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Commander
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

Commander
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Artifact
Cosmic Cube
Ward
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.
Artifact

Doom's Time Platform
Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.)
Artifact

Heart-Shaped Herb
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
Artifact

Iconic Shield
Equipped creature gets +1/+2 and has "Whenever this creature attacks, another target attacking creature gains indestructible until end of turn." (Damage and effects that say "destroy" don't destroy it.)
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

Iron Man Armor
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1 and has flying.
: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn.
Equip
Equipped creature gets +2/+1 and has flying.
: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn.
Equip
Artifact - Equipment

Kimoyo Beads
At the beginning of your end step, choose one that hasn't been chosen —
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control.
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control.
Artifact

N'Yami-Class Mother Ship
Flying, vigilance, haste
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3
Artifact - Vehicle

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

The Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

The Spear of Bashenga
When The Spear of Bashenga enters, if there is no monarch, you become the monarch.
Equipped creature gets +2/+2 and has vigilance.
Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls.
Equip
Equipped creature gets +2/+2 and has vigilance.
Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls.
Equip
Legendary Artifact - Equipment

Artifact
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Copy
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Copy
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Counters
Counters
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Creature
Blue Marvel, Adam Brashear
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.
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.
Legendary Creature - Human Scientist Hero

Bucky Barnes, Eager Ally
Vigilance
When Bucky Barnes dies, look at the top four cards of your library. You may reveal an Equipment, Hero, or Soldier card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When Bucky Barnes dies, look at the top four cards of your library. You may reveal an Equipment, Hero, or Soldier card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature - Human Soldier Hero

Captain America, Liberator
When Captain America enters, you may search your library for an Equipment card with mana value 3 or less, put it onto the battlefield, then shuffle.
Whenever Captain America attacks, for each Equipment attached to him, create a 1/1 white Soldier creature token.
Whenever Captain America attacks, for each Equipment attached to him, create a 1/1 white Soldier creature token.
Legendary Creature - Human Soldier Hero

Captain America, Skybound
Flying, vigilance
Battalion — Whenever Captain America and at least two other creatures attack, put a +1/+1 counter on each attacking creature. They gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Battalion — Whenever Captain America and at least two other creatures attack, put a +1/+1 counter on each attacking creature. They gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Legendary Creature - Human Soldier Hero

Captain America, Steve Rogers
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever Captain America attacks, put a +1/+1 counter on another target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Whenever Captain America attacks, put a +1/+1 counter on another target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Legendary Creature - Human Soldier Hero

Captain America, Super-Soldier
First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof.
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof.
Legendary Creature - Human Soldier Hero

Iron Man, Armored Avenger
Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature Artifact - Human Hero

Jocasta, Automaton Avenger
Flying
Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta.
Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking.
Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta.
Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking.
Legendary Creature Artifact - Hero Robot

The Vision
Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Legendary Creature Artifact - Hero Robot

Vault Guardsman
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.)
When this creature enters, exile target artifact or creature an opponent controls until this creature leaves the battlefield.
When this creature enters, exile target artifact or creature an opponent controls until this creature leaves the battlefield.
Creature Artifact - Human Advisor

Vision, Synthezoid Avenger
Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Legendary Creature Artifact - Hero Robot

Creature
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Draw
Draw
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Enchantment
Rewrite History
Whenever one or more creatures you control become tapped, draw a card, then discard a card and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return up to two target instant and/or sorcery cards from your graveyard to your hand.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return up to two target instant and/or sorcery cards from your graveyard to your hand.
Enchantment - Plan

Secret Invasion
Enchant creature you control
When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield.
Enchanted creature has ward .
When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield.
Enchanted creature has ward .
Enchantment - Aura

Enchantment
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Instant
Heroic Sacrifice
Choose target creature you control. Until end of turn, all damage that would be dealt to you and creatures you control is dealt to the chosen creature instead (if it's still on the battlefield). When that creature dies this turn, put its counters on up to one target creature you control and draw a card.
Instant

We Say Thee Nay!
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.)
Counter target spell unless its controller pays . Counter that spell unless its controller pays instead if this spell was cast using teamwork.
Counter target spell unless its controller pays . Counter that spell unless its controller pays instead if this spell was cast using teamwork.
Instant - Arcane

Instant
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Protection
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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Ramp
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Ramp
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Removal
Removal
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Deck Info
Deck stats
Card NameQtyOdds
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