Marvel Super Heroes Commander
({T}: Add {W} or {U}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
This land enters tapped unless you have two or more opponents. {T}: Add {B} or {R}.
This land enters tapped. {T}: Add {U}, {R}, or {W}.
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.)
{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.
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}.
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
({T}: Add {R} or {W}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control two or fewer other lands. {T}: Add {G} or {W}.
This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}.
This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.
({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.
({T}: Add {U} or {R}.) This land enters tapped unless you control two or more basic lands.
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.
({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.
({T}: Add {G} or {U}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you have two or more opponents. {T}: Add {R} or {W}.
This land enters tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}.
{1}, {T}: Add {G}{W}.
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.
{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
{T}: Add {C}. {4}, {T}, Sacrifice this land: You become the monarch.
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.
{T}, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep.
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.
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
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.
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.
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.
{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.
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.
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
{T}: Add one mana of any color that a land an opponent controls could produce.
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}
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.
Whenever an opponent draws a card, you may pay {1}. If you do, draw a card.
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}
{T}: Add {C}{C}{C}.
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.
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.
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.
Commander creatures you control get +2/+2 and have indestructible.
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.
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.
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.
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.
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."
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 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.
Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared.
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
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}
Whenever an opponent casts their second spell each turn, you create a Treasure token.
{T}, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep.
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.
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}
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.
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.
This spell costs {1} less to cast for each creature on the battlefield. Destroy all creatures.
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 enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.
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.
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.
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.
Trample Whenever Professor Hulk deals combat damage to a player, draw that many cards.
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.)
Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.
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.)
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.
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.
Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand 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.)
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.
Choose a creature type. Destroy all creatures that aren't of the chosen type.
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.
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.)
As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn.
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.
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.
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.)
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.)
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.
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 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.
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.
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.
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
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.
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.)
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.
Destroy target artifact, creature, or planeswalker.
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.
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.
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.
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.)
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.
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.)
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.
{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.
Whenever you cast a noncreature spell, draw a card.
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 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}
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.
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.)
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.
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.
{T}: Add three mana of any one color.
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.
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 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.
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.
{2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.
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}
Whenever an opponent draws a card, you may pay {1}. If you do, draw a card.
Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Reach, trample
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.
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.)
Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}
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}
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.
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.
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.)
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.)
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}: 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.)
{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.
This land enters tapped unless you control a Forest or an Island. {T}: Add {G} or {U}.
({T}: Add {W} or {U}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
This land enters tapped unless you have two or more opponents. {T}: Add {B} or {R}.
{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.
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}.
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
({T}: Add {R} or {W}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control two or fewer other lands. {T}: Add {G} or {W}.
This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}.
This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.
({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.
({T}: Add {U} or {R}.) This land enters tapped unless you control two or more basic lands.
({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.
({T}: Add {G} or {U}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you have two or more opponents. {T}: Add {R} or {W}.
This land enters tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}.
{1}, {T}: Add {G}{W}.
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.
{T}: Add {C}. {4}, {T}, Sacrifice this land: You become the monarch.
| Card Details | Number | Rarity | Price/Trend |
|---|---|---|---|
Irrigated Farmland | 251 | Rare | $0.23 0% |
Luxury Suite | 252 | Rare | $8.53 0% |
Mystic Monastery | 253 | Uncommon | $0.30 0% |
Path of Ancestry | 254 | Common | $0.26 0% |
Plaza of Heroes | 255 | Rare | $2.98 0% |
Port Town | 256 | Rare | $0.31 0% |
Prairie Stream | 257 | Rare | $0.26 0% |
Radiant Summit | 258 | Rare | $0.38 0% |
Razorverge Thicket | 259 | Rare | $0.33 0% |
Rejuvenating Springs | 260 | Rare | $3.98 0% |
Rootbound Crag | 261 | Rare | $0.32 0% |
Scattered Groves | 262 | Rare | $0.28 0% |
Scavenger Grounds | 263 | Rare | $0.29 0% |
Scorched Geyser | 264 | Rare | $0.34 0% |
Secluded Courtyard | 265 | Uncommon | $0.25 0% |
Smoldering Marsh | 266 | Rare | $0.88 0% |
Sodden Verdure | 267 | Rare | $0.37 0% |
Spectator Seating | 268 | Rare | $5.29 0% |
Sulfur Falls | 269 | Rare | $0.36 0% |
Sungrass Prairie | 270 | Rare | $0.25 0% |
Sunken Hollow | 271 | Rare | $0.34 0% |
Sunpetal Grove | 272 | Rare | $0.34 0% |
Terramorphic Expanse | 273 | Common | $0.33 0% |
Throne of the High City | 274 | Rare | $0.30 0% |
Unclaimed Territory | 275 | Uncommon | $0.36 0% |
Scourglass | 276 | Rare | $0.20 0% |
Mind's Dilation | 277 | Mythic | $0.34 0% |
Raise the Palisade | 278 | Rare | $4.66 0% |
Spark Double | 279 | Rare | $7.52 0% |
Titan of Littjara | 280 | Rare | $0.32 0% |
Annie Joins Up | 281 | Rare | $0.54 0% |
Fleecemane Lion | 282 | Rare | $0.22 0% |
Genesis Ultimatum | 283 | Rare | $0.32 0% |
Containment Construct | 284 | Uncommon | $0.26 0% |
Fellwar Stone | 285 | Uncommon | $0.92 0% |
Hammer of Nazahn | 286 | Rare | $4.11 0% |
Herald's Horn | 287 | Uncommon | $2.90 0% |
Mind's Eye | 288 | Rare | $0.28 0% |
Sword of the Animist | 289 | Rare | $2.70 0% |
Thran Dynamo | 290 | Uncommon | $2.20 0% |
Galactus, Devourer of Worlds | 291 | Rare | $13.25 0% |
Molecule Man | 292 | Rare | $15.45 0% |
Silver Surfer, Galactus's Herald | 293 | Rare | $3.29 0% |
Austere Command | 294 | Rare | $1.07 0% |
Avenge | 295 | Rare | $0.60 0% |
Bastion Protector | 296 | Rare | $0.95 0% |
Cleansing Nova | 297 | Rare | $0.66 0% |
Clever Concealment | 298 | Rare | $6.68 0% |
Collective Effort | 299 | Rare | $0.50 0% |
Dismantling Wave | 300 | Rare | $0.43 0% |
Divine Visitation | 301 | Mythic | $2.31 0% |
Dora Milaje Elite | 302 | Rare | $0.79 0% |
Everett K. Ross, Hapless Attaché | 303 | Rare | $1.28 0% |
Falcon and Redwing | 304 | Rare | $3.96 0% |
Folk Hero | 305 | Mythic | $1.82 0% |
Gift of Immortality | 306 | Rare | $0.84 0% |
Hatut Zeraze Strike Force | 307 | Rare | $0.83 0% |
Hercules, Olympian Hero | 308 | Rare | $1.24 0% |
Heroic Return | 309 | Rare | $0.75 0% |
Heroic Sacrifice | 310 | Rare | $1.68 0% |
Invisible Force Field | 311 | Rare | $1.81 0% |
King Solomon's Frogs | 312 | Rare | $0.91 0% |
Loyal Retainers | 313 | Mythic | $1.04 0% |
Martial Coup | 314 | Rare | $0.42 0% |
Methods of the Mighty | 315 | Rare | $1.21 0% |
Midnight Angel Armor | 316 | Rare | $0.46 0% |
Monologue Tax | 317 | Rare | $2.81 0% |
Scourglass | 318 | Rare | $0.91 0% |
Promise of Loyalty | 319 | Rare | $0.93 0% |
Queen Mother Ramonda | 320 | Rare | $0.57 0% |
Royal Talon Fighter Jet | 321 | Rare | $4.51 0% |
The Spear of Bashenga | 322 | Rare | $1.21 0% |
Tragic Arrogance | 323 | Rare | $0.40 0% |
Ultimate Nullification | 324 | Rare | $0.47 0% |
Vanquish the Horde | 325 | Rare | $0.65 0% |
Winter Soldier, Reborn Avenger | 326 | Rare | $2.04 0% |
Council of Reeds | 327 | Rare | $4.18 0% |
Extract Power | 328 | Rare | $1.65 0% |
Fantastic Elasticity | 329 | Rare | $0.64 0% |
Glorious Purpose | 330 | Rare | $1.25 0% |
Helmut Zemo, Mastermind | 331 | Rare | $0.70 0% |
Iron Man, Armored Avenger | 332 | Rare | $6.37 0% |
Jarvis, Earth's Mightiest Butler | 333 | Rare | $1.19 0% |
Kindred Discovery | 334 | Rare | $8.26 0% |
Titan of Littjara | 335 | Rare | $1.50 0% |
Lockjaw, Slobbering Teleporter | 336 | Rare | $2.10 0% |
Spark Double | 337 | Rare | $7.93 0% |
Professor Hulk | 338 | Rare | $6.16 0% |
Quantum Misalignment | 339 | Rare | $6.05 0% |
Raise the Palisade | 340 | Rare | $8.51 0% |
Recurring Insight | 341 | Rare | $0.59 0% |
Valeria Richards, Precocious | 342 | Rare | $3.18 0% |
The Wasp, Winsome Avenger | 343 | Rare | $0.84 0% |
Mind's Dilation | 344 | Mythic | $0.92 0% |
West Coast Expansion | 345 | Rare | $0.58 0% |
Black Market Connections | 346 | Rare | $13.92 0% |
Damocles Base, Sword of Kang | 347 | Rare | $1.38 0% |
Endless Ranks of HYDRA | 348 | Rare | $0.95 0% |
The Frightful Four | 349 | Rare | $1.43 0% |
Iron Monger, Sadistic Tycoon | 350 | Rare | $2.99 0% |
Kindred Dominance | 351 | Rare | $5.50 0% |
Klaw, Master of Sound | 352 | Rare | $1.27 0% |
Lethal Scheme | 353 | Rare | $1.10 0% |
Toxic Deluge | 354 | Rare | $5.13 0% |
Abomination, World Ravager | 355 | Rare | $1.38 0% |
Alicia Masters, Skilled Sculptor | 356 | Rare | $1.44 0% |
Batroc the Leaper | 357 | Rare | $0.64 0% |
Blasphemous Act | 358 | Rare | $2.10 0% |
Chaos Warp | 359 | Rare | $0.92 0% |
Firebird, Blazing Ranger | 360 | Rare | $0.59 0% |
Flame On! | 361 | Rare | $0.65 0% |
Franklin Richards, Ascendant | 362 | Rare | $1.92 0% |
Into the Time Vortex | 363 | Rare | $0.47 0% |
Killmonger, Ruthless Usurper | 364 | Rare | $1.29 0% |
Lady Loki, Agent of Chaos | 365 | Rare | $1.59 0% |
Living Laser | 366 | Rare | $1.45 0% |
Loki's Scepter | 367 | Rare | $8.95 0% |
Nova Flame | 368 | Rare | $1.71 0% |
Photon, Mighty Marvel | 369 | Rare | $1.73 0% |
Puppet Master, String Puller | 370 | Rare | $3.11 0% |
Seize the Day | 371 | Rare | $2.64 0% |
She-Hulk, Wallbreaker | 372 | Rare | $2.36 0% |
Stilt-Man, Towering Terror | 373 | Rare | $0.70 0% |
Titania, Proud Pummeler | 374 | Rare | $1.04 0% |
War Machine, Avenging Arsenal | 375 | Rare | $3.45 0% |
Ancestral Communion | 376 | Rare | $1.07 0% |
Birds of Paradise | 377 | Rare | $11.60 0% |
Conduit of Worlds | 378 | Rare | $2.12 0% |
Fight for the Throne | 379 | Rare | $1.09 0% |
Greater Good | 380 | Rare | $2.16 0% |
It's Clobberin' Time! | 381 | Rare | $0.75 0% |
M'Baku, Jabari Chieftain | 382 | Rare | $0.63 0% |
Medusa, Inhuman Queen | 383 | Rare | $1.37 0% |
Nakia, Wakandan Operative | 384 | Rare | $0.53 0% |
Overwhelming Stampede | 385 | Rare | $2.95 0% |
Path of Discovery | 386 | Rare | $0.44 0% |
W'Kabi, Shield of the Nation | 387 | Rare | $0.37 0% |
Wakanda Forever! | 388 | Rare | $0.78 0% |
Zuri, Warrior of Wakanda | 389 | Rare | $0.38 0% |
Ant-Man, Elusive Avenger | 390 | Rare | $3.09 0% |
Archnemesis | 391 | Rare | $1.83 0% |
Bast, Panther Goddess | 392 | Rare | $6.88 0% |
Bedevil | 393 | Rare | $0.54 0% |
Black Bolt, Inhuman King | 394 | Rare | $0.90 0% |
Black Widow, Agile Avenger | 395 | Rare | $13.88 0% |
Captain Marvel, Apex Avenger | 396 | Rare | $1.76 0% |
Cosmic Crucible | 397 | Rare | $1.80 0% |
Crystal, Inhuman Princess | 398 | Rare | $8.38 0% |
Director Nick Fury | 399 | Mythic | $3.01 0% |
Dragon Man, Reformed Robot | 400 | Rare | $0.69 0% |
First Family | 401 | Rare | $0.49 0% |
Genesis Ultimatum | 402 | Rare | $0.47 0% |
Annie Joins Up | 403 | Rare | $3.36 0% |
Galvanic Iteration | 404 | Rare | $0.51 0% |
Hawkeye, Avenging Archer | 405 | Rare | $0.88 0% |
Kang Prime | 406 | Rare | $0.96 0% |
Loki, the Deceiver | 407 | Mythic | $5.89 0% |
Love on the Battlefield | 408 | Rare | $0.79 0% |
Namor, Atlantean King | 409 | Rare | $1.80 0% |
Okoye, Mighty and Adored | 410 | Rare | $1.22 0% |
Power Pack | 411 | Rare | $1.49 0% |
Quicksilver, Speedster | 412 | Rare | $1.49 0% |
Red Ghost, Intangible Genius | 413 | Rare | $1.78 0% |
Scarlet Witch, Chaotic Avenger | 414 | Rare | $8.05 0% |
Shang-Chi and the Ten Rings | 415 | Rare | $3.47 0% |
Shuri, the Black Panther | 416 | Mythic | $1.30 0% |
The Squadron Sinister | 417 | Rare | $1.82 0% |
Storm, Queen of Wakanda | 418 | Rare | $3.24 0% |
T'Chaka, Venerable King | 419 | Rare | $0.45 0% |
Taunt from the Rampart | 420 | Rare | $1.69 0% |
Typhoid Mary, Fractured | 421 | Rare | $1.80 0% |
Ultron, Unlimited | 422 | Rare | $5.49 0% |
Fleecemane Lion | 423 | Rare | $0.35 0% |
Whirlwind of Thought | 424 | Rare | $0.87 0% |
Willie Lumpkin, Postman | 425 | Rare | $4.31 0% |
Avengers Quinjet | 426 | Rare | $0.72 0% |
Hammer of Nazahn | 427 | Rare | $7.75 0% |
Chromatic Lantern | 428 | Rare | $3.06 0% |
Coveted Jewel | 429 | Rare | $0.47 0% |
Currency Converter | 430 | Rare | $1.71 0% |
Doom's Time Platform | 431 | Rare | $4.97 0% |
Door of Destinies | 432 | Rare | $3.57 0% |
The Fantasticar | 433 | Rare | $4.52 0% |
Gilded Lotus | 434 | Rare | $3.31 0% |
Heart-Shaped Herb | 435 | Rare | $1.29 0% |
H.E.R.B.I.E., Lovable Robot | 436 | Rare | $2.10 0% |
Helm of the Host | 437 | Rare | $10.70 0% |
Hulkbuster Armor | 438 | Rare | $8.89 0% |
Jocasta, Automaton Avenger | 439 | Rare | $2.00 0% |
Kimoyo Beads | 440 | Rare | $1.26 0% |
Metallic Mimic | 441 | Rare | $1.60 0% |
Metalwork Colossus | 442 | Rare | $1.60 0% |
Mirage Mirror | 443 | Rare | $1.07 0% |
N'Yami-Class Mother Ship | 444 | Rare | $3.47 0% |
Negative Zone Portal | 445 | Rare | $0.34 0% |
Panther Habit | 446 | Rare | $6.56 0% |
Mind's Eye | 447 | Rare | $1.10 0% |
Panther Robot | 448 | Rare | $5.25 0% |
Progenitor's Icon | 449 | Rare | $0.63 0% |
Shuri's Fabricator | 450 | Rare | $0.95 0% |
Skullclamp | 451 | Rare | $6.16 0% |
Sword of the Animist | 452 | Rare | $5.54 0% |
Solemn Simulacrum | 453 | Rare | $1.17 0% |
Tome of Legends | 454 | Rare | $0.68 0% |
Trading Post | 455 | Rare | $0.53 0% |
Tri-Sentinel, Act of Vengeance | 456 | Rare | $3.02 0% |
Unstable Molecule Suit | 457 | Rare | $4.03 0% |
Vibranium Mining Mech | 458 | Rare | $1.21 0% |
Vibranium Strike Gauntlets | 459 | Rare | $2.73 0% |
Vision, Synthezoid Avenger | 460 | Rare | $2.15 0% |
Bountiful Promenade | 461 | Rare | $7.59 0% |
Canopy Vista | 462 | Rare | $1.47 0% |
Canyon Slough | 463 | Rare | $0.55 0% |
Choked Estuary | 464 | Rare | $1.57 0% |
Cinder Glade | 465 | Rare | $0.93 0% |
Clifftop Retreat | 466 | Rare | $1.54 0% |
Coastal Peak | 467 | Rare | $0.81 0% |
Dragonskull Summit | 468 | Rare | $2.59 0% |
Drowned Catacomb | 469 | Rare | $2.81 0% |
Exotic Orchard | 470 | Rare | $6.65 0% |
Fabled Passage | 471 | Rare | $3.70 0% |
Fetid Pools | 472 | Rare | $0.46 0% |
Foreboding Ruins | 473 | Rare | $0.94 0% |
Fortified Village | 474 | Rare | $0.54 0% |
Frostboil Snarl | 475 | Rare | $0.74 0% |
Furycalm Snarl | 476 | Rare | $0.56 0% |
Glacial Fortress | 477 | Rare | $1.48 0% |
Glittering Massif | 478 | Rare | $0.47 0% |
The Great Mound | 479 | Rare | $1.29 0% |
Hinterland Harbor | 480 | Rare | $1.98 0% |
Irrigated Farmland | 481 | Rare | $0.55 0% |
Luxury Suite | 482 | Rare | $12.71 0% |
Plaza of Heroes | 483 | Rare | $5.83 0% |
Port Town | 484 | Rare | $0.63 0% |
Prairie Stream | 485 | Rare | $1.70 0% |
Radiant Summit | 486 | Rare | $2.05 0% |
Razorverge Thicket | 487 | Rare | $0.57 0% |
Rejuvenating Springs | 488 | Rare | $6.29 0% |
Rootbound Crag | 489 | Rare | $1.30 0% |
Scattered Groves | 490 | Rare | $0.50 0% |
Scavenger Grounds | 491 | Rare | $0.62 0% |
Scorched Geyser | 492 | Rare | $1.89 0% |
Smoldering Marsh | 493 | Rare | $0.82 0% |
Sodden Verdure | 494 | Rare | $1.76 0% |
Spectator Seating | 495 | Rare | $8.23 0% |
Sulfur Falls | 496 | Rare | $3.71 0% |
Sungrass Prairie | 497 | Rare | $0.56 0% |
Sunken Hollow | 498 | Rare | $2.26 0% |
Sunpetal Grove | 499 | Rare | $1.97 0% |
Throne of the High City | 500 | Rare | $0.41 0% |
