Here Are The 10 Heroes From Marvel Super Heroes You Need To Play In MTG

There are a ton of new creature cards arriving in Magic: The Gathering Marvel Super Heroes, and many of them sit on one side of the morality fence. In this list, we’ll be selecting the ten best creatures we can find with the Hero subtype and ranking them.

Given the sheer volume of Heroes in this set, every card that makes this list is a fantastic addition to any deck, but we’re going to need to split hairs to figure out which one sits at the top of the mountain.

To keep this list simple, we’re only including cards you can pull from Play or Collector Booster packs, meaning no Jumpstart, Promo or Beginner Box creatures were factored in for this list. However, we’re still covering Heroes that would work great in Standard, Limited, and/or Commander.

10

Jennifer Walters / The Sensational She-Hulk

Selesnya Spell Denial

Sensational She-Hulk MTG card.

We’re kicking off this list with a double-face card featuring Jennifer Walters and The Sensational She-Hulk. Jennifer Walters is a 2/3 two-mana (1W, 1C) Human Advisor Hero who prevents your opponents from casting spells during your turn. This is some low-cost spell disruption that’s highly likely to show up in some mono-white decks moving forward.

For six mana (1G, 2W, 3C), you can transform Jennifer Walters into The Sensational She-Hulk, a 6/6 Gamma Hero with Reach and Trample. Opponents still can’t cast spells during your turn, and whenever a creature you control is dealt damage, you may have She-Hulk deal that much damage to any target, but this action can only happen once per turn.

For these double-faced cards, unless specified, you can hard-cast either side; you do not need to transform the creature. The transformation aspect represents a hero’s secret identity.

I’m hugely impressed by this card and can see it getting some play in Limited and Standard, but maybe not so much in Commander unless part of a Hero tribal deck.

Both sides of the card are viable thanks to the spell denial on your turn, meaning this is one of the few cards that really encourages the transformation aspect of getting it down early for the lower cost, then paying the higher cost to transform it when possible.

Granted, in the case of The Sensational She-Hulk, six mana is no small number, but given the upside, there’s a damn good reason to get her on the battlefield.

Loki, the Deciever MTG Card Artwork.

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9

Captain Mar-Vell, Space-Born

Cosmic Awareness Does What?!

Captain Mar-Vel, Space-Born MTG Card.

The only uncommon card on this list is Captain Mar-Vell, Space-Born. He is a five-mana (4W, 1C) 4/4 creature with Flying and Vigilance, but the true value of this card is in its passive ability, Cosmic Awareness. This states that as long as an opponent has cast a spell this turn, you may cast spells as though they had Flash.

This card is going to be huge in Commander for decks with access to white mana, because what do you mean your spells gain Flash just because someone else cast a spell?!

It’s a remarkably well-crafted card that doesn’t feel like an uncommon, if not for its high initial casting cost. This probably makes it overly useful in Standard or Limited, but its Commander potential is huge, and I can see why it’s been included in the Avengers Assemble precon.

8

Black Widow, Super Spy

What’s Yours Is Mine

Black Widow, Super Spy MTG Card.

Not that black needs any more powerful creatures right now, but Black Widow, Super Spy, has the potential to be a real thorn in the side of players across all formats. She’s a Human Spy Hero who costs just two mana (1B, 1C) and has Menace.

Menace means a creature requires at least two blockers; it cannot be blocked by just one creature.

When Black Widow deals combat damage to a player, they exile cards from the top of their library until they exile a nonland card. You may then choose to place a +1/+1 counter on Black Widow or cast the exiled nonland card, with mana of any type being eligible to cast the card.

In Standard, this card will be an absolute nuisance, but its status as a Legendary means you don’t want to run more than three copies realistically. It will also be a fantastic early pick in Limited play. As a Mono-Black card, Black Widow, Super Spy, is very versatile and can easily slide into any archetype that uses black mana.

I can easily see this getting some good usage in Commander, too, given that it can enter the game at virtually any point and start chipping away at health while also messing with your opponents’ decks.

7

The Unbeatable Squirrel Girl

Chatterfang Says Hi

The Unbeatable Squirrel Girl MTG card.

Wizards of the Coast knows exactly what it is doing with this card, and I rate it highly. The Unbeatable Squirrel Girl is either going to be meme-fodder or a nightmare creature to play against, and it’s impossible to tell which way it will fall right now.

Squirrel Girl is a four-mana (3G, 1C) 4/4 Squirrel Human Hero that creates a 1/1 green Squirrel creature token whenever she attacks or enters.

Her mana ability is “I LOVE Squirrels!’ and costs an additional four mana (3G, 1C). This creates X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control.

Alone, this card is going to play really well in Standard. Its mana costs make it an unappealing target for Limited play, but its true home will be Commander.

Paired with Chatterfang, Squirrel General, we could be looking at a whole new deck archetype hitting the Commander meta very soon. When tokens are created with Chatterfang on the battlefield, he also creates that many 1/1 green Squirrel creature tokens. So effectively, you’d be doubling the number of Squirrel tokens created each time with both cards working in tandem.

Alas, even just as a powerful creature card entering Magic at a time when Green is feeling awfully powerful (thanks, Badgermole Cub), The Unbeatable Squirrel Girl has every chance at success.

6

Ms. Marvel, Kamala Khan

A Marvel-ous Card Indeed

Ms. Marvel, Kamala Khan MTG Card.

Next is Ms. Marvel, Kamala Khan, a three-mana (1U, 2C) 1/4 Mutant Inhuman Hero with Vigilance and Reach. Ms. Marvel ensures you have no maximum hand size, and whenever you cast a spell that targets a creature you control, you draw a card. Until the end of the turn, Ms. Marvel gains “Ms. Marvel’s base power and toughness is equal to the number of cards in your hand.”

Effects targeting the base power of a creature don’t impact the counters on it. In this case, if you have five cards in hand, Ms. Marvel would go from a 1/4 to a 5/5.

This is a stunning blue card with aspects you expect to find in a green or white creature. However, all rolled into one, Ms. Marvel is going to force her way into the meta and would be a great pick in Limited play.

The only real downside is in Commander. While the hand size adjustments are useful, there are just plenty of other ways to manufacture this for any blue decks, and the same goes for taking care of flying creatures, as useful as Reach can be in a pinch.

5

King T’Challa / Black Panther, Hope Enduring

The Total Package

BLack Panther, Hope Enduring MTG Card.

Most Azorius decks you come up against won’t be creature-heavy, so the creatures that do make the cut need to have a big impact when they’re on the board. This is why King T’Challa and Black Panther, Hope Enduring are absolute bombs for UB decks in need of commanding board presence.

King T’Challa is a three-mana (1U,1W, 1C), 3/2 Human Noble Hero with Flash, meaning he can enter play at instant speed. Whenever a player draws their second card each turn, you draw a card. This is a great template for the current UB meta decks, being able to play King T’Challa on your opponent’s turn if you leave mana untapped and possibly even in response to them casting a spell that allows them to draw a card.

As for Black Panther, Hope Enduring, this is a six-mana (1U,1W, 4C) 3/3 Human Warrior Hero with Flash and Double Strike that also prevents all damage that would be dealt to it. Also, whenever Black Panther deals combat damage to a player, you draw a card.

The transformation doesn’t necessarily make the card more powerful, but it maintains Flash, adds Double Strike, meaning you double the damage output in combat, and shifts the card draw from opponents drawing two cards per turn to combat damage dealt to players.

Again, like so many of the Heroes on this list, it’s a fantastic card that could easily slot into the current meta, but also lends itself well to being an early draft pick, and could hold its own in a Commander deck.

4

The Astonishing Ant-Man

Be Still My Simic Heart

Astonishing Ant-Man MTG Card.

I’m loving Simic in Commander right now, especially the Quandrix Unlimited precon (with a few minor upgrades), so I instantly fell in love with The Astonishing Ant-Man and can see how impactful the card will be in such a deck. That being said, it will also be great in Standard play for overwhelming your opponents, provided you can get the right balance of +1/+1 counters and card draw.

Onto the card itself, The Astonishing Ant-Man is a two-mana (1G, 1U) 1/1 Human Scientist Hero who gains a +1/+1 counter whenever you draw a card.

For three mana (1G, 2C) and by tapping Ant-Man, you can remove any number of +1/+1 counters from him and create that many 1/1 green Insect creature tokens.

While it’s not quite the X-spell mayhem we’ve come to expect from Simic, this is still a hell of a card to have, letting it grow stronger and stronger with each card you draw, before having it effectively multiply when it comes under threat from a removal spell.

3

Captain America, Wings Of Freedom

Bald Eagle Levels Of Patriotism

Captain America, Wings of Freedom MTG Card.

Up next is Captain America, Wings of Freedom, a three mana (2W, 1C) 3/1 Human Soldier Hero with Flying, First Strike, and Ward 1.

On top of this already intimidating list of mechanics, whenever Captain America attacks, other Heroes you control gain +X/+X until the end of the turn, where X is the value of Captain America’s toughness.

Throw this into some Mono-White Aggro decks, heck, even in Mono-White Auras, and the power of the deck rises immediately. It’s a stacked card, but also a bit of a glass cannon given that it only has one toughness, so any untargeted damage will take him off the board. The Ward will deter opponents from interacting with Captain America initially, but there are enough ways for good players to avoid panicking just because a creature has a Ward.

Still, this is a powerful card, and I’ll be putting it to the test in a range of white decks to try and unlock its true potential.

2

Wolverine, Fierce Fighter

Wanna Fight, Bub?

Wolverine, Fierce Fighter MTG card.

Wolverine features on more than one creature card, but it’s Wolverine, Fierce Fighter that we’re including on this list. He’s a four-mana (1R,1G, 2C) 2/5 creature with Haste who fights up to one target creature when he enters play.

The unique aspect of this Wolverine card is its healing ability. Heal isn’t technically a new mechanic so much as it is a feature exclusive to Wolverine. It works by healing any damage done to Wolverine whenever a second round of damage is dealt to him in the same turn.

So, if Wolverine is blocked by two creatures with four power, the first phase of combat takes place, and he is dealt four damage, but as he attacks the second creature, the existing four damage is healed before he is dealt the second round of damage.

It’s a lot less complicated than it sounds, and just means that Wolverine needs to be defeated in one hit, be that with a spell or via combat damage. Hitting him for less than his toughness multiple times won’t work, as he’ll just keep healing.

1

The Vision

Izzet-Inspired Spell-Slinging

The Vision MTG card.

The Vision is a four mana (4C) artifact creature with Flying and Vigilance. Whenever you cast a noncreature spell, you choose one of the following options that hasn’t already been chosen that turn:

  • Solar Beam – The Vision gains Double Strike until the end of the turn
  • Destiny Control – The Vision gains Indestructible
  • Technopathy – Draw a card

This is similar to how Monument to Endurance works, a popular artifact from Standard used most commonly in Izzet decks, only it activates with noncreature spells being cast and not discards.

I can easily see this becoming a card that people build noncreature spell decks around, especially given that the options listed on the card are quite powerful and there are defensive and offensive angles to each of them.

Given the colorless nature of the card, it will also be a hugely popular Limited card, as you can slot it into absolutely any deck you wish, provided you support it with enough noncreature spells.

If you have any suggestions for cards you think should have been on this list, feel free to leave a comment and let us know which ones and why!

Doom Reigns Supreme MTG card artwork.

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