EmeraldStorm_Racer25
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Commander
Size: 100Salt sum: 40.5
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Daredevil, Man Without Fear
Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn.
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn.
Legendary Creature - Human Hero

Commander
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Anthem
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Daredevil's Billy Club
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.)
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.)
Artifact - Equipment

Artifact
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Burn
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Alex Wilder, Runaway
Whenever Alex Wilder or another creature you control enters, if you cast it from anywhere other than your hand, it gets +2/+0 and gains haste until end of turn.
Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Escape—, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Human Villain Hero

Daredevil, Fearless Fighter
Whenever a source you control deals damage to you, Daredevil deals that much damage to target opponent.
Whenever Daredevil attacks, exile the top card of your library. Daredevil deals damage to you equal to that card's mana value. You may play it this turn.
Whenever Daredevil attacks, exile the top card of your library. Daredevil deals damage to you equal to that card's mana value. You may play it this turn.
Legendary Creature - Human Hero

Human Torch, Johnny Storm
Flying
Whenever 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.)
Whenever 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.)
Legendary Creature - Human Hero

Matt Murdock, Justice Seeker
At the beginning of combat on your turn, you may pay . When you do, put a +1/+1 counter on target creature you control.
Each creature you control with a counter on it has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Each creature you control with a counter on it has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Legendary Creature - Human Advisor Hero

Nico Minoru, Runaway
Whenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent.
, , Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
, , Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.
Legendary Creature - Human Hero Warlock

Spider-Man, Web-Spinner
Double strike (This creature deals both first-strike and regular combat damage.)
Haste (This creature can attack and as soon as he comes under your control.)
Whenever Spider-Man attacks, target creature can't block this turn.
Haste (This creature can attack and as soon as he comes under your control.)
Whenever Spider-Man attacks, target creature can't block this turn.
Legendary Creature - Human Spider Hero

Winter Soldier, Reborn Avenger
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.
Legendary Creature - Human Soldier Hero

Creature
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Draw
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Enchantment
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Finisher
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Team Tactics
Teamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.)
Target creature gains double strike until end of turn. If this spell was cast using teamwork, that creature also gains trample until end of turn.
Target creature gains double strike until end of turn. If this spell was cast using teamwork, that creature also gains trample until end of turn.
Instant

Instant
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Avengers Tower
: Add .
: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
, : Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
, : Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Land

Land
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Lifegain
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Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Ultimate Magic: Holy
Permanents you control gain indestructible until end of turn. If this spell was cast from exile, prevent all damage that would be dealt to you this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Protection
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Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra

Ramp
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Removal
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Murdock's Crusade
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Street Justice — Exile target creature with toughness 4 or greater.
• Legal Justice — Exile target enchantment with mana value 4 or greater.
Choose one. If this spell was cast using teamwork, choose both instead.
• Street Justice — Exile target creature with toughness 4 or greater.
• Legal Justice — Exile target enchantment with mana value 4 or greater.
Sorcery

Sorcery
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Deck Info
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