Pvt.Tenders
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Commander
Size: 100Salt sum: 27.49
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HYDRA Disintegrator
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.)
Equipped creature gets +3/+3.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Stolen Stark Tech
Flash
When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Equipped creature gets +1/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Equipped creature gets +1/+0.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Artifact
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Baron Strucker, HYDRA Overlord
Villain spells you cast cost less to cast.
Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Legendary Creature - Human Villain

Bullseye, Death Dealer
When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target.
, , Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target.
, , Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target.
Legendary Creature - Human Assassin Villain

Grim Reaper, Lethal Legionnaire
Whenever Grim Reaper attacks, you may pay . When you do, return target creature card from your graveyard to the battlefield tapped and attacking with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Legendary Creature - Human Villain

Madame Masque
When Madame Masque enters, she connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Legendary Creature - Human Villain

Swordsman, Sharp Scoundrel
Whenever another Villain you control enters, attach up to one target Equipment you control to target creature you control.
Whenever an equipped creature you control attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Whenever an equipped creature you control attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Legendary Creature - Human Villain Hero

The Ruinous Wrecking Crew
The Ruinous Wrecking Crew enters with X +1/+1 counters on it.
When The Ruinous Wrecking Crew enters, choose up to X —
• Discard a card, then draw a card.
• Target opponent loses 2 life.
• Destroy target token.
• Each player sacrifices a creature of their choice.
When The Ruinous Wrecking Crew enters, choose up to X —
• Discard a card, then draw a card.
• Target opponent loses 2 life.
• Destroy target token.
• Each player sacrifices a creature of their choice.
Legendary Creature - Human Villain

Creature
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Adaptive Omnitool
Equipped creature gets +1/+1 for each artifact you control.
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Equip
Artifact - Equipment

Draw
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Avengers: Under Siege
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 2/1 black Villain creature tokens with menace.
II — This Saga deals 2 damage to each non-Villain creature and each opponent.
III — Create a Treasure token for each Villain you control.
I — Create two 2/1 black Villain creature tokens with menace.
II — This Saga deals 2 damage to each non-Villain creature and each opponent.
III — Create a Treasure token for each Villain you control.
Enchantment - Saga

Construct a Cosmic Cube
Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment.
When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.)
When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.)
Enchantment - Plan

Doom Reigns Supreme
Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment.
When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs.
When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs.
Enchantment - Plan

Enchantment
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Instant
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Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Villainous Hideout
: Add .
: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
, : Target Villain you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
, : Target Villain you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Land

Land
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Lifegain
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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

Protection
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Pump
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Ramp
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Recursion
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Hidetsugu Consumes All
(As this Saga enters and after your draw step, add a lore counter.)
I — Destroy each nonland permanent with mana value 1 or less.
II — Exile all graveyards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Destroy each nonland permanent with mana value 1 or less.
II — Exile all graveyards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Nowhere to Run
Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
Enchantment

Removal
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Tutor
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Deck Info
Deck stats
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