Mjölnir, Hammer of Thor - Illustration by Wayne Reynolds

Mjölnir, Hammer of Thor | Illustration by Wayne Reynolds

Mythic rares are often the bombiest bombs, the most expensive cards of a given set, and the cards we want to open most in our packs, drafts, and Sealed pools. These are often designed with the Standard format in mind, but geared mainly towards casual Commander.

Today, we take a look at the new mythic rares from Marvel Super Heroes, but only the Standard-legal set. These are almost all bombs in Limited, and most should see play in some shape or form in Commander, but I’m primarily considering these cards’ impact on Standard.

With that in mind, let’s dive in!

How Many Mythic Rares Are in Marvel Super Heroes?

M.O.D.O.K. - Illustration by Simon Dominic

M.O.D.O.K. | Illustration by Simon Dominic

There are 25 mythic rares in Marvel Super Heroes, which is slightly above your typical Standard set. MSH’s mythics are well distributed among mono-color, artifacts, and multicolor.

There’s an interesting cycle of modal double-faced cards (MDFCs) that let you cast both sides, but if you cast the front side, you can transform them later for the cost of the back side. That gives the impression that we have more mono-colored mythics than usual, but it’s actually the opposite.

#25. The Ten Rings

The Ten Rings draws you up to 10 cards, which is awesome, but it’s an 8 mana value card with no protection, so there’s a little bit of a problem if you dump your hand to ramp out this card and your opponent answers it. There’s also heavy competition with big Eldrazi or Portal to Phyrexia, so I’m not that excited about this one, unless you need bigger targets in a colorless deck.

#24. Captain Marvel, Earth’s Protector

Captain Marvel, Earth's Protector is funny, because it’s powerful but also power-crept. It’s a nice flashlifelink angel” that 2010’s decks would love, and it has additional upside. That said, MTG isn’t very nice with 5-mana creatures that your opponents can kill cleanly, and by the time you can pay 7 mana to make it indestructible, they can have bounce or Inevitable Defeat. Alternative 5-drops like Quantum Riddler draw you extra cards and have cheaper warp. It’s probably seeing some play from the sideboard in aggressive matchups in Standard.

#23. Cosmic Cube

Cosmic Cube is a nice card to take advantage of your attacks. It slots neatly into colorless Commander decks that play expensive, high-powered creatures, or green decks. I don’t see this card being played in Standard at all; it feels very win-more. If you attack with a strong enough creature, your opponent will probably be dead, and if you attack with low-power creatures, you’re not getting enough value. Voltron decks can keep getting more value after bashing with a big creature, even if it’s chump-blocked.

#22. Avengers Assemble!

+2/+2 is a nice typal bonus, I’ll say that. Avengers Assemble! has flash, and if you play this right after declaring your heroes as attackers, you’ll draw a card. Each turn you play a hero or attack, you draw an additional one. This set has many reasons to put a lot of heroes together, and this is a glue card that ties them all together.

#21. Multiversal Incursion

Multiversal Incursion is a massive cloning spell, very similar to Clone Legion at 9 mana. What makes this card powerful is the “except it isn’t legendary” clause. Decks that are heavily built around their commander or that have legends with powerful static abilities will benefit from this the most. Suddenly, Urza, Prince of Kroog can give +4/+4 to all artifact creatures, while you’ll draw two cards from Archmage Emeritus each time you trigger it. I'm pretty sure players will eventually find some crazy combo to break this.

#20. The Coming of Galactus

The Coming of Galactus is a nice removal spell with upside that should be played in saga decks or enchantress decks in casual EDH. I’ve seen BG decks do well in Standard, but I don’t see this card getting much traction there. Five mana for a removal spell is weak, and the 2 life you drain from your opponent isn’t changing that much in a fast format where you can lose to a super Slickshot Show-Off or Ouroboroid + bodies. Galactus’s token is bounceable. And yes, Marit Lage is much bigger than Galactus itself, so I’m more scared of Dark Depths. Unless there’s a BG aggressive deck that uses it as a curve-topper, I don’t see this as a very hot card.

#19. Iron Man Armor

Iron Man Armor

All-in artifact decks are heavily centered around Simulacrum Synthesizer at the moment, and Iron Man Armor might be able to complement those decks without being distracting. It's decent as a piece of auto-attaching equipment, and being able to become its own threat is an interesting way to make a piece of equipment relevant against removal-heavy decks.

#18. Shang-Chi, Master of Kung Fu

Shang-Chi, Master of Kung Fu

Designed to work with the power-up mechanic, Shang-Chi, Master of Kung Fu‘s prospects are directly proportional to the number of creatures with valuable activated abilities in Standard, and specifically those that require mana to activate. Maybe there's a brew with Agatha of the Vile Cauldron, but this isn't a particularly powerful creature on its own, despite being potentially busted in decks that want the abilities.

#17. Ultron, Artificial Malevolence

Copying artifacts and abilities is in high demand in EDH. Mirrorworks already exists, and this is a 2/4 version of it for 3 mana that also attacks and blocks. Ultron, Artificial Malevolence is very flexible, making token copies of mana rocks, good equipment, and artifacts with good enter effects. It’s cheap enough to use this in artifact aggro decks, but I don’t see this being used in Standard, even in Simulacrum Synthesizer decks.

#16. Black Widow, Super Spy

Black Widow, Super Spy

Ayara's Oathsworn was Standard-legal for quite a while and never saw high-level play, so the +1/+1 counter ability alone isn't enough to carry Black Widow, Super Spy. Maybe stealing the occasional card pushes it over the top, sort of like we used to see with Robber of the Rich so many years ago.

#15. M.O.D.O.K.

M.O.D.O.K. starts small, but it grows over time. The best aspect of this card is the permanent -1/-1 it inflicts on your opponent’s guys. It should be an interesting match with Maha, Its Feathers Night or Toxrill, the Corrosive. It’s hard to hit it with damage-based removal spells since it can connive at will, and once it gets bigger, you can recover some life by attacking. Some decks will like that you can simply spend life at will to turn other synergies online (Death's Shadow, The Last Ride, among others).

#14. Earth’s Mightiest Heroes

Judging by the impact of Genesis Ultimatum, Earth's Mightiest Heroes is positioned to be a very impactful card. Yes, that card didn’t need you to have a board at all, but it also costs 7 colored mana. However, you can use teamwork and reveal three to four game-ending creatures like Ancient Adamantoise, Craterhoof Behemoth, or Vaultborn Tyrant. Just hitting two of these out of your 6-mana sorcery is already bad for your opponent, and the ceiling is much higher.

#13. Kang the Conqueror

Kang the Conqueror has a good size to see play as a 4/5 flier. But the biggest draw to play this is that you can get a Time Warp through its power-up, which can be reduced with cards like Hulk, Gamma Goliath or Training Grounds. The interesting part is that decks that play a lot of extra turns spells normally have some difficulty in closing a game, so a 4-power flier that gets extra counters and extra turns can go the distance. See Part the Waterveil’s awaken cost at 9 mana.

#12. Doctor Doom

Doctor Doom is three different bodies on one card, plus a free Phyrexian Arena effect. You have to kill the individual doombots before tackling Doom itself, so it should be an excellent card when you’re facing opponents with larger boards or that rely a lot on spot removal. Doom won’t help you against fliers or if you’re low on life, but in other scenarios, it’ll stabilize the board nicely.

#11. Thor, God of Thunder

I already like the fact that Thor, God of Thunder gives you an automatic “Snapcaster” effect. You get value when it enters, and you can cast the card until your next turn, even if Thor gets sniped. It works for equipment, too. It’s an excellent draw late in the game because you get more value and damage right away, and it makes your burn spells even more effective. It’s also interesting that you can throw the Mjölnir, Hammer of Thor away and retrieve it with Thor later.

#10. Bruce Banner / The Incredible Hulk

I like that this card has two totally different sides. The Incredible Hulk is indeed incredible if you have ways to give it haste, and RG decks usually have plenty of that. It’s hard to pass through an 8/8 with reach, and Hulk indeed smashes as an 8/8 trampler that also gives you an extra attack step if it receives any kind of damage. But Bruce Banner is also very playable as a 1-drop creature that immediately draws a card on turn 2 when you’re developing your board. And the turn when you hit 6 mana and attack with a very hard-to-block 8/8 is going to be backbreaking.

#9. Mjölnir, Hammer of Thor

Mjölnir, Hammer of Thor doubles as an uncounterable sweeper or a targeted 4 damage to a creature. Equip worthy is cheap and excellent for singleton formats filled with legends, so your typical Boros () equipment Voltron deck shouldn’t have any problem with it. In formats like Standard, you’ll either have to value the removal side or pair it with Thor, God of Thunder. But I think in a board state filled with 1/1 prowess tokens or Badgermole Cub, it can do some work. Or take an Ouroboroid off the field before it does a lot of damage.

#8. Monica Rambeau / Photon, Living Light

Monica Rambeau isn’t bad as a 3/3 flier, but this card gets much better because there’s the option of straight-up casting Photon, Living Light, a big flying, hexproof, and prowess creature. The side you choose depends on the stage of the game and the removal available in your opponent’s decks. A possible synergy here is to use cards that put +1/+1 counters on heroes when you have Monica Rambeau on the battlefield, and later you get to flip it to its hexproof side.

#7. Jennifer Walters / The Sensational She-Hulk

Jennifer Walters is already a stax piece many players are willing to play. But here we have a small creature that can hit as a powerful 6/6 late with some investment. It gets around the main problem of having small 2/2 creatures like Grand Abolisher in play. And when you have The Sensational She-Hulk around, opponents will be scared to block your tokens with their 5/5. This ability works wonders with fight spells, too.

#6. Captain America, Super-Soldier

Captain America, Super-Soldier is a role-player, and it has the stats to be a 3-drop staple in formats like Standard, Cube, Commander, and the like. It’s not going to be the flashiest creature around like Hulk or Thor. But while it’s around with a shield counter, you and your creatures are protected. It requires two burn spells to take down. The combination of first strike and a shield counter means it’s harder to lose it via combat, and giving hexproof to all your creatures helps a lot if you have disruption in a Death & Taxes build. While Cap’s in play, you can’t get burned directly or be the target of those pesky Thoughtseizes or Intimidation Tactics. It’s a nice Collected Company target as well.

#5. Thanos, the Mad Titan

Besides the strong 4/4 lifelink body, Thanos, the Mad Titan offers an interesting one-shot Extinction Event of sorts. It’s a hard cost to play but not impossible, as converge decks are a thing even in Standard, and blinking it allows you to use the powerful ability again. It’s nice that you can put an EDH villain deck together together with all the villain cards in MTG, although you’ll probably want to skew the deck heavier towards either odd- or even-costed creatures.

#4. Tony Stark / The Invincible Iron Man

Both sides of this card are awesome. Tony Stark is the early blocker that can get you card advantage over the course of the game in an artifact-heavy deck. If you want some straight-up action, The Invincible Iron Man comes down rumbling, and you can even auto-equip something to Iron Man for an even stronger hit. The card is prone to Colossus Hammer combos, or to cheat cards like Blightsteel Colossus or Darksteel Forge into play.

#3. Namor the Sub-Mariner

Namor the Sub-Mariner already looks strong in a blue merfolk deck, but I have the impression that it’ll also do well as a stand-alone threat, like a Talrand, Sky Summoner. Cast Cryptic Command, make three 1/1 merfolk tokens; your Namor is now a 4/4 flier? And Counterspell or Three Steps Ahead, get two 1/1 merfolk tokens. All this in a 3-mana package. Four toughness means it’ll take a while for removal spells to take down Namor. And in Standard, we have a deck that already likes to play many blue noncreature spells, so imagine how many 1/1 merfolk tokens Namor can make there.

#2. King T’Challa / Black Panther, Hope Enduring

King T'Challa reminds me of Faerie Mastermind, a card that saw heavy play across multiple formats. In our current Standard format, where there are plenty of card advantage engines (Unholy Annex, Professor Dellian Fel), you’ll leech a lot of card draw, and you can play this with Aang, Swift Savior. Once you transform it into Black Panther, Hope Enduring, or cast it via its 6-mana mode, you can ambush really big creatures while attacking back for 6 and threatening to draw two cards.

#1. The Mind Stone

Judging by its predecessor, The Soul Stone, The Mind Stone is the chase mythic of the set and the card that’ll tend to see the most play. Everybody loves a 2-mana rock, and white typically has strong artifact synergies. This card isn’t that hard to harness, and getting a free blink effect over the course of a game is very strong.

Wrap Up

Doctor Doom - Illustration David Palumbo

Doctor Doom | Illustration David Palumbo

And that’s it for Marvel Super Heroess mythic rare cards. It’s a bit of a step down after Secrets of Strixhaven’s crazy mythics, but there are some excellent ones. The transforming heroes in particular might find homes in multiple decks, considering they’re cheap to cast but not irrelevant in the late game. I’m not discarding villains like Thanos and Namor, which seem super pushed. I also like the duo of Mjölnir and Thor, God of Thunder, which are very novel as red control cards.

What do you think about Marvel Super Heroes and its mythics, guys? Will any of these be shaping up the future of Standard decks? Let me know in the comments section below, please. We’re also covering the launch of Marvel Super Heroes over on our YouTube channel, The Daily Upkeep, so be sure to check that out, too.

Thanks for reading, and may you open a lot of these in your prereleases.

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