Undead Hand Ninja - Illustration by Myles Wohl

Undead Hand Ninja | Illustration by Myles Wohl

In a way, Marvel Super Heroes’ focus on teamwork and combinations of characters makes it a bit of a combo set by default, right?

Semantics aside, yeah, this mega-sized blockbuster Marvel set has so many cards that it’s impossible not to spawn new combos. Some infinite, some very much finite but powerful, and others occupying similar spaces as other familiar combos, just with alternate pieces. Let’s see if we can, uh, assemble some sweet combos for your next deck.

What Are Combos in Marvel Super Heroes?

Mjölnir, Hammer of Thor - Illustration by Wayne Reynolds

Mjölnir, Hammer of Thor | Illustration by Wayne Reynolds

The combos listed here will involveat least one new card from Marvel Super Heroes (MSH) or one of its related products, which collectively fall under the umbrella of Marvel Super Heroes Commander (MSC).

While many of these combos are infinite, some are merely powerful combinations of cards that give you a strong chance to win a game when you put them together. Some are included as fun interactions seeded into the set that aren’t necessarily meant to be super powerful, but that are fun to mention anyway.

#13. Gotta Hand It to Ya

Cards: Undead Hand Ninja + Kheru Goldkeeper + Tortured Existence

Results: Infinite lifegain + life loss for opponents, infinite artifactfall + artifact sacrifice, infinite gravebreak + token generation.

Prerequisites: All three permanents in play, at least one creature card in hand and one in the graveyard, plus to activate the enchantment.

Variations: The dragon plus enchantment form a loop by themselves; you just need to add in anything that triggers off any part of the combo, like Syr Konrad, the Grim or Mirkwood Bats.

Execution:

  • With all three permanents in play, activate Tortured Existence, discarding any creature and returning any creature in your graveyard to your hand.
  • Kheru Goldkeeper triggers, creating a Treasure token.
  • Undead Hand Ninja triggers, gaining 1 life and draining each opponent.
  • Sacrifice the Treasure for , then activate Tortured Existence again, swapping the two creature cards back.
  • Each iteration creates a Treasure to generate for the next activation while also draining the opponents.

#12. Nick Fury + Advancing the Spirit

Cards: Nick Fury, Agent of S.H.I.E.L.D. + Advancing the Spirit

Results: Create a 4/3 Nick Fury and hopefully cheat a massive permanent into play.

Prerequisites: Both permanents on the battlefield, Nick Fury hasn’t used its power-up ability yet, and you haven’t activated a different power-up ability that turn.

Variations: None

Execution:

#11. Watch Where You Step, Hulk

Cards: Caltrops + Bruce Banner / The Incredible Hulk

Results: Infinite combats, infinitely large Hulk

Prerequisites: Bruce Banner must be transformed into The Incredible Hulk and able to attack. Caltrops in play.

Variations: None

Execution:

  • Control The Incredible Hulk by either casting it or transforming it from Bruce Banner. Caltrops must also be on board.
  • Hulk must be able to attack someone who won’t kill it in combat.
  • Attack with Hulk, triggering Caltrops.
  • Caltrops puts a +1/+1 counter on Hulk and triggers the enrage ability, setting up an extra combat step after this one.
  • Hulk untaps during your extra combat, repeat by attacking with Hulk again. Since Hulk gets a +1/+1 counter from enrage, it’s always net even with the damage dealt by Caltrops.

#10. Dual-Wielding Wolverine

Cards: Wolverine, Fierce Fighter + Fiendlash + Blazing Sunsteel

Results: Infinite damage to players

Prerequisites: Wolverine in play with both equipment attached, plus a way to deal non-lethal damage to it.

Variations: Creatures that redirect damage go infinite with Blazing Sunsteel. Brash Taunter is a clean example, though something like Screaming Nemesis works if you give it indestructible.

Execution:

  • Get Fiendlash and Blazing Sunsteel equipped to Wolverine, Fierce Fighter.
  • Deal any amount of non-lethal damage to Wolverine.
  • Both pieces of equipment trigger.
  • Fiendlash deals damage equal to Wolverine’s power to any opponent.
  • Have Blazing Sunsteel target Wolverine.
  • Wolverine’s replacement effect heals its previous damage so Blazing Sunsteel’s damage doesn’t destroy it.
  • The damage from Sunsteel triggers both pieces of equipment again, creating a loop. Fiendlash damages opponents and Sunsteel keeps damaging Wolverine.

#9. Hawkeye’s Bow + Seeker of Skybreak

Cards: Hawkeye's Bow + Seeker of Skybreak

Results: Infinite damage to each opponent

Prerequisites: Seeker in play without summoning sickness and equipped with the Bow.

Variations: Seeker goes infinite with anything that triggers when a creature untaps, since it can untap itself infinitely. Mesmeric Orb mills your deck, Illusionist's Bracers let you create infinite mana with a mana dork, etc.

Execution:

  • Get Seeker of Skybreak into play without summoning sickness.
  • Equip Hawkeye's Bow to it.
  • Tap Seeker to activate its ability, targeting itself.
  • Hawkeye’s Bow triggers and deals 1 damage to each opponent.
  • Seeker untaps and can tap/untap itself infinitely, triggering Bow each time.

#8. Hammer Time (With Thor)

Cards: Mjölnir, Hammer of Thor + Thor, God of Thunder

Results: Strong interaction worthy of a Norse god.

Prerequisites: Mana to discard Mjölnir, cast Thor, then cast Mjölnir, over multiple turns.

Variations: You can substitute Mjölnir, Storm Hammer. Nothing really happens, but it still feels right.

Execution:

  • Discard Mjölnir, Hammer of Thor to its own activated ability.
  • On any turn, cast Thor, God of Thunder, exiling Mjölnir from the graveyard when it enters.
  • On that turn or the next, cast Mjölnir from exile, dealing 4 with the hammer when it enters, plus 4 to any target with Thor’s cast trigger.
  • This won’t win the game on its own outside Limited, but the two cards are clearly designed to work well together.

#7. An Unbeatable Squirrel Combo

Cards: The Unbeatable Squirrel Girl + Earthcraft

Results: Infinite 1/1 squirrels, infinite mana

Prerequisites: Squirrel Girl plus three other squirrels is enough to go infinite. Less than that and you’ll need to activate Squirrel Girl at least once or twice or put extra squirrels into play through other means. You also need at least one basic land in play to untap with Earthcraft.

Variations: A haste enabler plus a way to tap your creatures for mana has the same result (ex: Concordant Crossroads + Springleaf Parade)

Execution:

  • Get The Unbeatable Squirrel Girl and at least three other squirrels into play, plus Earthcraft.
  • Tap a squirrel to untap a land with Earthcraft.
  • Tap the land and float the mana, then repeat for each squirrel you control.
  • Generate at least this way, then activate Squirrel Girl to create a 1/1 for each squirrel you control.
  • Each new squirrel can now tap with Earthcraft to essentially generate mana.
  • Repeat until you have as many squirrels or as much mana as you need.

#6. The Fantastic Four

Cards: Invisible Woman, Sue Storm + Mister Fantastic, Reed Richards + Human Torch, Johnny Storm + The Thing, Ben Grimm

Results: Semi-infinite card draw, +1/+1 counters on The Thing, 0/4 wall tokens, and damage to opponents.

Prerequisites: All four creatures in play plus a way to trigger any one of their abilities.

Variations: None, though this is inspired by the Blasting Station artifact line-up from Fifth Dawn.

Execution:

  • Get all four creatures into play.
  • Trigger any one of their abilities. I’ll start with creating a token to trigger Mister Fantastic, Reed Richards.
  • Reed Richards draws a card.
  • Human Torch, Johnny Storm triggers, dealing 1 damage to target opponent.
  • The Thing, Ben Grimm triggers and gains two +1/+1 counters.
  • Invisible Woman, Sue Storm triggers, creating a wall token.
  • The token triggers Mister Fantastic again and restarts the loop.
  • The chain can be broken at any time by choosing not to draw a card with Mister Fantastic. The combo also isn’t deterministic, since you’re limited by the number of cards you can draw and the life totals of your opponents.

#5. Consult a Doctor

Cards: Doctor Doom, Unrivaled + Demonic Consultation

Results: You win the game.

Prerequisites: Doctor Doom in play without summoning sickness, plus mana to cast Consultation.

Variations: Tainted Pact can sub in for Consultation if every card in your deck has a different name. Thassa's Oracle is a cheaper way to win with an empty library.

Execution:

  • Make sure Doctor Doom, Unrivaled is in play and can tap to activate his ability.
  • Cast Demonic Consultation, choosing a card name that’s not in your deck.
  • Exile your entire library, then activate Doctor Doom to win the game.

#4. Molecule Man’s Top

Cards: Molecule Man + Sensei's Divining Top

Results: Set up consistent free noncreature spells.

Prerequisites: Both permanents in play and mana to activate Top.

Variations: Any card that stacks the top of your library is useful, though Top is the best option. Scroll Rack is probably second best, but scry effects work well, too.

Execution:

  • Get Molecule Man into play alongside Sensei's Divining Top.
  • Activate Top’s first ability to look at the top cards of your library and place a noncreature spell on top.
  • If it’s an opponent’s turn, activate Top to draw a card, triggering miracle on that card.
  • If it’s your turn, you can do this during your upkeep to stack the deck before your first draw that turn, which doesn’t require using Top’s second ability.

#3. Fantastic Mister Locust God

Cards: Mister Fantastic, Reed Richards + The Locust God

Results: Near-infinite 1/1 flying/haste insects + near-infinite card draw.

Prerequisites: Both permanents in play plus the ability to either draw a card or create a token.

Variations: Anything that draws a card when one of The Locust God’s insects enters will combo with it. Sage of the Falls and Kindred Discovery are two common examples.

Execution:

  • Control both Mister Fantastic, Reed Richards and The Locust God.
  • Either draw a card or create any token.
  • If you draw a card, Locust God triggers and makes an insect, which triggers Mister Fantastic and repeats until you choose not to draw.
  • You can also start by making a token of any kind, which triggers Mister Fantastic, then Locust God, etc.
  • You can stop drawing when you choose and end up with a 1/1 hasty insect for each card drawn.

#2. Nim Doom-Mantle

Cards: Nim Deathmantle + Ashnod's Altar + Doctor Doom

Results: Infinite colorless mana, ETBs/LTBs/death triggers, infinite artifactfall, infinite 3/3 artifact creature tokens.

Prerequisites: All three permanents in play, plus at least one creature besides Doctor Doom (probably one of its tokens).

Variations: The core of Nim Deathmantle and Ashnod’s Altar creates a loop with any creature that generates another body on ETB. Anything that results in three or more bodies from one card generates infinite tokens and mana. Grave Titan and Breya, Etherium Shaper are classic examples.

Execution:

  • Sacrifice your secondary creature to Ashnod's Altar to float .
  • Sacrifice Doctor Doom for another .
  • When Nim Deathmantle triggers, pay to return Doctor Doom to the battlefield (the Deathmantle auto-equipping is irrelevant).
  • Doctor Doom creates two more 3/3s when it enters.
  • Sacrifice all three creatures to float 6 colorless mana.
  • Use 4 of it to return Doctor Doom with Nim Deathmantle, then repeat as many times as necessary, generating an extra 3/3 and with each iteration.

#1. Paragon of MDFCs

Cards: Shiko, Paragon of the Way + King T'Challa / Black Panther, Hope Enduring

Results: Cast Black Panther for free.

Prerequisites: A transforming MDFC with mana value 3 or less in your graveyard, plus mana to cast Shiko.

Variations: King T’Challa is a placeholder for any MDFC, like Monica Rambeau / Photon, Living Light or Tony Stark / The Invincible Iron Man. Airbending also lets you cast the back half of these cards for cheap.

Execution:

Wrap Up

Advancing the Spirit - Illustration by Julie Bell

Advancing the Spirit | Illustration by Julie Bell

There are a lot of cute interactions in Marvel Super Heroes. Some of them, like the Hawkeye's Bow combo, are potential threats to their respective formats (Pauper), while others, like assembling the entirety of the clunky Limited-level Fantastic Four characters, or simply combining Thor with his hammer, are fun design quirks that aren’t necessarily game-winning but still feel like inspired designs.

Have you discovered any combos using the cards from Marvel Super Heroes? Does Silver Surfer, Galactus's Herald plus Galactus, Devourer of Worlds count as a combo? Let us know in the comments down below or in the Draftsim Discord, and check out The Daily Upkeep newsletter to stay up to date on all the latest MTG news.

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