When this Equipment enters, attach it to target creature you control.Equipped creature gets +1/+1 and has flying and ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)Equip (: Attach to target creature you control. Equip only as a sorcery.)
LifelinkPower-up — : 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.)
LifelinkPower-up — : 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.)
Whenever Ant-Man attacks, you may pay . 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.
Whenever Ant-Man attacks, you may pay . 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.
, : 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.)
, : 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.)
TramplePower-up — : 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.)
TramplePower-up — : 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.)
LifelinkWhenever 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.
LifelinkWhenever 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.
FlyingWhenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.Power-up — : 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.)
FlyingWhenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.Power-up — : 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.)
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.
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.
FlashLifelinkWhen Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand.
FlashLifelinkWhen Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand.
When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip . Attach it to U.S.Agent.
When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip . Attach it to U.S.Agent.
FlyingWhen 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.)