When this enchantment enters, draw a card.You may pay rather than pay the power-up cost of the first power-up ability you activate during each of your turns.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Tap up to one target creature. It doesn't untap during its controller's untap step for as long as this Saga remains on the battlefield.II — Draw two cards.III — You may put an artifact card with mana value 5 or less from your hand onto the battlefield.
Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.)One or two target creatures each get +2/+1 until end of turn. If this spell was cast using teamwork, draw a card.
Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.)One or two target creatures each get +2/+1 until end of turn. If this spell was cast using teamwork, draw a card.
Flying (This creature can't be blocked except by creatures with flying or reach.)When this creature enters, put a +1/+1 counter on target creature you control.
Flying (This creature can't be blocked except by creatures with flying or reach.)When this creature enters, put a +1/+1 counter on target creature you control.
Flying, deathtouchWhenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards.Crew 3
TrampleOther Heroes you control have trample.Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it.
Exile target creature. Each player gains 3 life.Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)I — Create a 1/1 green and white Citizen creature token.II — Put two +1/+1 counters on target creature you control.III — Target creature you control gets +3/+3 and gains trample until end of turn.
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.)