Super Powers, Super Heroes, Super Villains, and Super Mechanics!
Follow This Guide to Unlock the Mysteries of the Marvel Universes Beyond Set!
Power-up
It’s the ultimate release of peak-power that comes at the right time to save the day or destroy those that oppose you! Power-up abilities are available on some creatures in this set and each power-up ability is an activated ability that can only be activated once. Typically you’ll add one or more +1/+1 counters on the creature, and there are often additional effects that are unleashed.
When the creature enters if you activate the power-up ability all in the same turn, you ca reduce the cost of the power-up activation by the creature's mana cost.
Teamwork
Teamwork can be found on several instants and sorceries in this set. It represents an optional additional cost to cast those spells. If you choose to cast a spell with teamwork, you must tap any number of creatures you control with a total power equal to or greater than the teamwork cost.
Casting a spell with it’s additional teamwork cost can mean a few different things. Like being able to choose both modes on a card, additional effects or upgrading an effect.
Plan
Plan is a new enchantment subtype that has a triggered ability that tells you what action you need to take to advance the plan. When it triggers it gives you a minor reward for moving the plan along and then a more powerful reward for reaching the goal AKA completing the plan.
Connive
Connive is a returning mechanic. If your creature is going to connive then, first you draw a card then discard a card. If you discard a non-land card this way, put a +1/+1 counter on the creature that connived.
Notable Cards:
Mjölnir, Hammer of Thor and Worthy
A creature needs to meet certain conditions to be considered worthy to wield Thor’s mighty hammer. To be worthy, a creature must be a legendary creature that's red and/or white and not a Villain. Important to note that only Mjölnir, Hammer of Thor's equip ability checks if a creature is worthy. The hammer can fall into non-worthy hands if it becomes equipped through means other than its equip ability. Also, if a creature already wielding Mjölnir, Hammer of Thor somehow stops meeting all the worthy requirements, Mjölnir will remain attached.
The Mind Stone and Harness
The Mind Stone comes into play as indestructible and with the ability to tap to produce a single white mana. It’s real power comes from harnessing it though. To harness the Mind Stone you pay 5 plus a white mana and tap it. Now
The Mind Stone is harnessed, its ∞ ability becomes active and will start triggering at the beginning of each of your end steps. In this case: “At the beginning of your end step, exile up to one other target non-land permanent you control, then return that card to the battlefield under its owner’s control.”
So, that’s it for now. Assemble your Heroes, Villains and other Universes Beyond powers and play!