Everything in the The Fantastic Four Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 30 new cards, and whether it is worth buying.
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach. Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn.
I dig what The Fantastic Four is putting down here. It’s mostly just value mush with an overarching noncreatures theme, but the array of possible commanders gives you a lot of customization options, and there isn’t a single, clear path to victory out of the box. It also has a generic enough theme that it’s easy to upgrade or pull apart for pieces.
All that said, this is a 4-color deck with a lot of words on its cards and play patterns that don’t always seem coherent. There are some questionable flavor-forward card choices, like Cut a Deal and Path of Discovery. Again, this might not be a great fit for a first-time Commander player, but I think it’s overall a very cool precon.
The Fantastic Four is a 4-color deck focused on the titular team, with an emphasis on casting noncreature spells. It’s unique in that it doesn’t really have one intended commander, but four. They’re not partners or anything like that, so you can just choose whichever gameplan you want and slot in the commander that fits.
Mister Fantastic draws cards and copies triggered abilities. Invisible Woman creates blockers and pumps up one unblockable creature each turn. Human Torch just kind of beats down and deals huge amounts of combat damage. And The Thing becomes massive and threatens commander damage wins. I prefer the lower-curve, attrition-based commanders, but Human Torch and The Thing let you play more aggressively, which is a plus in this deck’s favor: It lets you pick the type of gameplay you want.
There’s also Crystal, Inhuman Princess and Power Pack as even more commander options. Power Pack seems quite strong as both a beater and a value engine, and it might actually be the best commander since it enables the rest of the deck so well.
Speaking of, this deck is a little aloof with its gameplan. Yes, it’s a spellslinger deck that wants to cast noncreature spells before combat, but the payoffs are a mishmash of random value-generating effects. There doesn’t seem to be one definitive path to victory, but that’s kind of interesting if you ask me! This really is a choose your own adventure precon, even if it’s swimming in “good-stuff” waters.
I’ll be using Mister Fantastic as the commander for this upgrade. This deck is more of a good-stuff pile, so I want the generic good-stuff commander with card draw. Some of my card swaps were made specifically with Mister Fantastic in mind.
Draftsim's upgrade guide makes 15 changes to this deck. The first picks (hover for the card):