Last updated on June 11, 2026

The Fantastic Four | Illustration by Yasmine Putri
Unlike most Commander precon decks we get, The Fantastic Four deck does not have just one face commander, but rather four to choose from: Invisible Woman, Mister Fantastic, Human Torch, and The Thing. Six if you include the other 4-color legends in the deck. This creates an interesting problem: Which of these should you choose to lead your deck? And is one better than the rest?
Invisible Woman
Invisible Woman is an interesting card, as it does two things that are somewhat opposed to each other. First, it gives you an 0/3 wall token with defender and reach at the beginning of combat if youโve cast a noncreature spell this turn. The second ability lets you pay when you attack to make a creature unblockable and give it +1/+0 for each of your creatures. So if youโre making a lot of walls, then your board will be getting wider every turn, and this ability will therefore be getting more damage across.
Invisible Woman is a fine enabler for this deck, but I donโt know how valuable these two abilities really are with the rest of the deck. It seems like this is more set up to be in a deck that has far more focus on going wide and/or connecting for combat damage, and this deck seems like a big midrange pile of good stuff.
Mister Fantastic
Mister Fantastic draws you a card at the beginning of combat on your turn if youโve cast a noncreature spell. This ability is formatted almost identically to Invisible Woman, except youโre just drawing instead of getting the wall, so it makes comparisons easier. If youโre paying the same amount of mana for these creatures, and youโre fulfilling the same requirement of casting a noncreature spell, then the reward Iโd rather get is the card draw over the wall token.
Also relevant is the second ability: You can pay 4 mana of the deckโs colors to copy a triggered ability you control twice. That ability is quite good in this deck. You have a lot of general midrange creatures with multiple triggers happening often, and so being able to spend mana to get two more is a great effect to have in your command zone. Plus the fact that Mister Fantastic has vigilance means that tapping him to activate this ability will be a lot easier.
Human Torch
Human Torch is definitely the most aggressive of these four commanders. His first ability again has the same trigger condition as the rest, but this time the reward is that he gets flying, double strike, and haste. This is nothing to sneeze at, although it is not giving you a card in hand or on board like the previous two, and haste becomes irrelevant after the first turn this is out.
The second ability on Human Torch makes him a huge removal magnet. When he attacks, you can pay to spread his combat damage around to all opponents for the turn. So if youโre doing both the first ability and the second ability in a turn and nothing else, youโre dealing 6 damage to all of your opponents. However, because you have to pay the 4 mana when Human Torch attacks, and you only get the effect when he deals damage, it means that anyone can just try to remove him after youโve spent your mana, which will feel very bad for you. Overall, this is a fun creature with some fun abilities, but it does not feel well positioned in this deck, and would feel more at home in an aggressive deck that can adequately pump its power and toughness as well as protect it from removal.
The Thing
The Thing is big. At the beginning of combat, if youโve cast a noncreature spell, he gets four +1/+1 counters.If youโre triggering this the turn you play him, heโs already a 9/9. Next turn when he can attack, if you trigger it again, heโs a 13/13. Thatโs huge. Obviously there are downsides to this: The Thing costs 6 mana, which isnโt cheap, and of course you have to actually cast a noncreature spell to get the counters on him, which is sometimes easy but never free. But big is big, and sometimes big is good.
His second ability doubles down on the first, quite literally. When he attacks, you can pay to double the number of counters on any number of target permanents you control. So if you take that scenario earlier where heโs a 13/13 when he can attack for the first time and you pay the cost, he suddenly becomes a 21/21. Thatโs enough commander damage to immediately kill a player if this isnโt blocked. Obviously this is all a little easier said than done, but itโs worth noting. Although this has the same problems as Human Torch, where itโs easy to remove it and youโll end up having dumped a bunch of mana into something that hasnโt left anything behind on board.
The Alternatives
The precon also comes with two additional 4-color commanders: Crystal, Inhuman Princess and Power Pack. While many people will want to play with a member of the 4 in this deck, these are both viable options.
Crystal is kind of just a mana dork with some direct damage upside. Power Pack is kind of nuts though, doing everything this deck wants to do on one card, free-casting spells while beating down. This actually might be the best commander for the deck, since it just kind of works and doesnโt require the turn-after-turn mana investment of the main characters.
Rankings
Assuming we stick to the main cast, I would say Mister Fantastic is best, followed by Invisible Woman, then The Thing, then Human Torch. Granted, these are my personal rankings. Really what matters more is your personal preference for how you want to play the game.
Also, you can always change these decks to focus on whichever of these is your favorite. If you want to power-max out of the box, you might even want to go with Power Pack.
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