Superhero Shenanigans
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Target creature you control gains protection from the color of your choice. Return it to owner's hand at end of turn.

1/1
Super – +1/+1`and`Flying (Designate a creature you control. It has +1/+1`and`Flying and all your other "super" abilities.)
1/1
Enchant Creature.
Enchanted creature gets +2/+2.
When Imbued with ancient secrets comes into play, enchanted creature gains vigilance and flying until end of turn.
Enchanted creature gets +2/+2.
When Imbued with ancient secrets comes into play, enchanted creature gains vigilance and flying until end of turn.
W, T: Remove target other creature from combat
2/2
Flying
When Living Angel comes into play, target creature you control gets +0/+4 until end of turn.
When Living Angel comes into play, target creature you control gets +0/+4 until end of turn.
3/2
3W: Mild Alter Ego becomes 4/3 and gains flying until end of turn.
2/2
Flash.
When Mutant Hunter comes into play, target creature you don't control loses all abilities and becomes 2/2 until end of turn.
When Mutant Hunter comes into play, target creature you don't control loses all abilities and becomes 2/2 until end of turn.
2/2

Whenever a creature blocks Professor Shrink or becomes blocked by Professor Shrink, it loses all abilities and becomes 1/1 until end of turn.
2/4
Put two 2/2 white human minion creature tokens onto the battlefield.
Sun Hawk can only block creatures with flying.
: gain 1 life.

1/1

1/2
Whenever a piece of equipment becomes attached to Superior wielder, it gains haste and vigilance until end of turn.
2/1
Untap target creature. Creatures controlled by the same player get +1/+2 until end of turn.
First strike
3/1
When Alias Cypher comes into play, target opponent names a card. If the named card is not in your hand, you may reveal your hand and put two +1/+1 counters on cypher.
2/2
T: Gain control of target creature blocked by Brain in a Jar at end of combat.
0/3
Whenever a player plays a spell, Chameleon becomes the colour or colours of that spell until end of turn. Chameleon has protection from the colour or colours she is.
4/2
Return target spell or non-land permanent to owner's hand.

2/3
Sacrifice Devoted Minion: Choose one – Return target creature you control to owner's hand; or target creature you control is unblockable this turn.
1/1


3/5
Haste, Defender.
T: Target player with less than 20 life gain life until they have 20. For each 1 life they gain they exile the top two cards of their library.
T: Target player with less than 20 life gain life until they have 20. For each 1 life they gain they exile the top two cards of their library.
3/6
When Dreamweaver enters the battlefield target player reveals three cards at random from their hand.
3/1
Tap an untapped creature you control: Draw a card, then discard a card.
Tap two untapped creatures you control, T: Draw a card.
Tap two untapped creatures you control, T: Draw a card.
3/3
Whenever a creature deals damage to Galvanic excommunicator, exile that creature.
2/2
Sacrifice an island: Genengineered serpent gains flying until end of turn.
4/6
Flying.
Hawkman can't attack unless there are at least three islands on the battlefield.
Hawkman can't attack unless there are at least three islands on the battlefield.
2/1
Enchant creature.
Enchanted creature has protection from spells and abilities.
Enchanted creature has protection from spells and abilities.
Art: TMNT
Super – shroud (Designate a creature you control. It has shroud and all your other "super" abilities.)
2/2
Invisible Girl is unblockable.
Invisible Girl cannot be the target of spells.
Invisible Girl cannot be the target of spells.
2/1
U, T: attach target equipment you control to Lesser Gadgeteer.
2/1
Enchant permanent.
When Mental dominion comes into play and at the beginning of enchanted creature's controller's upkeep, you may tap or untap enchanted creature and have it become the subtypes of your choice.
When Mental dominion comes into play and at the beginning of enchanted creature's controller's upkeep, you may tap or untap enchanted creature and have it become the subtypes of your choice.
At the beginning of your upkeep, return Mercenary henchman to your hand unless you pay U.
1/3
Tap up to three target lands.


2/4
Draw three cards.
Each opponent draws a card.
Each opponent draws a card.
Target creature gets -2/-0 until end of turn.
Untap target creature.
Untap target creature.
Art: TMNT
Plasma bolt deals 1 damage to target creature. Tap or untap that creature.
Flying.


: Untap polyp fortress.



3/3
Counter target spell. Lands controlled by the same player as that spell become islands until end of turn.
Sewer Ninja can't be blocked unless defending player controls an island.
2/2
Flying, vigilance.
T: tap target creature with flying.
T: Sky Skirmisher gets +2/-1 until end of turn.
You may cast Sky Skirmisher as though it has flash if you pay an additional
.
T: tap target creature with flying.
T: Sky Skirmisher gets +2/-1 until end of turn.
You may cast Sky Skirmisher as though it has flash if you pay an additional

1/2
Draw two cards.
Return target creature to its owner's hand.
Tap or untap target creature.
Return target creature to its owner's hand.
Tap or untap target creature.



2/2
Enchant permanent.
Enchanted permanent is an island.
Enchanted permanent is an island.
Play with the top two cards of your library revealed. When you draw a card, you may draw either of them.
Counter target spell with converted mana cost 4 or less.
When Tethyos Islandbane enters the battlefield put 8 1/1 blue octopus tentacle creature tokens onto the battlefield.
Whenever one of them is put into the graveyard from the battlefield, put another onto the battlefield at the beginning of your next upkeep if at least one is still on the battlefield.
Whenever one of them is put into the graveyard from the battlefield, put another onto the battlefield at the beginning of your next upkeep if at least one is still on the battlefield.
0/8
Draw a card.
Return target creature you control and target instant or sorcery card in your graveyard to your hand.
Return target creature you control and target instant or sorcery card in your graveyard to your hand.
Defender.

: Unstable Shapeshifter becomes a copy of target creature until end of turn.


3/1
Flash.
Enchant creature.
At the beginning of each end step, put a -1/-1 on enchanted creature.
Enchant creature.
At the beginning of each end step, put a -1/-1 on enchanted creature.
Deathtouch.
2/1
Flying
3/1
Super – +1/+1`for`each`swamp`you`control (Designate a creature you control. It has +1/+1`for`each`swamp`you`control and all your other "super" abilities.)
1/1
Haste.
Whenever The Shadow attacks, defending player loses 3 life.
Whenever The Shadow attacks, defending player loses 3 life.
0/2
Return target creature card from your graveyard to the battlefield. It gains haste. Sacrifice it at end of turn.
Enchant Creature
At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life.
At the beginning of the upkeep of enchanted creature's controller, that player loses 1 life.


1/1
Backwash Deathray deals 3 damage to target creature or player and 1 damage to you.
Target creature you control gets +5/+0 and gains trample. Sacrifice it at the beginning of the next end step.
If defending player controls a mountain, Captain Caprine can only be blocked by creatures with flying.
ART: Anthropomorphic goat in spandex, standing on ledge of high building, leaning slightly forward, holding onto a gargyle with one hand.
2/1
Double-barrel deathray deals 3 damage to target creature or player and 2 damage to another target creature or player.
Whenever Flamethrower Jo becomes blocked, it deals 2 damage to all blocking creature.
4/2
Deals 5 damage divided as target opponent chooses between any number of creatures they control. They can't assign more than lethal damage to any creature.
At the beginning of each opponent's upkeep, Frenetic arsonist deals 5 damage to them unless they pay 1.
0/1
Intimidate
3/2


1/1
Enchant Creature
At the beginning of combat, you may reveal the top card of your library. If you do, and its red, you choose how enchanted creature attacks or blocks this turn.
At the beginning of combat, you may reveal the top card of your library. If you do, and its red, you choose how enchanted creature attacks or blocks this turn.
Whenever a spell an opponent controls causes you to reveal Land Shark from your hand, you may cast it without paying its mana cost.
3/1
Manic pummeler attacks each turn if able.
: Exile Manic pummeler. When you next declare attackers, return it to play tapped and attacking.

2/1
Flying, first strike.
: Target creature can block Maverick Aviatrix this turn as though it has flying and does so if able.

4/1
Megasplash death ray deals X damage to target creature and half X damage rounded down to each other creature.
Choose one – Melting Bolt deals 2 damage to target creature; or destroy target artifact.
Enchant Creature.
Enchanted creature gets +2/+0.
Whenever enchanted creature attacks, target creature can't block this turn.
Enchanted creature gets +2/+0.
Whenever enchanted creature attacks, target creature can't block this turn.
Haste, trample.
2/1
Righteous Vengeance deals 5 damage to target creature that dealt damage this turn.
When Rocket Boot Rosie attacks you may pay R. If you do, Rocket Boot Rosie gains flying and +1/+0 until end of turn.
1/1
Sensible henchman can't block or be blocked by creatures with power 3 or greater.
2/1
Street thug can't block creatures with power 2 or less.
4/3
Super – +2/+0`and`haste (Designate a creature you control. It has +2/+0`and`haste and all your other "super" abilities.)
1/1
Whenever Superstitious Brute blocks, it gets -2/-2 until end of turn.
4/4
Play only during combat before the combat damage step. End the combat phase and begin another combat phase instead. Untap all creatures which attacked.
Reach.
GGGG: Put 4 +1/+1 counters on Arachnaroid. It gains trample until end of turn.
GGGG: Put 4 +1/+1 counters on Arachnaroid. It gains trample until end of turn.
4/4
Super – +3/+3`and`trample (Designate a creature you control. It has +3/+3`and`trample and all your other "super" abilities.)
2/2
All creatures block Crushzilla if able.
7/7
Reach
Elastic Sidekick may block an additional creature
Elastic Sidekick may block an additional creature
1/5
Whenever Energy Absorber deals combat damage, you may add
to your mana pool at the beginning of the next main phase.

2/2
Feral Juggernaut deals its full combat damage to each creature blocking it and to defending player.
4/4
Up to two target creatures get +1/+1 until end of turn.
Enchant creature.
Whenever another creature comes into play controlled by the same player, attach Infectious Laughter to that creature.
Enchanted creature can't attack or block.
Whenever another creature comes into play controlled by the same player, attach Infectious Laughter to that creature.
Enchanted creature can't attack or block.
Protection from creatures that have been the target of a spell this turn.
5/4
Hexproof
6/4
Rhino Henchman can't be blocked except by two or more creatures.
"No, you stop him!"
4/3
Search your library for a basic land card and put it onto the battlefield tapped.
Prevent all combat damage that would be dealt this turn.
Prevent all combat damage that would be dealt this turn.
"Where did everybody go?"
Reach, Trample.
Whenever Spider of Ages attacks, you may pay X, and reveal cards from the top of your library until you reveal a creature card with converted mana cost at least X and at most equal to the number of lands you have in play. Put it onto the battlefield and the rest on the bottom of your library in any order.
Whenever Spider of Ages attacks, you may pay X, and reveal cards from the top of your library until you reveal a creature card with converted mana cost at least X and at most equal to the number of lands you have in play. Put it onto the battlefield and the rest on the bottom of your library in any order.
4/8
Hexproof.
Sacrifice Spirit Guide: target creature you control gains hexproof until end of turn.
Sacrifice Spirit Guide: target creature you control gains hexproof until end of turn.
2/2
Equip 4.
Equipped creature gets +1/+4.
: Switch equipped creature's power and toughness until end of turn. (This switches the bonus from Bionic Arm too.)
Equipped creature gets +1/+4.

Flying.


: Cannon Dragon deals 3 damage to target creature defending player controls or to defending player. Play this ability only when Cannon Dragon is attacking.



3/3
Equip
.
: Equipped creature gains flying until end of turn.
: Equipped creature gains haste until end of turn.
: Counter target spell targeting Clockwork flying suit or equipped creature unless its controller pays 2.




Giant Mechanical Crab can block an additional creature.
"Giant Mechanical Crab is a Giant Mechanical Crab."
-- Vitenka
-- Vitenka
4/3
Equip
Equipped creature gets +1/+4 and has deathtouch.

Equipped creature gets +1/+4 and has deathtouch.
Equip
Equipped creature gets +2/+0.
Unattach Hotsilver Claws: Add {1] to your mana pool.

Equipped creature gets +2/+0.
Unattach Hotsilver Claws: Add {1] to your mana pool.
Equip
.
Equipped creature gets +2/+2, reach, and trample. It can block an additional creature, and can only be blocked by two or more creatures.

Equipped creature gets +2/+2, reach, and trample. It can block an additional creature, and can only be blocked by two or more creatures.



1/1
Equip
Equipped creature gets +1/+0.
Whenever equipped creature deals damage to a creature, that creature's controller loses 1 life.

Equipped creature gets +1/+0.
Whenever equipped creature deals damage to a creature, that creature's controller loses 1 life.
Equip 1.
Whenever a player casts a spell, equipped creature gains flying until end of turn.
Whenever a player casts a spell, equipped creature gains flying until end of turn.


4/2
Equip
: Equipped creature gains flying until end of turn.
: If equipped creature is blocking or blocked, Tempramental Jetpack deals 1 damage to each blocking or blocked creature.



Equip
.
Equipped creature gets +3/+1.
Whenever equipped creature becomes blocked by one or more creatures you may pay
. If you do, unattach Thor's hammer and have it deal 3 damage to one of those creatures or to defending player.

Equipped creature gets +3/+1.
Whenever equipped creature becomes blocked by one or more creatures you may pay

Whenever an opponent plays a spell, you may put a charge counter on Ticking Bomb.
, Sacrifice Ticking Bomb: Ticking Bomb deals damage equal to the number of charge counters on it to target creature or player.

Whenever a player plays a spell, you may pay
. If you do, put a +1/+1 counter on Ticktock man.
Whenever Ticktock man attacks or blocks, remove a +1/+1 counter from it at end of combat.

Whenever Ticktock man attacks or blocks, remove a +1/+1 counter from it at end of combat.
1/1
Jungle Lair comes into play tapped.
: Add
to your mana pool.

,
, Sacrifice Jungle Lair: Search your library for up to two forests and put them into the battlefield tapped. Shuffle your library.





Secret Island Lair comes into play tapped.
T: Add U to your mana pool.
T, sacrifice Secret Island Lair: Return target creature to its owner's hand.
T: Add U to your mana pool.
T, sacrifice Secret Island Lair: Return target creature to its owner's hand.
Skyscraper Eyrie Lair comes into play tapped.
: Add
to your mana pool.
, Sacrifice Skyscraper Eyrie Lair: Target creature gains flying until end of turn.



Underswamp Lair comes into play tapped.
: Add
to your mana pool.
,
, Sacrifice Underswamp Lair: Target player loses three life.




Volcano Lair comes into play tapped.
: Add
to your mana pool.
,
, sacrifice Volcano Lair: Volcano Lair deals 2 damage to target creature.




Show frames: W U B R G A L
Show rarities: C U R M
Or view by sections
Superhero Shenanigans: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Intro | Skeleton |
W, T: Exile Astral projection. Return it to play at the beginning of the next end step.
2011-01-26 19:27:04 by Jack V