Last updated on June 23, 2026

Photon Blast Barrage | Illustration by Immanuela Crovius
It wouldn't be Limited without… infinite combos? That's right, there exist infinite combos, game-winning two card combos at uncommon, and several smaller combos that can get you way ahead in Marvel Super Heroes. Some of these are easier to pull off than you might think, so make sure you're in the know before you start drafting this set.
Photon Combos

The Whizzer, Classic Speedster | Illustration by Julian Totino Todesco
This first combo is a doozy, not only because it can win you the game instantly, but because it only requires two uncommons in the same color, meaning it can and will realistically come together in a real game. The combo involves Red Hulk and Photon Blast Barrage. It's as simple as having Red Hulk in play, and then casting Photon Blast Barrage for x=5. This copies it five times, so those copies plus the original all directed at Red Hulk means six separate instances of 1 damage being dealt to it.
The first one to resolve will put a +1/+1 counter on it and Red Hulk will deal damage equal to the number of counters on him to any target (in this case, your opponent). The next trigger will put another +1/+1 counter and he will deal 2 damage, then 3 and so on depending on the value of X. If you cast it for 5 however, it will deal 1+2+3+4+5+6 damage, which is 21 and will almost always be enough to win the game.
The hard part with this combo will be keeping Red Hulk alive, as if you cast him on curve and then play a land and cast Photon Blast Barrage for x=5, this can win on turn 7. However, if you want to do it all in the same turn, you'll have to wait until you have 13 mana.
A similar combo exists with Hawkeye, Young Avenger and Photon Blast Barrage. This one is much more straightforward, as it essentially is just tripling the damage of the barrage. However, if you manage to increase the power of Hawkeye, Young Avenger with something like Blazing Crescendo, you can cast barrage for as little as x=3 to deal 24 total damage.
The Fantastic Four
This next combo is not quite as feasible, but it would be fantastic to pull off in a real game. To win the game, all you need is the fantastic four in play: Invisible Woman, Sue Storm, Mister Fantastic, Reed Richards, Human Torch, Johnny Storm, and The Thing, Ben Grimm.
Once you do that, just do one of the following: Draw a card, create a token, put a +1/+1 counter on a hero you control, or have a hero you control deal damage to a player. Doing any of these four things will trigger a loop that results in infinite damage, card draw, 0/4 wall tokens, and a big The Thing, Ben Grimm. Invisible Woman, Sue Storm will see +1/+1 counters getting put on a hero and create a wall token. Mister Fantastic, Reed Richards will see that token getting made and draw you a card. Drawing that card will trigger Human Torch, Johnny Storm to deal 1 damage to your opponents, which will in turn trigger The Thing, Ben Grimm to get two +1/+1 counters, which will start the loop over again.
Mini Combos

Bullseye, Death Dealer | Illustration by Bartek Fedyczak
Aside from game winning interactions, there are a number of small interactions that although they will not win you the game on the spot, are nonetheless very good. These are also interactions between cards at common and uncommon, meaning these will eventually come up for you, perhaps many times, so it's good to be aware of them.
Iron Fist, Living Weapon is only good if you can consistently leverage its ability. Luckily, Panther Pounce seems tailor-made to do just that. Not only does it trigger it for only a single mana, but it increases its power and untaps it. This means that you can target it, which will trigger its ability and grant it the ability to tap to deal damage. While Panther Pounce is still on the stack, you can tap Iron Fist, Living Weapon to deal its damage. Panther Pounce will then resolve, untapping it and allowing you to do it again. This turns what would otherwise be a middling combat trick into a potential two-for-one. Plus you get a clue as a bonus.
Putting Super Intelligence on your Kid Loki will put a +1/+1 counter on it every turn in addition to drawing a card. That alone is good, but add to it that Kid Loki has hexproof as long as you've put a counter on it this turn, and suddenly you can attack with it and not worry about your opponent casting Helicarrier Strike on it. It's still susceptible to other removal, but shortening the window and being an efficient creature that grows is still enough to be notable.
Ronin, Shadow Stalker is just begging you to play it alongside Stolen Stark Tech. You can play it out, and if your opponent tries to remove it or if you block with it, you can simply pay 2 life to cast Stolen Stark Tech and essentially save it for free. Then once the equipment has done its job, you can sacrifice it to Ronin, Shadow Stalker to remove one of your opponent's creatures.
Wrap Up

Captain Marvel, Earth's Protector | Illustration by Victor Adame Minguez
Because of all the unique card designs in the set, Marvel Super Heroes is set up to have a myriad of unique card interactions which is the basis for fun gameplay. These are just a few examples of the hijinks you can get up to, and hopefully these ones are good enough to get you some wins in your next draft.
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