As an additional cost to cast this spell, you may behold a Gamma creature. (You may choose a Gamma creature you control or reveal a Gamma creature card from your hand.)Target creature you control deals damage equal to its power to another target creature. If this spell's additional cost was paid, destroy target noncreature artifact or enchantment.
Whenever Winter Soldier attacks, return target creature card with mana value less than or equal to Winter Soldier's power from your graveyard to the battlefield. If a Hero enters this way, it enters with an additional +1/+1 counter on it.
Flying (This creature can't be blocked except by creatures with flying or reach.)Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)Whenever you draw your second card each turn, put a +1/+1 counter on Blue Marvel.
TrampleWhen this Vehicle enters, you may discard a card. If you do, draw a card.Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
TrampleWhen this Vehicle enters, you may discard a card. If you do, draw a card.Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
VigilanceAt the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn.
Multikicker (You may pay an additional any number of times as you cast this spell.)Batroc enters with a +1/+1 counter on him for each time he was kicked.When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked.
FlyingPower-up — : Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)As long as Patriot is equipped, other creatures you control get +1/+0.
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)You may cast this spell as though it had flash if it's cast using teamwork.Enchant creatureEnchanted creature gets -5/-0 and loses all abilities.
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)You may cast this spell as though it had flash if it's cast using teamwork.Enchant creatureEnchanted creature gets -5/-0 and loses all abilities.
Equipped creature gets +2/+0 and has "Whenever this creature attacks alone, you draw a card and lose 1 life."Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+0 and has "Whenever this creature attacks alone, you draw a card and lose 1 life."Equip (: Attach to target creature you control. Equip only as a sorcery.)
Put two +1/+1 counters on up to one target creature you control. Tap up to one target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum.