Flying, vigilanceIron 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.
Flying, vigilanceIron 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.
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.)
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.
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.
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.
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.
First strike, reachTrick Arrows — Whenever Hawkeye becomes tapped, you may pay 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.
(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.
(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.
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.
Vigilance, reachYou 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."
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.
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.