Top 10 Best MTG Commander Cards From Marvel Super Heroes Jumpstart

Marvel Super heroes Jumpstart is stacked with powerful cards, Jason explains why.

What are the best Magic: The Gathering | Marvel Super Heroes Jumpstart Commander cards, and why should you even care? Buying Jumpstart Boosters is a great way to pick up a wide range of excellent cards. It’s a pretty meaty set, and it has some really interesting and powerful cards amongst it all.

Top 10 Best Commander Cards From Marvel Super Heroes Jumpstart

Nico Minoru, Runaway

Market Price: $37.99

Return of the Mole Man

Market Price: $10.34

Captain America, Skybound
  • Read More: The Best Commander Cards From Marvel Super Heroes
  • Read More: Marvel Super Heroes Commander Upgrade Guides

I normally shy away from including legendary creatures in these lists, but that’d mean excluding most of the set here, so I’m going to include them anyway. This list is a great place to find your next commander deck upgrades. Let’s get into it all. 

#10 Giant-Man, Gargantuan Genius 

Giant-Man, Gargantuan Genius

Commander: Marvel Super Heroes, Rare

Giant-Man, Gargantuan Genius - Commander: Marvel Super Heroes - magic

Giant-Man, Gargantuan Genius is a five-mana green 6/6 with reach which gives you one green mana for each creature that has four or more power at the beginning of your first main phase. While I don’t think that green really needs more ways to generate mana, there’s no denying that this should be a top choice.

#9 Pick up the Pace

Pick Up the Pace

Commander: Marvel Super Heroes, Rare

Pick Up the Pace - Commander: Marvel Super Heroes - magic

Pick up the Pace is a two-mana enchantment that exiles the top card of your library whenever a creature you control attacks on the same turn that it enters. As long as you’ve attacked during that turn, you can play any cards exiled with this enchantment. There are a lot of synergies for playing things from exile, and while you do need to be using creatures with haste to make this work, it’s more than powerful enough to make that a non-issue. 

#8 Asgardian Inspiration 

Asgardian Inspiration

Commander: Marvel Super Heroes, Uncommon

Asgardian Inspiration - Commander: Marvel Super Heroes - magic

Asgardian Inspiration is a one-mana sorcery which lets you exile the top card of your library, and then play it until the end of the turn. This alone isn’t bad, but it’s a remarkable card because whenever a source you control deals noncombat damage to another player, you can pay two mana to return this from the graveyard to your hand. It’s cheap card draw you can recur with ease, and it’s also a good way to trigger anything that allows you to cast spells from exile. 

#7 Devil Dinosaur 

Devil Dinosaur

Commander: Marvel Super Heroes, Rare

Devil Dinosaur - Commander: Marvel Super Heroes - magic

Devil Dinosaur is a four-mana 5/5 dinosaur with trample which grants other dinosaurs you control +1/+1 and hexproof. Dinosaurs are a very strong kindred archetype anyway, but having more ways to not only buff them but keep them safe is sure to be a big boost to them. It’s also a giant red dinosaur, and frankly that’s too cool to ignore. 

#6 Heroes for Hire

Heroes for Hire

Commander: Marvel Super Heroes, Uncommon

Heroes for Hire - Commander: Marvel Super Heroes - magic

Heroes for Hire is a five-mana enchantment which makes three treasure tokens as it enters, and we do love a good treasure token. It also lets you sacrifice a treasure to exile the top card of your library, and then play it for the rest of the turn. Card draw in red tends to be a little tricky to wrangle, but you can definitely work with this one. 

#5 Ultron the Annihilator 

Ultron the Annihilator

Commander: Marvel Super Heroes, Mythic

Ultron the Annihilator - Commander: Marvel Super Heroes - magic

Ultron the Annihilator is a five-mana 3/4 with flying that makes a 2/2 robot villain token whenever it enters or attacks. It also makes each opponent lose one life whenever another artifact is put into the graveyard from anywhere, making it an excellent way to weaponize your treasure tokens and beyond. Another one of these effects is sure to be powerful, but especially one that spits out tokens anyway. 

#4 Doctor Doom, Unrivaled 

Doctor Doom, Unrivaled

Commander: Marvel Super Heroes, Mythic

Doctor Doom, Unrivaled - Commander: Marvel Super Heroes - magic

Doctor Doom, Unrivaled is a four-mana 4/4 with lifelink that lets you tap it to draw one card, lose one life, and then win the game if you have no cards left in it. It’s tricky to pull off, but alternate win conditions like this can be competitive under the right conditions. It helps that this is also mono-black, because that color already has so many ways to whittle down your library. 

#3 Swordsman’s Steel 

Swordsman’s Steel

Commander: Marvel Super Heroes, Rare

Swordsman's Steel - Commander: Marvel Super Heroes - magic

Swordsman’s Steel is a four-mana equipment which lets you draw cards equal to the number of equipment cards you control, and also grants +2/+2 for each equipment you control. I did the math, and it turns out that drawing cards and also making a creature absurdly strong is actually very powerful in Commander. Any equipment-based deck should be trying to hunt one of these down very quickly. 

#2 Wanda’s Vision 

Wanda’s Vision

Commander: Marvel Super Heroes, Rare

Wanda's Vision - Commander: Marvel Super Heroes - magic

Wanda’s Vision is a five-mana enchantment that reads, “Whenever you cast your second spell each turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost.” As always, playing cards for free is pretty good, and while the timing can be a little odd, you can make use of this every single turn. 

#1 Loki, Lord of Misrule 

Loki, Lord of Misrule

Commander: Marvel Super Heroes, Mythic

Loki, Lord of Misrule - Commander: Marvel Super Heroes - magic

Loki, Lord of Misrule is a four-mana 3/4 that lets you pay one blue mana and tap it to turn every creature you control into a copy of a creature you control, except those creatures aren’t legendary. This goes far beyond just breaking the legendary rule, and it’s going to make monsters out of all sorts of decks. The first thing that comes to mind is kindred decks, like copying Devil Dinosaur, but the sky is the limit.