Earth’s Mightiest Heroes

Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.)
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard.

Stunning Shot

Put two +1/+1 counters on up to one target creature you control. Tap up to one target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Kindred Dominance

Choose a creature type. Destroy all creatures that aren’t of the chosen type.

Cut a Deal

Each opponent draws a card, then you draw a card for each opponent who drew a card this way.

Go Nuts!

Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Put a +1/+1 counter on target creature.
• Target creature you control fights target creature an opponent controls.

Overwhelming Stampede

Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.

Taunt from the Rampart

Goad all creatures your opponents control. Until your next turn, those creatures can’t block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)

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.)

Raise the Palisade

Choose a creature type. Return all creatures that aren’t of the chosen type to their owners’ hands.

Seize the Day

Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Photon Blast Barrage

When you cast this spell, copy it X times. You may choose new targets for the copies.
Photon Blast Barrage deals 1 damage to target creature.

Ultimate Nullification

As an additional cost to cast this spell, sacrifice a legendary creature.
Exile all creatures and graveyards. Put Ultimate Nullification on the bottom of its owner’s library.

Kindred Dominance

Choose a creature type. Destroy all creatures that aren’t of the chosen type.

Rip Apart

Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment.

Syphon Mind

Each other player discards a card. You draw a card for each card discarded this way.

Final Act

Choose one or more —
• Destroy all creatures.
• Destroy all planeswalkers.
• Destroy all battles.
• Exile all graveyards.
• Each opponent loses all counters.

Restorative Technique

Target player gains 2 life, then searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put a +1/+1 counter on up to one target creature.

Evil’s Thrall

Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn.

Scout the City

Choose one —
• Look Around — Mill three cards. You may put a permanent card from among them into your hand. You gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.)
• Bring Down — Destroy target creature with flying.

Worlds Within Worlds

Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners’ hands. Exile Worlds Within Worlds.

It’s Clobberin’ Time!

Choose one —
• Target creature you control deals damage equal to its power to target creature an opponent controls.
• Destroy target artifact or enchantment.
Rebound

Escape to the Wilds

Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
You may play an additional land this turn.