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.
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.
Reach, trampleEnrage — 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.
Enchant creature you controlWhen 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 .
FlashVigilance, reachNo 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.)
FlashVigilance, reachNo 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.)
FlyingPower-up — : 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.)
FlyingPower-up — : 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.)
FlashWhen this Equipment enters, attach it to target creature you control. Untap that creature.Equipped creature gets +1/+2.Equip (: Attach to target creature you control. Equip only as a sorcery.)
FlashWhen this Equipment enters, attach it to target creature you control. Untap that creature.Equipped creature gets +1/+2.Equip (: Attach to target creature you control. Equip only as a sorcery.)
FlyingCreatures 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.
Villain spells you cast cost 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.)
Villain spells you cast cost 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.)