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Commander
Hulk, Gamma Goliath
Reach, trample
Power-up abilities of other creatures you control cost less to activate.
Power-up — : 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.)
Power-up abilities of other creatures you control cost less to activate.
Power-up — : 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.)
Legendary Creature - Berserker Hero Gamma

Commander
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Artifact
Mjölnir, Hammer of Thor
When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Double all damage equipped creature would deal.
Equip worthy (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
, Discard this card: It deals 2 damage to each creature.
Legendary Artifact - Equipment

Artifact
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Counters
Broodguard Elite
This creature enters with X +1/+1 counters on it.
When this creature leaves the battlefield, put its counters on target creature you control.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature leaves the battlefield, put its counters on target creature you control.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Knight Insect

Drix Fatemaker
When this creature enters, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has trample.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Each creature you control with a +1/+1 counter on it has trample.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Wizard Drix

Counters
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Creature
Viv Vision, Teen Synthezoid
Flying
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up — : Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up — : Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Legendary Creature Artifact - Hero Robot

Creature
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Draw
Draw
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Enchantment
Alien Invasion
At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment.
Enchantment

Claim the Kingdom
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control and a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control.
Enchantment - Plan

Enchantment
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Instant
HULK SMASH!
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls.
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls.
Instant

Instant
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Land
Villainous Hideout
: Add .
: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
, : Target Villain you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
, : Target Villain you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Land

Land
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Mill
Leaves from the Vine
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill three cards, then create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
II — Put a +1/+1 counter on each of up to two target creatures you control.
III — Draw a card if there's a creature or Lesson card in your graveyard.
I — Mill three cards, then create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
II — Put a +1/+1 counter on each of up to two target creatures you control.
III — Draw a card if there's a creature or Lesson card in your graveyard.
Enchantment - Saga

Mill
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Protection
Protection
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Pump
Pump
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Ramp
World War Hulk
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
Enchantment - Saga

Ramp
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Removal
Bite Down on Crime
As an additional cost to cast this spell, you may collect evidence 6. This spell costs less to cast if evidence was collected. (To collect evidence 6, exile cards with total mana value 6 or greater from your graveyard.)
Target creature you control gets +2/+0 until end of turn. It deals damage equal to its power to target creature you don't control.
Target creature you control gets +2/+0 until end of turn. It deals damage equal to its power to target creature you don't control.
Sorcery

Removal
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Sorcery
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.
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.
Sorcery

Sorcery
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Deck Info
Deck stats
Card NameQtyOdds
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