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.)
Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn.
Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn.
FlashLifelinkWhen Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand.
FlashLifelinkWhen Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand.
When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip . Attach it to U.S.Agent.
When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip . Attach it to U.S.Agent.
FlyingWhen this Vehicle enters, create two 1/1 white Soldier creature tokens.Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)