FlyingEach power-up ability of permanents you control can be activated an additional time.Power-up — : Put two +1/+1 counters on Wonder Man. (Activate each power-up ability only . . . once? Reduce the cost by his mana cost if he entered this turn.)
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.)
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.