Captain America, Wings of Freedom - Illustration by Dan Dos Santos

Captain America, Wings of Freedom | Illustration by Dan Dos Santos

New set, new cards, maybe new staples? Marvel Super Heroes is putting its best foot forward after Marvel’s Spider-Man missed the swing and landed on the pavement, and I’m pretty impressed by the turnaround. Not every card’s a banger, but many look interesting.

White feels very classic in this set because it’s keeping things aggressive with a side of interaction and the recently coined hero type. Toss in a handful of interesting commanders and it has plenty of spice.

What Are White Cards in Marvel Super Heroes?

The Mind Stone - Illustration by Volkan Baga

The Mind Stone | Illustration by Volkan Baga

White cards in Marvel Super Heroes have a mono-white color identity, so no symbols of any other colors appear on the cards (sorry Nick Fury, Agent of S.H.I.E.L.D.). This ranking includes cards from the main set with the code MSH, the Commander precons and Jumpstart products with code MSC, and the Marvel Universe Source Material bonus sheet with the code MAR (shared with Marvel’s Spider-Man). This list primarily ranks cards on their appeal in Standard and Commander, though not all bonus sheet cards are Standard legal.

Best Reprints and Bonus Sheet Cards

#6. Steelshaper’s Gift

Steelshaper's Gift gets to be a very efficient tutor thanks to the harsh restrictions on what it finds. Though unappealing to most decks, it’s one of the best equipment support pieces, as often happens with pushed, niche effects.

#5. Loyal Retainers

The Wakanda Forever deck reprinted Loyal Retainers, a powerful creature that you can use as a reanimation spell for your commander, but more often you’ll use it to facilitate infinite combos with cards like Gerrard, Weatherlight Hero and Saffi Eriksdotter.

#4. Folk Hero

Folk Hero is one of the strongest typal payoffs in white because it gives the color access to much-needed card advantage. It works particularly well with partners since both partners gain the ability.

#3. Ephemerate

Ephemerate is one of Magic’s best blink spells because it’s actually two Cloudshifts in a trench coat, making for easy card advantage. It just does so much; for example, evoke a Solitude, flicker it to remove two creatures, then flicker it again on your next upkeep for a third removal spell. Or draw a combined six cards from Mulldrifter, or all sorts of heinous crimes.

#2. Clever Concealment

Clever Concealment sees plenty of play as one of white’s strongest protection spells. Phasing is the best form of protection since it gets around every kind of interaction, and convoke means this often costs less than 4 mana—if you spend any mana at all.

#1. Teferi’s Protection

Teferi's Protection is one of the most powerful protection spells in Commander, so much so that it was designated a Game Changer. It saves you and your board from practically everything, which makes it nigh impossible to lose during the turn cycle you cast it—especially at casual tables, where combos that win through the protection like Thoracle-Consult don’t appear.

Best New Cards

#10. Avengers Assemble!

Avengers Assemble!

Avengers Assemble! gets accolades as a dedicated hero support card, which ought to be pretty decent now that MSH has flooded the game with heroes and synergies. Expect it to be a niche typal staple that ages well with further Marvel releases.

#9. Agent Phil Coulson

Agent Phil Coulson

If hero decks have any legs in competitive formats like Standard, expect Agent Phil Coulson to be part of it. It’s very easy to envision an aggro heroes deck that goes wide, then uses Coulson to give the team the power needed to push through opposing threats. Imagine curving Agent Maria Hill into this into Arachne, Psionic Weaver… that’s a lot of (super) power.

#8. Murdock’s Crusade

Murdock's Crusade

Versatile removal is key in Commander because threats are so diverse, so a card that deals with creatures or enchantments is very handy—Thraben Charm sees play for similar reasons. Murdock's Crusade can’t hit the graveyard, but it also has two-for-one potential with teamwork and isn’t reliant on your board to remove creatures, so it’s hard to call one strictly better than the other. Odds are a deck that runs one wants to play both.

#7. Dora Milaje Elite

Dora Milaje Elite

Dora Milaje Elite is a fresh take on white’s catch-up ramp that’s pretty restrictive since you need to lean heavily into artifacts or activated abilities to make Vibranium work. That said, the protection ability is super solid; decks have more legendary creatures than ever, and white has no shortage of reanimation for small creatures, like Helping Hand and Betor, Ancestor's Voice; this might see play off that alone.

#6. Falcon and Redwing

Falcon and Redwing

Falcon and Redwing offers a powerful scaling threat that looks great in Cube—slap an aura or some equipment on it (perhaps aided by curving well with Stoneforge Mystic and Cloud, Midgar Mercenary), and you end up with a threat that needs to die before it attacks, or the game gets very ugly.

#5. The Sentry, Golden Guardian

The Sentry, Golden Guardian

The Sentry, Golden Guardian is one of the most interesting commanders from the main set because of The Void, a threat you give one of your opponents that must attack, but shouldn’t attack into The Sentry because it just bounces off. That screams political shenanigans and deals, not to mention an interesting game where everything moves fast.

#4. Hatut Zeraze Strike Force

Hatut Zeraze Strike Force

Hatut Zeraze Strike Force is an intense riff on Reclamation Sage that comes with token synergies and card advantage potential. This looks excellent in decks that have cheap commanders or partners. At minimum, this should be 4 mana for two bodies and two threats removed.

#3. Invisible Force Field

Invisible Force Field

Invisible Force Field doesn’t protect your entire team, but not every deck needs that. I like it a lot in aggressive decks: Imagine protecting your Adeline, Resplendent Cathar from a removal spell, then rebounding this to give it indestructible again to enable a good attack, no matter the board state.

#2. Ultimate Nullification

Ultimate Nullification

Exile-based board wipes are some of the strongest in the game since they get around every form of protection except phasing, which only white has reliable access to. Ultimate Nullification even hits the graveyard, which makes it even harder for your opponents to bounce back when you decide to end it all. The additional cost doesn’t matter too much; a Commander deck always has access to a legendary creature, and you’d have lost your commander to Sunfall anyway.

#1. The Mind Stone

The Mind Stone

Our second Marvel set means our second Infinity Stone, and The Mind Stone is poised to be just as expensive as The Soul Stone. It’s also of a similar power level as a fine 2-mana rock with scales into the late game thanks to the harness ability. I like this one slightly more than The Soul Stone because you don’t need to wait a turn cycle to reap the benefits of harnessing the rock; the immediacy is appealing on such an expensive ability, even if flickering a creature is generally less impressive than bringing one back.

Wrap Up

Borough Backup - Illustration by Gal Or

Borough Backup | Illustration by Gal Or

White’s goodies were more reprint-focused than other colors this set, but it still got exciting new toys. I’m especially interested to see how some of the support cards like Invisible Force Field and Hatut Zeraze Strike Force impact Commander going forward.

Which of these cards are you adding to your decks? Are you happy with white’s offerings this set? Let me know in the comments below! If you want more Marvel Super Heroes coverage, check out Draftsim’s YouTube channel and newsletter, both called The Daily Upkeep!

Stay safe, and thanks for reading!

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