Marvel Super Heroes
Whenever a creature you control attacks alone, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever Agent Maria Hill becomes tapped to pay a teamwork cost, put a +1/+1 counter on her and draw a card.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Vigilance {T}: Put a +1/+1 counter on each other Hero you control.
Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.
Flash Heroes you control get +2/+2. At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card.
Create two 3/2 white Hero creature tokens with vigilance. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Lifelink Power-up — {4}{W}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
First strike Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.) As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof.
Flying, first strike, ward {1} Whenever Captain America attacks, each other Hero you control gets +X/+X until end of turn, where X is Captain America's toughness.
Flash Flying, lifelink Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Flying, vigilance Cosmic Awareness — As long as an opponent has cast a spell this turn, you may cast spells as though they had flash.
Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Colleen Wing. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
{T}: Target creature you control that's attacking alone gets +1/+0 until end of turn. You gain 1 life.
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Helicarrier Strike deals 2 damage to target attacking or blocking creature. If this spell was cast using teamwork, it deals 4 damage to that creature instead.
When this creature enters, draw a card. If you control another Hero, you gain 2 life.
Lifelink Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender.
Flying, vigilance Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Unbreakable Skin — Whenever Luke Cage attacks alone, he gets +2/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.)
Indestructible {T}: Add {W}. {5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.) ∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Double strike Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Mockingbird.
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Street Justice — Exile target creature with toughness 4 or greater. • Legal Justice — Exile target enchantment with mana value 4 or greater.
Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Flash Lifelink When Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand.
When Okoye enters, create two 1/1 white Soldier creature tokens. Attacking creature tokens you control have first strike.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Scry 2. II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card. III — Put a +1/+1 counter on each creature you control.
Target player investigates. Target creature gets +1/+0 and gains flying until end of turn. Untap it. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
{2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Whenever a creature you control enters, scry 1 and put a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it, draw a card, and put a +1/+1 counter on each creature you control.
Seismic Takedown — Whenever you cast a noncreature spell, tap target creature or land.
{2}, {T}: Tap target creature. This ability costs {1} less to activate if it targets a creature with power 3 or less.
Flash When Red Guardian enters, destroy target creature an opponent controls that dealt damage this turn.
Flying, vigilance, indestructible When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able."
Equipped creature gets +1/+1. Whenever equipped creature attacks alone, untap it and scry 1. (Look at the top card of your library. You may put that card on the bottom.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Flash When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.
Enchant creature Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types. Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it.
Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Flying When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When White Widow enters, choose one — • Put a +1/+1 counter on each of up to two target creatures. • Return target artifact or enchantment card from your graveyard to your hand.
Flying Power-up — {5}{U}: Put three +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Vigilance Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Target player creates a 6/5 blue Leviathan creature token with hexproof. • Return one or two target nonland permanents to their owners' hands.
Other Merfolk you control get +1/+1. Whenever one or more Merfolk you control attack a player, draw a card.
Power-up — {5}{U}: Put a +1/+1 counter on this creature and draw two cards. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
This spell costs {2} less to cast if it targets an attacking creature. Target creature gets -4/-0 until end of turn. Draw a card.
Vigilance {1}, {T}: Copy target activated or triggered ability you control from a creature source. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Flying Avian Telepathy — When Falcon enters, create Redwing, a legendary 1/1 blue Bird Scout creature token with flying and "Whenever Redwing attacks, surveil 1." (Look at the top card of your library. You may put it into your graveyard.)
When this Equipment enters, attach it to target creature you control. Equipped creature gets +1/+1 and has flying and ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) Equip {2}{U} ({2}{U}: Attach to target creature you control. Equip only as a sorcery.)
Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature loses all abilities and can't become untapped.
When this artifact enters, draw a card. {3}{U}, Sacrifice this artifact: Draw two cards.
Flash Flying When this creature enters, choose one — • Tap target nonland permanent. • Untap target nonland permanent.
Defender {T}: Add {U}. This mana can't be spent to cast a nonartifact spell.
Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/4 and gains flying. Draw a card.
Flying, vigilance You may look at the top card of your library any time. {T}: Reveal the top card of your library. If it's an artifact card, draw a card.
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Flying Noncreature spells you cast have improvise.
Flying When Justice enters, return up to one target nonland, nontoken permanent to its owner's hand. Whenever another nonland permanent you control is returned to its owner's hand, put a +1/+1 counter on Justice.
Flying Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Each creature you control that you've put one or more +1/+1 counters on this turn has hexproof. Whenever you draw your second card each turn, put a +1/+1 counter on Kid Loki.
If a creature you control would connive, instead you draw a card, then that creature connives. At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn.
Reach Whenever one or more tokens you control enter, you may draw a card.
Vigilance, reach You have no maximum hand size. Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand."
For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary.
Flying Namor's power is equal to the number of Merfolk you control. Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens.
Target creature gains vigilance until end of turn and can't be blocked this turn. Draw a card.
Whenever one or more creatures you control become tapped, draw a card, then discard a card and put a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return up to two target instant and/or sorcery cards from your graveyard to your hand.
Enchant creature you control When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield. Enchanted creature has ward {2}.
Flying When this creature enters, create a 1/1 white Soldier creature token.
Flash Flying When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. Crew 1
Artifact spells you cast cost {1} less to cast. {1}, {T}: Target artifact you control becomes a copy of a second target artifact you control until end of turn, except it isn't legendary. Activate only as a sorcery.
Stature can't be blocked if her power is 1 or less. Power-up — {X}{U}{U}: Put X +1/+1 counters on Stature. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Enchant creature At the beginning of the upkeep of enchanted creature's controller, that player draws a card.
Flash When this Equipment enters, attach it to target creature you control. Untap that creature. Equipped creature gets +1/+2. Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
Draw three cards. Then discard two cards unless you discard an artifact card.
The owner of target creature an opponent controls puts it into their library second from the top or on the bottom. Then up to one target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Counter target spell unless its controller pays {2}. Counter that spell unless its controller pays {4} instead if this spell was cast using teamwork.
Flying Whenever you cast a noncreature spell, exile another target nonland, nontoken permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Flash Flying Wasp's Sting — When The Wondrous Wasp enters, tap up to one target creature. It loses all abilities for as long as The Wondrous Wasp remains on the battlefield.
When this creature dies, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
{3}, {T}: Create a tapped 2/1 black Villain creature token with menace. Activate only if there are two or more creature cards in your graveyard. (It can't be blocked except by two or more creatures.)
Whenever you cast a black spell from your hand, Baron Helmut Zemo connives. Boast — Exile any number of black cards from your graveyard with fifteen or more black mana symbols among their mana costs: Copy those exiled cards. You may cast up to three of the copies without paying their mana costs. (Activate only if this creature attacked this turn and only once each turn.)
Villain spells you cast cost {1} less to cast. Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Menace Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell.
Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment. When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.)
Deathtouch Whenever another Villain you control enters, put a +1/+1 counter on Crossbones. He deals 2 damage to each opponent. This ability triggers only once each turn.
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Exile target creature with mana value 3 or less. If this spell was cast using teamwork, instead exile target creature and you gain 3 life.
Target creature gets -4/-4 until end of turn.
Choose one or both — • Return target Villain card from your graveyard to your hand. • Return target Hero card from your graveyard to your hand.
When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot. As long as you control an artifact creature or a Plan, Doctor Doom has indestructible. At the beginning of your end step, you draw a card and lose 1 life.
Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment. When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs.
Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.) When Elektra enters, destroy target creature an opponent controls with power 3 or less.
Whenever Grim Reaper attacks, you may pay {3}{B}. When you do, return target creature card from your graveyard to the battlefield tapped and attacking with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Destroy target creature. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
When this enchantment enters, target opponent discards two cards. Whenever a creature you control attacks alone, target opponent loses 1 life and you gain 1 life.
When this creature enters, create a tapped 2/1 black Villain creature token with menace if there are two or more creature cards in your graveyard. Otherwise, mill two cards. (Put the top two cards of your library into your graveyard.)
Lifelink {2}{B}, Sacrifice an artifact or creature: Draw a card.
Sonic Attack — When Klaw enters, target player reveals a number of cards from their hand equal to one plus the number of creature cards in your graveyard. You choose one of them. That player discards that card.
When Madame Masque enters, she connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Other Villains you control get +2/+1. {1}{B}, Discard this card: Search your library for a Plan card, reveal it, put it into your hand, then shuffle.
Flying, lifelink Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Designed Only for Killing — Creatures your opponents control get -1/-1.
Flying Whenever you discard a card, you may exile that card from your graveyard. If you do, until the end of your next turn, you may play that card.
Deathtouch Power-up — {4}{B}: Each opponent discards a card. Put a +1/+1 counter on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
{2}{B}: Return this card from your graveyard to your hand.
When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Whenever one or more creature cards are put into your graveyard from anywhere, you draw a card, lose 1 life, and put a plan counter on this enchantment. When the third plan counter is put on this enchantment, sacrifice it and create three 2/2 colorless Robot Villain artifact creature tokens.
Pay 2 life: Add two mana of any one color. Spend this mana only to cast Equipment spells or activate equip abilities. Activate only once each turn. {T}, Sacrifice an Equipment attached to Ronin: Target creature gets -4/-4 until end of turn. Activate only as a sorcery.
Menace (This creature can't be blocked except by two or more creatures.) Whenever you draw your second card each turn, put a +1/+1 counter on target creature. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Flash When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Equipped creature gets +1/+0. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Flying {2}{W}: Create a 0/4 colorless Wall creature token with defender. {3}{G}: Super-Skrull gets +4/+4 until end of turn. {4}{R}: Super-Skrull deals 4 damage to target creature. {5}{U}: Target player draws four cards.
Whenever another Villain you control enters, attach up to one target Equipment you control to target creature you control. Whenever an equipped creature you control attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Flash Whenever a Villain you control dies, return it to the battlefield under its owner's control with a finality counter on it. That creature is a Hero in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.)
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose target creature card in your graveyard with mana value 4 or less. If this spell was cast using teamwork, instead choose target creature card in your graveyard. Return the chosen card to the battlefield.
Flying Power-up — {5}{B}{B}: Return up to one target creature card from your graveyard to your hand. Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
This spell costs {1} less to cast if you control a Villain. You draw two cards and lose 2 life.
Whiplash enters tapped. Whenever Whiplash attacks, if he's equipped, each opponent loses X life and you gain X life, where X is the number of Equipment attached to him.
Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Target creature gains deathtouch until end of turn. • Target creature gets -2/-2 until end of turn.
Flying Whenever another Villain you control enters, Yellowjacket gets +1/+0 and gains lifelink until end of turn.
Choose one or both — • Avengers Disassembled deals 3 damage to each creature. • Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Target creature gets +3/+1 until end of turn. Exile the top card of your library. Until the end of your next turn, you may play that card.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, create a tapped Treasure token and put a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets.
Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn.
Flying Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom.
First strike, reach Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many. • Net — Target creature can't block this turn. • Explosive — Hawkeye deals 2 damage to target player. • Boomerang — Discard a card, then draw a card.
Reach If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, instead it deals that much damage plus X, where X is Hawkeye's power.
Equipped creature gets +1/+0 and has reach. Whenever equipped creature becomes tapped, it deals 1 damage to each opponent. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Destroy target noncreature artifact. • Target creature you control deals damage equal to its power to target creature an opponent controls.
Flying Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent. Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Whenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent.
Whenever you cast a spell that targets a creature you control, Iron Fist gains "{T}: Iron Fist deals damage equal to his power to any other target" until end of turn.
{T}, Put a stun counter on Jessica Jones: Exile the top X cards of your library, where X is Jessica Jones's power. You may play those cards this turn. (If a permanent with a stun counter would become untapped, remove one from it instead.)
When this creature enters, you may sacrifice an artifact or discard a card. If you do, draw a card.
Reach Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Lightning Strike deals 3 damage to any target.
{1}, {T}: When you next cast an instant or sorcery spell with mana value less than or equal to Loki's power this turn, copy that spell. You may choose new targets for the copy. Power-up — {4}{R}: Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Trample Whenever another artifact you control enters, put a +1/+1 counter on this creature.
{2}, {T}, Discard a card: Draw a card for each card you've discarded this turn.
When Mjölnir enters, it deals 4 damage to up to one target creature. Double all damage equipped creature would deal. Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.) {2}{R}, Discard this card: It deals 2 damage to each creature.
When you cast this spell, copy it X times. You may choose new targets for the copies. Photon Blast Barrage deals 1 damage to target creature.
If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield. Haste Power-up — {4}{R}: Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Reach, trample Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target.
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.) Repulsor Blast deals 5 damage to target creature. If this spell was cast using teamwork, it also deals 2 damage to that creature's controller.
Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power.
Haste Whenever you cast a noncreature spell, you may pay {1}. When you do, target creature with haste can't be blocked this turn except by creatures with haste.
{2}, {T}: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0 and has haste.
Teamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.) Target creature gains double strike until end of turn. If this spell was cast using teamwork, that creature also gains trample until end of turn.
Flying When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card. Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target.
This spell costs {2} less to cast if you control a Vehicle. Truck Toss deals 4 damage to any target.
You may sacrifice an artifact or discard a card. If you do, draw two cards.
Haste Power-up — {5}{R}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
Flying Each power-up ability of permanents you control can be activated an additional time. Power-up — {5}{R}{R}: Put two +1/+1 counters on Wonder Man. (Activate each power-up ability only . . . once? Reduce the cost by his mana cost if he entered this turn.)
When this creature enters, create a Food token or a Treasure token. (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Choose up to two. Return those cards from your graveyard to your hand. • Target artifact card. • Target creature card. • Target enchantment card. • Target land card.
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control and a plan counter on this enchantment. When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control.
If you would put one or more counters on a permanent you control, put that many plus one of each of those kinds of counters on that permanent instead. {T}: Add X mana of any one color, where X is Doc Samson's power.
Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.) Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard.
Choose one or both — • Double target creature's power and toughness until end of turn. • Target creature you control fights target creature an opponent controls.
Target creature gets +3/+3 until end of turn.
Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.) Choose one. If this spell was cast using teamwork, choose both instead. • Put a +1/+1 counter on target creature. • Target creature you control fights target creature an opponent controls.
Reach Sacrifice this creature: Destroy target noncreature artifact or noncreature enchantment. Activate only as a sorcery.
Haste When Hellcat dies, return her to the battlefield under her owner's control with a +1/+1 counter on her. She loses all abilities and gains haste.
Power-up — {4}{G}: Put a +1/+1 counter on Hercules. He gains vigilance, indestructible, and haste until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
When this enchantment enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you gain life, choose up to that many target creatures you control. Put a +1/+1 counter on each of them.
Vigilance Whenever another creature you control enters, if it has greater power or toughness than Hulkling, put a +1/+1 counter on Hulkling.
You may look at the top card of your library any time. You may play lands from the top of your library. When Ka-Zar enters, create Zabu, a legendary 2/2 green Cat creature token with "Landfall — Whenever a land you control enters, put a +1/+1 counter on Zabu."
Trample Whenever you put a +1/+1 counter on another creature, put a +1/+1 counter on this creature. This ability triggers only once each turn.
At the beginning of your upkeep, choose one — • Put a +1/+1 counter on Mister Hyde. • Remove a counter from a creature you control. If you do, draw a card.
You may play lands from your graveyard. Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card."
Reach Power-up — {6}{G}: Put a +1/+1 counter on this creature and create a 3/2 white Hero creature token with vigilance. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
{T}: For each kind of counter on target permanent or player, give that permanent or player another counter of that kind. Activate only as a sorcery.
This spell costs {2} less to cast if there are two or more creature cards in your graveyard. Target creature you control deals damage equal to twice its power to target creature an opponent controls.
Mill two cards. You may put a permanent card from among the milled cards into your hand. You gain 2 life. (To mill two cards, put the top two cards of your library into your graveyard.)
Brontosaurus — {3}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 3/5 and gains vigilance and reach. Tyrannosaurus Rex — {6}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 6/6 and gains trample.
Target player gains 2 life, then searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put a +1/+1 counter on up to one target creature.
{3}, {T}: Mill four cards. You may put a Hero or enchantment card from among those cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Trample Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Deathtouch Power-up — {3}{G}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.)
You may activate abilities of creatures you control as though those creatures had haste. {T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources.
Reach, trample Power-up — {4}{G}{G}: Destroy up to one target artifact or enchantment. Put a +1/+1 counter on She-Hulk. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Enchant creature Enchanted creature gets +4/+4 and has trample and ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Trample Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing.
Flash Trample Whenever you gain life, put a +1/+1 counter on Tigra.
Creatures you control with +1/+1 counters on them have trample. At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token. I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control.
As long as there are two or more creature cards in your graveyard, this creature gets +2/+2 and is all creature types. {T}: Add one mana of any color.
Vigilance When this creature enters, put a +1/+1 counter on target creature. If that creature is another Hero, put two +1/+1 counters on it instead.
Power-up — {5}{G}: Put a +1/+1 counter on White Tiger and create The Tiger God, a legendary 4/4 green Cat God creature token with "The Tiger God can't be blocked by more than one creature." (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — The next red or green creature spell you cast this turn can be cast without paying its mana cost. II — Put three +1/+1 counters on target creature you control. III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
Trample Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Vigilance At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance.
At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment.
Whenever Ant-Man attacks, you may pay {1}. When you do, put a +1/+1 counter on target creature. Whenever you put a +1/+1 counter on a creature, create a 1/1 green Insect creature token. This ability triggers only once each turn.
Ares attacks each combat if able. Whenever an attacking creature you control dies, return that card to its owner's hand.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — You may draw a card for each artifact you control. If you do, each opponent draws a card. II — Artifact spells you cast this turn cost {1} less to cast. III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control.
Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man. {2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create two 2/1 black Villain creature tokens with menace. II — This Saga deals 2 damage to each non-Villain creature and each opponent. III — Create a Treasure token for each Villain you control.
As long as you've put one or more +1/+1 counters on Beast this turn, he has flying. Whenever Beast deals combat damage to a player, draw a card.
Whenever another nontoken Hero you control enters, choose one — • Create a 1/1 white Soldier creature token. • Creatures you control get +1/+1 until end of turn.
Deathtouch Whenever a creature you control attacks alone, it gains first strike and menace until end of turn. (It can't be blocked except by two or more creatures.)
When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target. {3}, {T}, Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target.
Vigilance Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it.
Deathtouch, lifelink When Cloak and Dagger enter, choose target opponent and up to one target creature they control. They reveal their hand. You may exile a nonland card from their hand or the chosen creature until Cloak and Dagger leave the battlefield.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.) I — Destroy up to one target nonland permanent. II, III — Each opponent loses 2 life. IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land."
Vigilance, haste Radar Sense — You may look at the top card of your library any time. Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn.
Flash Intangibility — Ghost can't be blocked.
Reach, trample Power-up abilities of other creatures you control cost {3} less to activate. Power-up — {6}{R}{G}: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Flying, vigilance Iron Man gets +1/+0 for each other artifact you control. Whenever Iron Man attacks, if an artifact entered the battlefield under your control this turn, draw a card.
Whenever Kang attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) Whenever you draw your second card each turn, each opponent loses 1 life and you gain 1 life.
When Killmonger enters, you may sacrifice another creature. When you do, destroy target nonland permanent an opponent controls. As long as there are two or more creature cards in your graveyard, Killmonger gets +2/+1.
Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power.
Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Flying Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control. Whenever an Equipment you control enters, draw a card.
Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample. Whenever an artifact you control enters, draw a card. This ability triggers only once each turn.
The Ruinous Wrecking Crew enters with X +1/+1 counters on it. When The Ruinous Wrecking Crew enters, choose up to X — • Discard a card, then draw a card. • Target opponent loses 2 life. • Destroy target token. • Each player sacrifices a creature of their choice.
Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.)
Deathtouch Ward—Get five poison counters. (A player with ten or more poison counters loses the game.) Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice.
Whenever a player casts a spell that targets Speedball, he gets +2/+2 until end of turn. You may choose new targets for that spell.
Flash Vigilance, reach No One Dies! — When Spider-Man enters, you may tap him. When you do, another target nonattacking creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Flash When Spider-Woman enters, tap target creature an opponent controls. That creature can't become untapped for as long as you control Spider-Woman.
Flying Creatures with flying can't attack you or block creatures you control. Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield. II — Creatures you control get +1/+1 and gain vigilance until end of turn. III — Target creature you control fights up to one other target creature.
Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature.
Deathtouch, lifelink Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.)
Flying, vigilance, prowess, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn twice.)
As an additional cost to cast this spell, discard a card or pay {2}. Ward—Discard a card or pay {2}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card or pays {2}.)
When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}. Attach it to U.S.Agent.
Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle.
Flying At the beginning of combat on your turn, another target creature you control gets +X/+0 until end of turn, where X is War Machine's power.
Vigilance, menace Winter Soldier gets +2/+0 for each Equipment attached to him. {3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.)
Haste When Wolverine enters, he fights up to one other target creature. If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed.
Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds.
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) This artifact enters tapped. {T}: Add {C}{C}{C}.
Indestructible Equipped creature gets +0/+8 and has vigilance. Whenever equipped creature attacks, tap target creature defending player controls. Equip {2}
Ward {2} Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.
Flying {T}: Add one mana of any color. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Flying When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped.
When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+1 and has flying. {2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn. Equip {2}
Flying When this Vehicle enters, create two 1/1 white Soldier creature tokens. Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)
Super-Adaptoid's power is equal to the number of legendary creatures you control. Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance.
| Card Details | Number | Rarity | Price/Trend |
|---|---|---|---|
Agent 13, Sharon Carter | 1 | Uncommon | $0.11 0% |
Agent Maria Hill | 2 | Uncommon | $0.12 0% |
Agent of Atlas | 3 | Common | $0.08 0% |
Agent Phil Coulson | 4 | Rare | $0.40 0% |
Agents of S.H.I.E.L.D. | 5 | Common | $0.09 0% |
Avengers Assemble! | 6 | Mythic | $2.51 0% |
Borough Backup | 7 | Common | $0.19 0% |
Brave Brawler | 8 | Common | $0.09 0% |
Captain America, Super-Soldier | 9 | Mythic | $2.18 0% |
Captain America, Wings of Freedom | 10 | Rare | $0.40 0% |
Captain Marvel, Earth's Protector | 11 | Mythic | $1.26 0% |
Captain Mar-Vell, Space-Born | 12 | Uncommon | $0.15 0% |
Colleen Wing, Street Samurai | 13 | Uncommon | $0.24 0% |
Crowd of True Believers | 14 | Common | $0.10 0% |
Helicarrier Strike | 15 | Common | $0.10 0% |
Hero in Training | 16 | Common | $0.12 0% |
Invisible Woman, Sue Storm | 17 | Uncommon | $0.33 0% |
Jennifer Walters // The Sensational She-Hulk | 18 | Mythic | $5.64 0% |
Kree Commandos | 19 | Common | $0.08 0% |
Luke Cage, Power Man | 20 | Uncommon | $0.15 0% |
The Mind Stone | 21 | Mythic | $42.53 0% |
Mockingbird, Ace Agent | 22 | Uncommon | $0.15 0% |
Monica Rambeau // Photon, Living Light | 23 | Mythic | $1.43 0% |
Murdock's Crusade | 24 | Common | $0.19 0% |
Nick Fury, Agent of S.H.I.E.L.D. | 25 | Rare | $0.27 0% |
Night Nurse, Healer of Heroes | 26 | Uncommon | $0.24 0% |
Okoye, Dora Milaje Leader | 27 | Uncommon | $0.22 0% |
Origin of the Avengers | 28 | Rare | $0.59 0% |
Panther Pounce | 29 | Common | $0.13 0% |
Patriot, Shield Wielder | 30 | Uncommon | $0.17 0% |
Political Triumph | 31 | Uncommon | $0.25 0% |
Quake, Agent of S.H.I.E.L.D. | 32 | Uncommon | $0.18 0% |
Raft Security Officer | 33 | Common | $0.07 0% |
Red Guardian, Super-Soldier | 34 | Uncommon | $0.13 0% |
The Sentry, Golden Guardian | 35 | Rare | $0.41 0% |
S.H.I.E.L.D. Spy Kit | 36 | Common | $0.09 0% |
Super Villain Lockup | 37 | Uncommon | $0.19 0% |
Super-Soldier Serum | 38 | Rare | $0.58 0% |
Take Up the Shield | 39 | Common | $0.22 0% |
Wakandan Drone Flock | 40 | Common | $0.08 0% |
Web Up | 41 | Common | $0.13 0% |
White Widow, Free Agent | 42 | Uncommon | $0.19 0% |
Aerial Doombot | 43 | Common | $0.15 0% |
A.I.M. Scientists | 44 | Common | $0.12 0% |
Atlantean Cavalry | 45 | Common | $0.13 0% |
Atlantis Attacks | 46 | Common | $0.14 0% |
Attuma, Atlantean Warlord | 47 | Uncommon | $0.29 0% |
Bold Biochemist | 48 | Common | $0.08 0% |
Bruce Banner // The Incredible Hulk | 49 | Mythic | $2.72 0% |
Depower | 50 | Common | $0.13 0% |
Echo, Perceptive Prodigy | 51 | Uncommon | $0.17 0% |
Falcon, Winged Wonder | 52 | Uncommon | $0.10 0% |
Falcon's Wing Harness | 53 | Uncommon | $0.19 0% |
Frozen in Ice | 54 | Common | $0.15 0% |
Futurist Forge | 55 | Common | $0.12 0% |
Giant-Sized Flying Ant | 56 | Common | $0.12 0% |
Hydraulic Helper | 57 | Common | $0.10 0% |
I Am Iron Man | 58 | Common | $0.14 0% |
Iron Lad, Diverging Destiny | 59 | Uncommon | $0.17 0% |
Ironheart, Clever Champion | 60 | Rare | $0.37 0% |
Justice, Vance Astrovik | 61 | Uncommon | $0.15 0% |
Kang the Conqueror | 62 | Mythic | $0.41 0% |
Kid Loki | 63 | Uncommon | $0.25 0% |
Leader, Super-Genius | 64 | Rare | $0.31 0% |
Loki, God of Mischief | 65 | Rare | $0.94 0% |
Mister Fantastic, Reed Richards | 66 | Uncommon | $0.25 0% |
Ms. Marvel, Kamala Khan | 67 | Rare | $0.30 0% |
Multiversal Incursion | 68 | Mythic | $1.81 0% |
Namor the Sub-Mariner | 69 | Mythic | $3.12 0% |
Pym Particles | 70 | Uncommon | $0.32 0% |
Rewrite History | 71 | Uncommon | $0.18 0% |
Secret Invasion | 72 | Rare | $0.34 0% |
S.H.I.E.L.D. Deployment Drone | 73 | Common | $0.11 0% |
S.H.I.E.L.D. Flying Car | 74 | Rare | $0.25 0% |
Shuri, Wakandan Inventor | 75 | Uncommon | $0.34 0% |
Stature, Size Shifter | 76 | Uncommon | $0.14 0% |
Super Intelligence | 77 | Uncommon | $0.27 0% |
Super Suit | 78 | Common | $0.09 0% |
Thirst for Knowledge | 79 | Uncommon | $0.23 0% |
Tony Stark // The Invincible Iron Man | 80 | Mythic | $3.76 0% |
Trickster's Stratagem | 81 | Common | $0.16 0% |
We Say Thee Nay! | 82 | Common | $0.20 0% |
Wiccan, Rising Magician | 83 | Uncommon | $0.24 0% |
The Wondrous Wasp | 84 | Rare | $0.75 0% |
Agents of HYDRA | 85 | Common | $0.14 0% |
Arnim Zola, Bio-Fanatic | 86 | Uncommon | $0.15 0% |
Baron Helmut Zemo | 87 | Rare | $0.26 0% |
Baron Strucker, HYDRA Overlord | 88 | Uncommon | $0.19 0% |
Black Widow, Super Spy | 89 | Mythic | $1.37 0% |
Construct a Cosmic Cube | 90 | Rare | $0.28 0% |
Crossbones, Malicious Mercenary | 91 | Uncommon | $0.24 0% |
Cruel Alliance | 92 | Common | $0.07 0% |
Dark Deed | 93 | Uncommon | $0.22 0% |
Decoy Ploy | 94 | Common | $0.13 0% |
Doctor Doom | 95 | Mythic | $2.48 0% |
Doom Reigns Supreme | 96 | Rare | $0.34 0% |
Elektra, Daughter of the Hand | 97 | Rare | $0.30 0% |
Grim Reaper, Lethal Legionnaire | 98 | Uncommon | $0.14 0% |
Hour of Defeat | 99 | Common | $0.06 0% |
HYDRA Infiltration | 100 | Common | $0.07 0% |
HYDRA Troopers | 101 | Common | $0.12 0% |
Kingpin's Enforcers | 102 | Common | $0.16 0% |
Klaw, Sonic Subjugator | 103 | Uncommon | $0.16 0% |
Madame Masque | 104 | Uncommon | $0.18 0% |
The Masters of Evil | 105 | Uncommon | $0.19 0% |
M.O.D.O.K. | 106 | Mythic | $2.58 0% |
Moonstone, Harsh Mistress | 107 | Uncommon | $0.15 0% |
Ninja of the Hand | 108 | Common | $0.13 0% |
Project Deathlok Soldier | 109 | Common | $0.14 0% |
Red Room Recruit | 110 | Common | $0.11 0% |
Robot Domination | 111 | Uncommon | $0.13 0% |
Ronin, Shadow Stalker | 112 | Uncommon | $0.13 0% |
Roxxon Brutes | 113 | Common | $0.11 0% |
Stolen Stark Tech | 114 | Common | $0.12 0% |
Super-Skrull | 115 | Rare | $0.26 0% |
Swordsman, Sharp Scoundrel | 116 | Uncommon | $0.14 0% |
Thunderbolts Conspiracy | 117 | Rare | $0.18 0% |
Too Evil to Stay Dead | 118 | Uncommon | $0.19 0% |
Unliving Legionnaire | 119 | Common | $0.08 0% |
Visions of Villainy | 120 | Common | $0.22 0% |
Whiplash, Vengeful Engineer | 121 | Uncommon | $0.17 0% |
Widow's Bite | 122 | Common | $0.09 0% |
Yellowjacket, Heartless Marauder | 123 | Uncommon | $0.12 0% |
Avengers Disassembled | 124 | Rare | $0.84 0% |
Blazing Crescendo | 125 | Common | $0.22 0% |
Crimson Operative | 126 | Common | $0.13 0% |
Death to Our Enemies | 127 | Uncommon | $0.24 0% |
Evil's Thrall | 128 | Uncommon | $0.12 0% |
Fin Fang Foom | 129 | Rare | $0.24 0% |
Hawkeye, Master Marksman | 130 | Rare | $0.31 0% |
Hawkeye, Young Avenger | 131 | Uncommon | $0.28 0% |
Hawkeye's Bow | 132 | Common | $0.19 0% |
Hex Magic | 133 | Uncommon | $0.67 0% |
Hire a Crew | 134 | Common | $0.07 0% |
HULK SMASH! | 135 | Common | $0.18 0% |
Human Torch, Johnny Storm | 136 | Uncommon | $0.21 0% |
HYDRA Assault Robot | 137 | Common | $0.18 0% |
Iron Fist, Living Weapon | 138 | Uncommon | $0.20 0% |
Jessica Jones, Private Eye | 139 | Uncommon | $0.18 0% |
K'un-Lun Warrior | 140 | Common | $0.11 0% |
Kree Sentinel | 141 | Common | $0.10 0% |
Lightning Strike | 142 | Common | $0.17 0% |
Loki Laufeyson | 143 | Uncommon | $0.22 0% |
Machinesmith Automaton | 144 | Common | $0.20 0% |
Misty Knight, Hero for Hire | 145 | Uncommon | $0.23 0% |
Mjölnir, Hammer of Thor | 146 | Mythic | $16.39 0% |
Photon Blast Barrage | 147 | Uncommon | $0.15 0% |
Quicksilver, Brash Blur | 148 | Rare | $0.29 0% |
Red Hulk | 149 | Uncommon | $0.28 0% |
Repulsor Blast | 150 | Common | $0.16 0% |
The Scarlet Witch | 151 | Rare | $0.42 0% |
Speed, Young Avenger | 152 | Uncommon | $0.14 0% |
Stark Industries Executive | 153 | Common | $0.16 0% |
Super Speed | 154 | Common | $0.12 0% |
Team Tactics | 155 | Uncommon | $0.22 0% |
Thor, God of Thunder | 156 | Mythic | $6.12 0% |
Truck Toss | 157 | Uncommon | $0.12 0% |
Vision of Love | 158 | Common | $0.27 0% |
Volcanic Villain | 159 | Common | $0.08 0% |
Wonder Man, Hollywood Hero | 160 | Uncommon | $0.13 0% |
Ant-Man's Army | 161 | Common | $0.13 0% |
Call Damage Control | 162 | Common | $0.24 0% |
Claim the Kingdom | 163 | Uncommon | $0.27 0% |
Doc Samson, Super Psychiatrist | 164 | Uncommon | $0.25 0% |
Earth's Mightiest Heroes | 165 | Mythic | $0.57 0% |
Epic Fight | 166 | Rare | $0.39 0% |
Giant Growth | 167 | Common | $0.19 0% |
Go Nuts! | 168 | Common | $0.18 0% |
Guerrilla Gorilla | 169 | Common | $0.23 0% |
Hellcat, Undying Vigilante | 170 | Uncommon | $0.15 0% |
Hercules, Prince of Power | 171 | Uncommon | $0.15 0% |
Heroic Feast | 172 | Rare | $0.28 0% |
Hulkling, Burgeoning Bruiser | 173 | Uncommon | $0.14 0% |
Ka-Zar of the Savage Land | 174 | Uncommon | $0.26 0% |
Knight of Wundagore | 175 | Common | $0.08 0% |
Mister Hyde, Monster Within | 176 | Uncommon | $0.19 0% |
Mole Man, Moloid Master | 177 | Rare | $1.53 0% |
Pet Avengers | 178 | Common | $0.19 0% |
Powerful Broker | 179 | Common | $0.10 0% |
Punishing Punch | 180 | Uncommon | $0.13 0% |
Rapid Rescue | 181 | Common | $0.17 0% |
Reptil, Dinomorpher | 182 | Uncommon | $0.15 0% |
Restorative Technique | 183 | Common | $0.19 0% |
Rick Jones, Destined Sidekick | 184 | Uncommon | $0.10 0% |
Savage Land Dinosaur | 185 | Common | $0.13 0% |
Serpent Specialist | 186 | Common | $0.20 0% |
Shang-Chi, Master of Kung Fu | 187 | Mythic | $10.16 0% |
She-Hulk, Jade Defender | 188 | Uncommon | $0.20 0% |
Super Strength | 189 | Common | $0.10 0% |
The Thing, Ben Grimm | 190 | Uncommon | $0.17 0% |
Tigra, Feline Fury | 191 | Uncommon | $0.21 0% |
Training Regimen | 192 | Uncommon | $0.25 0% |
The Unbeatable Squirrel Girl | 193 | Rare | $1.69 0% |
Undercover Skrull | 194 | Common | $0.13 0% |
Wakandan Royal Guard | 195 | Common | $0.13 0% |
White Tiger, Ava Ayala | 196 | Uncommon | $0.15 0% |
World War Hulk | 197 | Rare | $0.78 0% |
Abomination, Terrifying Titan | 198 | Uncommon | $0.16 0% |
Absorbing Man | 199 | Rare | $0.22 0% |
Alien Invasion | 200 | Rare | $0.23 0% |
Ant-Man, Colony Commander | 201 | Uncommon | $0.17 0% |
Ares, God of War | 202 | Rare | $0.30 0% |
Armor Wars | 203 | Rare | $0.28 0% |
The Astonishing Ant-Man | 204 | Rare | $0.31 0% |
Avengers: Under Siege | 205 | Rare | $0.21 0% |
Beast, Erudite Aerialist | 206 | Uncommon | $0.17 0% |
Black Panther, Vanguard | 207 | Uncommon | $0.11 0% |
Black Widow, Double Agent | 208 | Uncommon | $0.15 0% |
Bullseye, Death Dealer | 209 | Uncommon | $0.19 0% |
Captain America, Living Legend | 210 | Uncommon | $0.27 0% |
Cloak and Dagger, Entwined | 211 | Rare | $0.31 0% |
The Coming of Galactus | 212 | Mythic | $1.58 0% |
Daredevil, Man Without Fear | 213 | Rare | $0.32 0% |
Ghost, Spectral Saboteur | 214 | Uncommon | $0.18 0% |
Hulk, Gamma Goliath | 215 | Uncommon | $0.19 0% |
Iron Man, Master of Machines | 216 | Uncommon | $0.22 0% |
Kang, Temporal Tyrant | 217 | Uncommon | $0.17 0% |
Killmonger, Scourge of Wakanda | 218 | Uncommon | $0.17 0% |
King T'Challa // Black Panther, Hope Enduring | 219 | Mythic | $6.41 0% |
The Kingpin of Crime | 220 | Rare | $0.29 0% |
Madame Hydra | 221 | Uncommon | $0.19 0% |
The Mighty Thor, Jane Foster | 222 | Rare | $0.32 0% |
Moon Girl and Devil Dinosaur | 223 | Rare | $0.20 0% |
The Ruinous Wrecking Crew | 224 | Rare | $0.17 0% |
Scientist Supreme of A.I.M. | 225 | Rare | $0.19 0% |
The Serpent Society | 226 | Rare | $0.49 0% |
Speedball, New Warrior | 227 | Uncommon | $0.15 0% |
Spider-Man, To the Rescue | 228 | Uncommon | $0.21 0% |
Spider-Woman, Secret Agent | 229 | Uncommon | $0.19 0% |
Storm, Windrider | 230 | Rare | $0.33 0% |
The Super Hero Civil War | 231 | Rare | $0.29 0% |
Taskmaster, Mercenary Mimic | 232 | Rare | $0.40 0% |
Thanos, the Mad Titan | 233 | Mythic | $1.17 0% |
Thor Odinson | 234 | Uncommon | $0.21 0% |
Titania, Rugged Rumbler | 235 | Uncommon | $0.12 0% |
U.S.Agent, John Walker | 236 | Uncommon | $0.11 0% |
Vision Quest | 237 | Rare | $0.25 0% |
War Machine, Legacy of Iron | 238 | Uncommon | $0.15 0% |
Winter Soldier, Icy Assassin | 239 | Rare | $0.23 0% |
Wolverine, Fierce Fighter | 240 | Rare | $0.32 0% |
Worlds Within Worlds | 241 | Rare | $0.17 0% |
A.I.M. Synthoids | 242 | Common | $0.12 0% |
Arc Reactor | 243 | Rare | $0.95 0% |
Captain America's Shield | 244 | Rare | $1.86 0% |
Cosmic Cube | 245 | Mythic | $6.98 0% |
Dependable Quinjet | 246 | Common | $0.13 0% |
H.E.R.B.I.E. Scout Unit | 247 | Common | $0.20 0% |
Iron Man Armor | 248 | Mythic | $2.23 0% |
S.H.I.E.L.D. Helicarrier | 249 | Uncommon | $0.12 0% |
Super-Adaptoid | 250 | Rare | $0.30 0% |
