The Top 10 Best Marvel Super Heroes Cards

Marvel Super Heroes Is A Legend-Focused Release

Initially, while making this list for Marvel Super Heroes, I was worried. The monocolored cards were rough pickings for top ten options. Lots of characters I like, but all but a few cards were unimpressive for Standard play. When I went over it all, I only had half a list. But with the multicolored cards, the list rounded itself out easily.

The end result is interesting because of what it lacks. I can’t say for sure without checking every Magic: The Gathering top ten list I’ve ever done, but this may be the first time I’ve only had creatures. That’s right, Marvel Super Heroes (as you might expect) is a set of Legendary heroes, and every single card on this list is a Legendary creature. None of them have stabled on spells like in Secrets of Strixhaven or adventures like in Lorwyn Eclipsed. It’s all useful, high-impact creatures—some of them with absolutely game-warping abilities. The real trick, and judge my decisions all you want, was figuring out what order to put them in for this. Here’s my best attempt.

Mole Man, Moloid Master

Any Golgari/Witherbloom deck that wants to self-mill will find this card a core piece of its strategy. It’s all upside. And even for decks not seeking to dump cards into their graveyard, a swarm is a great defense and offense.

Tigra, Feline Fury

I actually hate this kind of card. All my favorite decks tend to lose to life-gain decks. But I cannot deny its power. The main thing that makes these life-gain-growing creatures less of a danger is that you can keep blocking them. This card has Trample (and Flash for good measure) and that makes Tigra very powerful.

Hawkeye, Master Marksman

An obvious combo card. I know Hawkeye is meant to work well with the Teamwork mechanic, but honestly, any combo that lets you tap him for benefits every turn gets out of hand. Repeatable two-damage blasts win games very quickly.

Quicksilver, Brash Blur

I’m putting this card so high on this list with the assumption someone will discover a combo. I have almost never seen a card that you can play for free on the first turn not have some broken application. He even has Haste! This is an instant include in any aggro deck.

Storm, Windrider

The rules for Storm are a little difficult to parse, not going to lie, but I did eventually get it. She basically helps with one of the main problems that white-green aggro decks are likely to face: Flying attackers. She holds off all that and makes it so you can hit for so much damage unimpeded.

Jennifer Walters/The Sensational She-Hulk

A cheap creature with decent toughness that utterly shuts down counterspells and effective removal would be good on its own, but the other side of the card is a straight up wincon (and you don’t even lose the anti-counter-spell ability).

The Astonishing Ant-Man

A lot of Marvel Super Heroes cards have limits on their creatures’ more fun abilities. Ant-Man doesn’t. Every time you draw a card, for any reason, this card gets bigger. And, if/when someone tries to kill Ant-Man, or simply renders him unable to attack, you can spread out and make a small army of ants.

The Serpent Society

This is the kind of card that you want to run in multiples, partially because of how funny it is. An opponent won’t mind killing The Serpent Society the first time, but the second time, your opponent will be in trouble. The last ability is actually pretty strong too, especially if you’re doing a lot of sacrificing. Your opponent not being able to pick “nontoken” creatures is especially gnarly.

Namor, the Sub-Mariner

I had this Marvel Super Heroes card lower until I noticed Namor had Flying. This card makes certain forms of monoblue tempo/control basically pop into existence. Resolve Namor, counter things (usually getting two tokens out of the average counter spell), build up a Merfolk army, and then win. This literally can be the only Merfolk in a deck and still be incredible.

Cloak and Dagger, Entwined

I cannot believe how strong this card is. The way it’s worded, you get to see their hand before you target anything. Opponents can’t bluff or hold back—you always get to hit whatever is most important. And then Lifelink and Deathtouch make the card also decent on the battlefield. More than decent, really, because your opponent will often lose a creature to Deathtouch to get back what you exiled. Control, aggro, and midrange decks all want that. They want to be able to develop their board and upset someone else’s, and this is the card to make it happen. Cloak and Dagger, Entwined is my pick for the best card in Marvel Super Heroes.


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