Assemble.. Or something
Marvel Super Heroes offers plenty of new cards to try out in Magic: The Gathering’s Commander format, but which ones are the best? This set is just massive, and it brings with it one of the highest legendary creature counts we’ve ever seen in a single set, and that’s to say nothing of the four Commander Decks or the Jumpstart set.
Top 10 Commander Cards From Magic: The Gathering | Marvel Super Heroes



- Read More: How to Upgrade All Four Marvel Super Heroes Commander Decks
- Read More: The Game-Winning Combos From Marvel Super Heroes
We normally avoid legendary creatures for these lists, but as we’re not doing a ranking of every legendary creature in the set – because there are over 120 of them – I’m going to put them in here if I think they belong. My aim is to find the best Marvel Super Heroes Commander cards for the most amount of decks, so let’s get into it.
#10 Arc Reactor
Arc Reactor
Marvel Super Heroes, Rare

First up, we’ve got Arc Reactor, a five-mana artifact which taps for three colorless mana. It does enter tapped, but it also has improvise so you can tap other artifacts to help pay for it. Big mana-generating artifacts are always solid, and this one’s no different. It also fits in just about every deck, but is definitely going to shine in big mana artifact decks.
#9 Hawkeye’s Bow
Hawkeye’s Bow
Marvel Super Heroes, Common

Hawkeye’s Bow is a one-mana equipment that grants +1/+0 and reach, which is nice and all, but its power comes from the fact that when the equipped creature is tapped it deals one damage to each opponent. You can combo this with untap effects like Freed from the Real and ways to tap to generate mana like Springleaf Parade to turn any humble token into the end of the game.
#8 The Ten Rings
The Ten Rings
Marvel Super Heroes, Mythic

The Ten Rings is an eight-mana legendary artifact that makes your maximum hand size ten, and then lets you draw the difference between that and your actual hand size in your end step. Being able to very consistently draw cards is always handy, and upping your hand size only makes that ability stronger. It is a lot of mana, but that’s rarely an issue in Commander.
#7 Cosmic Cube
Cosmic Cube
Marvel Super Heroes, Mythic

Cosmic Cube is a five-mana artifact with a ward cost, which is a nice little bit of extra protection. It reads, “Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order.” We all like free stuff, and this thing is going to be absurdly strong in basically any big creature deck you play.
#6 Vision Quest
Vision Quest
Marvel Super Heroes, Rare

Vision Quest is an X, one blue, and one red sorcery that allows you to fetch up an artifact creature with a mana value of X or less from your graveyard or library and put it into play with X +1/+1 counters on it. If X is four or more the creature gains haste for the turn too. Being able to fetch up a creature from either your graveyard or library, and in colors that wouldn’t normally get that effect, is powerful and could be an excellent way to get your secret Commander into play.
#5 Super-Soldier Serum
Super-Soldier Serum
Marvel Super Heroes, Rare

Super-Soldier Serum isn’t just one of the cards we previewed, it’s also a powerhouse. This two-mana aura grants +2/+2, first strike, and vigilance, and also makes the enchanted creature into a legendary soldier, which has some fun little synergies. Whenever it attacks or blocks, you can attach any number of equipment you control to it. This gets around all sorts of limitations, and makes it a shoe-in for every equipment deck and Voltron deck going.
#4 Mjölnir, Hammer of Thor
Mjölnir, Hammer of Thor
Marvel Super Heroes, Mythic

Mjölnir, Hammer of Thor is a four-mana legendary equipment that deals four damage to a creature as it enters, and doubles all damage that the equipped creature would deal. You can only equip legendary non-Villain creatures that are red and/or white with it though. However, because it’s all damage dealt, you can put this on something like General Kreat, the Boltbringer and boost up noncombat damage too, making it very potent.
#3 The Mind Stone
The Mind Stone
Marvel Super Heroes, Mythic

The Mind Stone is the second of the five Infinity Stone cards, and is a two-mana white legendary artifact which taps for one white mana. You can also pay six mana and tap it to harness it, at which point it lets you blink a nonland permanent you control in your end step. It’s not an effect that’s new to the game, not at all, but it is one that does well in multiples anyway, and it’s on an indestructible mana rock.
#2 Molecule Man
Molecule Man
Commander: Marvel Super Heroes, Rare

Molecule Man is an impressive new six-mana 5/5 with no colors, so it can go in any deck or become one of the strongest colorless Commanders. Why’s that? Well, this creature grants all of your nonland cards a miracle cost of zero, which means that if it’s the first card you draw during a turn, you can cast it for free. That’s obscenely strong, and means it’s easy to put into so very many decks.
#1 The Rare Dual Land Cycle





Finally, we’ve got the new cycle of lands, and they’re absurdly good. Dark Fortress, Gleaming Bastion, Gathering Place, Training Compound, and Hidden Lair are all excellent. They come in untapped and can tap for colorless mana, but can also tap for one of two colors if they entered that turn, or if you control a basic land. You can’t fetch these up using fetchlands, but they’re still exceptionally strong, and are sure to find a place in most Commander decks.