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.
HasteWhenever you cast a noncreature spell, you may pay . When you do, target creature with haste can't be blocked this turn except by creatures with haste.
HasteWhenever you cast a noncreature spell, you may pay . When you do, target creature with haste can't be blocked this turn except by creatures with haste.
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.)
Reach, tramplePower-up — : 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.)
Reach, tramplePower-up — : 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.)
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.
Power-up — : 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.)
Power-up — : 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.)
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.)
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.)
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.)
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.)
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.
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.
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.
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.
FlashWhen 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 (: Attach to target creature you control. Equip only as a sorcery.)
FlashWhen 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 (: Attach to target creature you control. Equip only as a sorcery.)
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.
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.
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.
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.