Salida 26 jun 2026 · 453 cartas · Magic: The Gathering Ver en el buscador →
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When this creature enters, create a tapped 2/1 black Villain creature token with menace if there are two or more creature cards in your graveyard. Otherwise, mill two cards. (Put the top two cards of your library into your graveyard.)
Equipped creature gets +1/+0 and has reach. Whenever equipped creature becomes tapped, it deals 1 damage to each opponent. Equip 1 (1: Attach to target creature you control. Equip only as a sorcery.)
First strike, reach Trick Arrows — Whenever Hawkeye becomes tapped, you may pay 1 up to three times. When you do, choose up to that many. • Net — Target creature can't block this turn. • Explosive — Hawkeye deals 2 damage to target player. • Boomerang — Discard a card, then draw a card.
Reach If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, instead it deals that much damage plus X, where X is Hawkeye's power.
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.) Helicarrier Strike deals 2 damage to target attacking or blocking creature. If this spell was cast using teamwork, it deals 4 damage to that creature instead.
This land enters tapped. When this land enters, you gain 1 life. T: Add B or R.
Haste When Hellcat dies, return her to the battlefield under her owner's control with a +1/+1 counter on her. She loses all abilities and gains haste.
Power-up — 4G: Put a +1/+1 counter on Hercules. He gains vigilance, indestructible, and haste until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
When this creature enters, draw a card. If you control another Hero, you gain 2 life.
When this enchantment enters, create a Food token. (It's an artifact with "2, T, Sacrifice this token: You gain 3 life.") Whenever you gain life, choose up to that many target creatures you control. Put a +1/+1 counter on each of them.
Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.
T: Add C. T: Add U or B. Activate only if this land entered this turn or if you control a basic land.
Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.)
Destroy target creature. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Reach, trample Power-up abilities of other creatures you control cost 3 less to activate. Power-up — 6RG: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Vigilance Whenever another creature you control enters, if it has greater power or toughness than Hulkling, put a +1/+1 counter on Hulkling.
Flying Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent. Power-up — 6R: 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.)
Defender T: Add U. This mana can't be spent to cast a nonartifact spell.
Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/4 and gains flying. Draw a card.
Lifelink Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender.