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Artifact
The Fantasticar
Flying
Whenever you cast a noncreature spell, you may have The Fantasticar become an artifact creature until end of turn.
Whenever you cast your fourth noncreature spell each turn, you may sacrifice The Fantasticar. If you do, create four 4/4 colorless Construct artifact creature tokens with flying and haste.
Whenever you cast a noncreature spell, you may have The Fantasticar become an artifact creature until end of turn.
Whenever you cast your fourth noncreature spell each turn, you may sacrifice The Fantasticar. If you do, create four 4/4 colorless Construct artifact creature tokens with flying and haste.
Legendary Artifact - Vehicle

Artifact
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Creature
Black Bolt, Inhuman King
Flying
Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn.
Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls.
Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn.
Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls.
Legendary Creature - Hero Noble Inhuman

Dragon Man, Reformed Robot
Flying
Dragon Man's power is equal to the greatest mana value among noncreature permanents you control and noncreature cards in your graveyard.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs.
Dragon Man's power is equal to the greatest mana value among noncreature permanents you control and noncreature cards in your graveyard.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs.
Legendary Creature Artifact - Dragon Robot

Franklin Richards, Ascendant
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, discover 6. (Exile cards from the top of your library until you exile a nonland card with mana value 6 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Creature - Mutant Hero

Human Torch
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn.
Whenever Human Torch attacks, you may pay . If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent.
Whenever Human Torch attacks, you may pay . If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent.
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

Invisible Woman
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach.
Whenever you attack, you may pay . When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn.
Whenever you attack, you may pay . When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn.
Legendary Creature - Human Hero

Lockjaw, Slobbering Teleporter
Vigilance
At 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.
At 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.
Legendary Creature - Hero Dog Inhuman

Ms. Marvel, Elastic Ally
Reach
When Ms. Marvel enters, target creature gets +2/+0 until end of turn.
Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn.
When Ms. Marvel enters, target creature gets +2/+0 until end of turn.
Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn.
Legendary Creature - Mutant Hero Inhuman

Ms. Marvel, Kamala Khan
Vigilance, reach
You have no maximum hand size.
Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand."
You have no maximum hand size.
Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand."
Legendary Creature - Mutant Hero Inhuman

Quicksilver, Brash Blur
If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield.
Haste
Power-up — : Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Haste
Power-up — : Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Mutant Hero

The Thing
Trample
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.
Whenever The Thing attacks, you may pay . When you do, double the number of each kind of counter on any number of target permanents you control.
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.
Whenever The Thing attacks, you may pay . When you do, double the number of each kind of counter on any number of target permanents you control.
Legendary Creature - Human Hero

Creature
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Enchantment
Origin of Captain America
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on target creature you control. It gains first strike and vigilance until end of turn.
II — Create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip .
III — Tap up to one target creature and put a stun counter on it.
I — Put a +1/+1 counter on target creature you control. It gains first strike and vigilance until end of turn.
II — Create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip .
III — Tap up to one target creature and put a stun counter on it.
Enchantment - Saga

Origin of Iron Man
(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.
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.
Enchantment - Saga

Origin of the Avengers
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card.
III — Put a +1/+1 counter on each creature you control.
I — Scry 2.
II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card.
III — Put a +1/+1 counter on each creature you control.
Enchantment - Saga

Origin of the Hulk
(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.
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.
Enchantment - Saga

Enchantment
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Instant
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

Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains hexproof, reach, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Untap target creature. Until end of turn, it gains hexproof, reach, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant

Instant
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Land
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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Sorcery
Fantastic Elasticity
Choose one —
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Flame On!
Put X +1/+1 counters on target creature, where X is the number of noncreature, nonland cards in your graveyard. It gains flying until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Sorcery
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Deck Info
Deck stats
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