When this Equipment enters, create a 2/1 black Villain creature token with menace, then attach this Equipment to it. (A creature with menace can't be blocked except by two or more creatures.)Equipped creature gets +3/+3.Equip (: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, create a 2/1 black Villain creature token with menace, then attach this Equipment to it. (A creature with menace can't be blocked except by two or more creatures.)Equipped creature gets +3/+3.Equip (: Attach to target creature you control. Equip only as a sorcery.)
VigilancePower-up — g/w.svg" height="19px" width="19px">: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
VigilancePower-up — g/w.svg" height="19px" width="19px">: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Flying (This creature can't be blocked except by creatures with flying or reach.)Haste (This creature can attack and as soon as he comes under your control.)At the beginning of combat on your turn, another target creature you control gets +1/+0 and gains haste until end of turn.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)Remove two +1/+1 counters from Darwin: He gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.)