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.