FlyingWhenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn.
Equipped creature gets +3/+2.Whenever a legendary creature you control enters, you may attach this Equipment to it.Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your first main phase, add four mana in any combination of colors.Whenever you cast a noncreature spell, you may copy it. You may choose new targets for the copy. Do this only once each turn. (A copy of a permanent spell becomes a token.)
When this Equipment enters, it deals 2 damage to any target and 1 damage to you.Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever you cast a green spell, Ant-Man gets +1/+0 and gains trample until end of turn.Whenever you cast a blue spell, Ant-Man gets -1/-0 until end of turn and can't be blocked this turn.Whenever Ant-Man deals combat damage to a player, draw a card.
Whenever Hercules attacks, put a +1/+1 counter on him. He gains indestructible until end of turn.Whenever Hercules is dealt damage for the first time each turn, put that many +1/+1 counters on him. (He must survive the damage to get the counters.)
Reach (This creature can block creatures with flying.)Power-up — : Put two +1/+1 counters on Goliath. Then draw a card for each creature you control with power 4 or greater. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)