your commander's color identity.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add one mana of any color in your commander's color identity.
{T}: Add one mana of any color in your commander's color identity.
This land enters tapped. {T}: Add {U}, {B}, or {R}.
This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}.
This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{T}: Add one mana of any color that a land an opponent controls could produce.
{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.
({T}: Add {U} or {B}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
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}.
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}.
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}.
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}.
This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.
({T}: Add {R} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}.
| Card Details | Number | Rarity | Price/Trend |
|---|---|---|---|
Invisible Woman | 1 | Mythic | $0.80 0% |
Mister Fantastic | 2 | Mythic | $1.05 0% |
Human Torch | 3 | Mythic | $0.45 0% |
The Thing | 4 | Mythic | $0.85 0% |
Captain America, Team Leader | 5 | Mythic | $2.88 0% |
Doctor Doom, King of Latveria | 6 | Mythic | $3.53 0% |
T'Challa, the Black Panther | 7 | Mythic | $1.61 0% |
Galactus, Devourer of Worlds | 8 | Rare | $4.03 0% |
Molecule Man | 9 | Rare | $4.67 0% |
Silver Surfer, Galactus's Herald | 10 | Rare | $0.33 0% |
Avenge | 11 | Rare | $0.27 0% |
Dora Milaje Elite | 12 | Rare | $0.22 0% |
Everett K. Ross, Hapless Attaché | 13 | Rare | $0.29 0% |
Falcon and Redwing | 14 | Rare | $0.82 0% |
Hatut Zeraze Strike Force | 15 | Rare | $0.26 0% |
Hercules, Olympian Hero | 16 | Rare | $0.31 0% |
Heroic Return | 17 | Rare | $0.23 0% |
Heroic Sacrifice | 18 | Rare | $0.40 0% |
Invisible Force Field | 19 | Rare | $0.34 0% |
King Solomon's Frogs | 20 | Rare | $0.29 0% |
Methods of the Mighty | 21 | Rare | $0.28 0% |
Midnight Angel Armor | 22 | Rare | $0.25 0% |
Queen Mother Ramonda | 23 | Rare | $0.30 0% |
Royal Talon Fighter Jet | 24 | Rare | $0.36 0% |
The Spear of Bashenga | 25 | Rare | $0.31 0% |
Ultimate Nullification | 26 | Rare | $0.34 0% |
Winter Soldier, Reborn Avenger | 27 | Rare | $0.30 0% |
Council of Reeds | 28 | Rare | $3.32 0% |
Extract Power | 29 | Rare | $0.24 0% |
Fantastic Elasticity | 30 | Rare | $0.25 0% |
Glorious Purpose | 31 | Rare | $0.27 0% |
Helmut Zemo, Mastermind | 32 | Rare | $0.19 0% |
Iron Man, Armored Avenger | 33 | Rare | $1.13 0% |
Jarvis, Earth's Mightiest Butler | 34 | Rare | $0.26 0% |
Kang Dynasty | 35 | Rare | $0.31 0% |
Lockjaw, Slobbering Teleporter | 36 | Rare | $1.02 0% |
Professor Hulk | 37 | Rare | $0.59 0% |
Valeria Richards, Precocious | 38 | Rare | $0.44 0% |
The Wasp, Winsome Avenger | 39 | Rare | $0.21 0% |
West Coast Expansion | 40 | Rare | $0.22 0% |
Age of Ultron | 41 | Rare | $2.65 0% |
Damocles Base, Sword of Kang | 42 | Rare | $0.32 0% |
Endless Ranks of HYDRA | 43 | Rare | $0.59 0% |
The Frightful Four | 44 | Rare | $0.30 0% |
Iron Monger, Sadistic Tycoon | 45 | Rare | $1.15 0% |
Klaw, Master of Sound | 46 | Rare | $0.23 0% |
Abomination, World Ravager | 47 | Rare | $0.24 0% |
Alicia Masters, Skilled Sculptor | 48 | Rare | $0.95 0% |
Batroc the Leaper | 49 | Rare | $0.41 0% |
Firebird, Blazing Ranger | 50 | Rare | $0.22 0% |
Flame On! | 51 | Rare | $0.22 0% |
Franklin Richards, Ascendant | 52 | Rare | $1.01 0% |
Killmonger, Ruthless Usurper | 53 | Rare | $0.28 0% |
Lady Loki, Agent of Chaos | 54 | Rare | $0.28 0% |
Living Laser | 55 | Rare | $0.77 0% |
Loki's Scepter | 56 | Rare | $2.41 0% |
Nova Flame | 57 | Rare | $0.32 0% |
Photon, Mighty Marvel | 58 | Rare | $0.27 0% |
Puppet Master, String Puller | 59 | Rare | $0.52 0% |
She-Hulk, Wallbreaker | 60 | Rare | $0.33 0% |
Stilt-Man, Towering Terror | 61 | Rare | $0.35 0% |
Titania, Proud Pummeler | 62 | Rare | $0.26 0% |
War Machine, Avenging Arsenal | 63 | Rare | $0.32 0% |
Ancestral Communion | 64 | Rare | $0.31 0% |
Fight for the Throne | 65 | Rare | $0.32 0% |
It's Clobberin' Time! | 66 | Rare | $0.28 0% |
M'Baku, Jabari Chieftain | 67 | Rare | $0.23 0% |
Medusa, Inhuman Queen | 68 | Rare | $0.24 0% |
Nakia, Wakandan Operative | 69 | Rare | $0.23 0% |
W'Kabi, Shield of the Nation | 70 | Rare | $0.17 0% |
Wakanda Forever! | 71 | Rare | $0.21 0% |
Zuri, Warrior of Wakanda | 72 | Rare | $0.20 0% |
Ant-Man, Elusive Avenger | 73 | Rare | $0.24 0% |
Archnemesis | 74 | Rare | $0.33 0% |
Bast, Panther Goddess | 75 | Rare | $0.75 0% |
Black Bolt, Inhuman King | 76 | Rare | $0.43 0% |
Black Widow, Agile Avenger | 77 | Rare | $4.00 0% |
Captain Marvel, Apex Avenger | 78 | Rare | $0.29 0% |
Cosmic Crucible | 79 | Rare | $0.34 0% |
Crystal, Inhuman Princess | 80 | Rare | $21.38 0% |
Director Nick Fury | 81 | Mythic | $0.33 0% |
Dragon Man, Reformed Robot | 82 | Rare | $0.29 0% |
First Family | 83 | Rare | $0.35 0% |
Hawkeye, Avenging Archer | 84 | Rare | $0.25 0% |
Kang Prime | 85 | Rare | $0.23 0% |
Loki, the Deceiver | 86 | Mythic | $0.33 0% |
Love on the Battlefield | 87 | Rare | $0.28 0% |
Namor, Atlantean King | 88 | Rare | $0.25 0% |
Okoye, Mighty and Adored | 89 | Rare | $0.26 0% |
Power Pack | 90 | Rare | $0.47 0% |
Quicksilver, Speedster | 91 | Rare | $0.23 0% |
Red Ghost, Intangible Genius | 92 | Rare | $0.25 0% |
Scarlet Witch, Chaotic Avenger | 93 | Rare | $0.33 0% |
Shang-Chi and the Ten Rings | 94 | Rare | $0.30 0% |
Shuri, the Black Panther | 95 | Mythic | $0.28 0% |
The Squadron Sinister | 96 | Rare | $0.28 0% |
Storm, Queen of Wakanda | 97 | Rare | $0.33 0% |
T'Chaka, Venerable King | 98 | Rare | $0.19 0% |
Typhoid Mary, Fractured | 99 | Rare | $0.28 0% |
Ultron, Unlimited | 100 | Rare | $0.40 0% |
Willie Lumpkin, Postman | 101 | Rare | $0.39 0% |
Avengers Quinjet | 102 | Rare | $0.24 0% |
Doom's Time Platform | 103 | Rare | $0.55 0% |
The Fantasticar | 104 | Rare | $1.26 0% |
Heart-Shaped Herb | 105 | Rare | $0.31 0% |
H.E.R.B.I.E., Lovable Robot | 106 | Rare | $0.44 0% |
Hulkbuster Armor | 107 | Rare | $1.87 0% |
Jocasta, Automaton Avenger | 108 | Rare | $0.31 0% |
Kimoyo Beads | 109 | Rare | $0.32 0% |
N'Yami-Class Mother Ship | 110 | Rare | $0.32 0% |
Negative Zone Portal | 111 | Rare | $0.19 0% |
Panther Habit | 112 | Rare | $1.91 0% |
Panther Robot | 113 | Rare | $0.40 0% |
Shuri's Fabricator | 114 | Rare | $0.25 0% |
Tri-Sentinel, Act of Vengeance | 115 | Rare | $0.43 0% |
Unstable Molecule Suit | 116 | Rare | $1.32 0% |
Vibranium Mining Mech | 117 | Rare | $0.32 0% |
Vibranium Strike Gauntlets | 118 | Rare | $0.92 0% |
Vision, Synthezoid Avenger | 119 | Rare | $0.32 0% |
The Great Mound | 120 | Rare | $0.30 0% |
Austere Command | 121 | Rare | $0.37 0% |
Bastion Protector | 122 | Rare | $0.44 0% |
Bovine Intervention | 123 | Uncommon | $0.30 0% |
Cleansing Nova | 124 | Rare | $0.41 0% |
Clever Concealment | 125 | Rare | $3.76 0% |
Collective Effort | 126 | Rare | $0.32 0% |
Cut a Deal | 127 | Uncommon | $0.29 0% |
Destroy Evil | 128 | Common | $0.19 0% |
Dismantling Wave | 129 | Rare | $0.27 0% |
Dispatch | 130 | Uncommon | $0.52 0% |
Divine Visitation | 131 | Mythic | $0.39 0% |
Folk Hero | 132 | Mythic | $0.93 0% |
Generous Gift | 133 | Uncommon | $1.03 0% |
Gift of Immortality | 134 | Rare | $0.34 0% |
Ingenious Smith | 135 | Uncommon | $0.20 0% |
Loyal Retainers | 136 | Mythic | $0.37 0% |
Make Your Move | 137 | Common | $0.24 0% |
Martial Coup | 138 | Rare | $0.27 0% |
Monologue Tax | 139 | Rare | $2.59 0% |
Palace Jailer | 140 | Uncommon | $0.23 0% |
Path to Exile | 141 | Uncommon | $1.33 0% |
Promise of Loyalty | 142 | Rare | $0.41 0% |
Swords to Plowshares | 143 | Uncommon | $1.49 0% |
Tragic Arrogance | 144 | Rare | $0.18 0% |
Valorous Stance | 145 | Uncommon | $0.22 0% |
Vanquish the Horde | 146 | Rare | $0.22 0% |
Arcane Denial | 147 | Common | $1.86 0% |
Chameleon, Master of Disguise | 148 | Uncommon | $2.45 0% |
Deep Analysis | 149 | Common | $0.32 0% |
Kindred Discovery | 150 | Rare | $4.77 0% |
Propaganda | 151 | Uncommon | $2.21 0% |
Quantum Misalignment | 152 | Rare | $4.53 0% |
Reconnaissance Mission | 153 | Uncommon | $0.35 0% |
Recurring Insight | 154 | Rare | $0.37 0% |
Black Market Connections | 155 | Rare | $15.00 0% |
Kindred Dominance | 156 | Rare | $4.60 0% |
Lethal Scheme | 157 | Rare | $0.53 0% |
Night's Whisper | 158 | Common | $0.35 0% |
Syphon Mind | 159 | Common | $0.38 0% |
Tombstone, Career Criminal | 160 | Uncommon | $0.33 0% |
Toxic Deluge | 161 | Rare | $5.08 0% |
Withering Torment | 162 | Uncommon | $2.58 0% |
Blasphemous Act | 163 | Rare | $2.13 0% |
Chaos Warp | 164 | Rare | $0.72 0% |
Into the Time Vortex | 165 | Rare | $0.30 0% |
Seize the Day | 166 | Rare | $1.29 0% |
Superior Foes of Spider-Man | 167 | Uncommon | $0.28 0% |
Vandalblast | 168 | Uncommon | $1.86 0% |
Beast Within | 169 | Uncommon | $0.72 0% |
Birds of Paradise | 170 | Rare | $7.55 0% |
Conduit of Worlds | 171 | Rare | $1.21 0% |
Cultivate | 172 | Common | $0.41 0% |
Farseek | 173 | Common | $0.45 0% |
Greater Good | 174 | Rare | $1.61 0% |
Harmonize | 175 | Uncommon | $0.21 0% |
Loyal Guardian | 176 | Uncommon | $0.29 0% |
Nature's Lore | 177 | Common | $2.24 0% |
Overwhelming Stampede | 178 | Rare | $1.06 0% |
Path of Discovery | 179 | Rare | $0.21 0% |
Terramorph | 180 | Uncommon | $0.27 0% |
Three Visits | 181 | Uncommon | $5.51 0% |
Bedevil | 182 | Rare | $0.31 0% |
Expressive Iteration | 183 | Uncommon | $0.37 0% |
Galvanic Iteration | 184 | Rare | $0.27 0% |
Hull Breach | 185 | Common | $0.38 0% |
Prowler, Clawed Thief | 186 | Uncommon | $0.20 0% |
Rip Apart | 187 | Uncommon | $0.22 0% |
Taunt from the Rampart | 188 | Rare | $0.96 0% |
Terminate | 189 | Uncommon | $0.31 0% |
Whirlwind of Thought | 190 | Rare | $0.59 0% |
Arcane Signet | 191 | Uncommon | $0.64 0% |
Arcane Signet | 192 | Uncommon | $0.42 0% |
Arcane Signet | 193 | Uncommon | $0.48 0% |
Arcane Signet | 194 | Uncommon | $0.35 0% |
Chromatic Lantern | 195 | Rare | $0.74 0% |
Coveted Jewel | 196 | Rare | $0.26 0% |
Currency Converter | 197 | Rare | $0.40 0% |
Door of Destinies | 198 | Rare | $2.40 0% |
Gilded Lotus | 199 | Rare | $0.64 0% |
Helm of the Host | 200 | Rare | $4.95 0% |
Hero's Blade | 201 | Uncommon | $0.29 0% |
Lightning Greaves | 202 | Uncommon | $3.76 0% |
Metallic Mimic | 203 | Rare | $1.33 0% |
Metalwork Colossus | 204 | Rare | $0.33 0% |
Meteor Golem | 205 | Uncommon | $0.28 0% |
Mirage Mirror | 206 | Rare | $0.34 0% |
Patchwork Banner | 207 | Uncommon | $2.72 0% |
Progenitor's Icon | 208 | Rare | $0.28 0% |
Relic of Legends | 209 | Uncommon | $1.24 0% |
Skullclamp | 210 | Rare | $5.03 0% |
Sol Ring | 211 | Uncommon | $1.46 0% |
Sol Ring | 212 | Uncommon | $1.35 0% |
Sol Ring | 213 | Uncommon | $1.76 0% |
Sol Ring | 214 | Uncommon | $1.61 0% |
Solemn Simulacrum | 215 | Rare | $0.32 0% |
Swiftfoot Boots | 216 | Uncommon | $2.08 0% |
Talisman of Conviction | 217 | Uncommon | $0.36 0% |
Talisman of Creativity | 218 | Uncommon | $1.67 0% |
Talisman of Dominance | 219 | Uncommon | $0.91 0% |
Talisman of Indulgence | 220 | Uncommon | $1.80 0% |
Talisman of Progress | 221 | Uncommon | $0.42 0% |
Thought Vessel | 222 | Uncommon | $2.35 0% |
Tome of Legends | 223 | Rare | $0.32 0% |
Trading Post | 224 | Rare | $0.31 0% |
Whispersilk Cloak | 225 | Uncommon | $2.20 0% |
Bountiful Promenade | 226 | Rare | $5.03 0% |
Canopy Vista | 227 | Rare | $0.30 0% |
Canyon Slough | 228 | Rare | $0.37 0% |
Choked Estuary | 229 | Rare | $0.49 0% |
Cinder Glade | 230 | Rare | $0.52 0% |
Clifftop Retreat | 231 | Rare | $0.29 0% |
Coastal Peak | 232 | Rare | $0.25 0% |
Command Tower | 233 | Common | $0.31 0% |
Command Tower | 234 | Common | $0.32 0% |
Command Tower | 235 | Common | $0.34 0% |
Command Tower | 236 | Common | $0.28 0% |
Crumbling Necropolis | 237 | Uncommon | $0.81 0% |
Dragonskull Summit | 238 | Rare | $0.45 0% |
Drowned Catacomb | 239 | Rare | $2.15 0% |
Evolving Wilds | 240 | Common | $0.31 0% |
Exotic Orchard | 241 | Rare | $0.29 0% |
Fabled Passage | 242 | Rare | $1.00 0% |
Fetid Pools | 243 | Rare | $0.29 0% |
Foreboding Ruins | 244 | Rare | $0.42 0% |
Fortified Village | 245 | Rare | $0.35 0% |
Frostboil Snarl | 246 | Rare | $0.27 0% |
Furycalm Snarl | 247 | Rare | $0.25 0% |
Glacial Fortress | 248 | Rare | $0.32 0% |
Glittering Massif | 249 | Rare | $0.22 0% |
Hinterland Harbor | 250 | Rare | $0.34 0% |
