The newest addition to the MTG collection, Marvel super heroes is the 2nd installment of Marvel themed sets and the first full sized marvel addition. Full of iconic characters with base set alone boasting 128 legendary creatures in the main set alone and even more in throughout the rest of the release; roughly 75% of the set; the question is does the set live up to the legendary stature of the characters?
Set overview:
The set contains 3 different source codes: MSH (standard), MSC (commander) and MAR (source material). MSH and MAR cards can be found in draft boosters. MSC cards can be found in the commander decks and the jumpstart boosters. Finally, All the above are included in collector boosters.
The newest addition to the MTG collection, Marvel super heroes is the 2nd installment of Marvel themed sets and the first full sized marvel addition. Full of iconic characters with base set alone boasting 128 legendary creatures in the main set alone and even more in throughout the rest of the release; roughly 75% of the set; the question is does the set live up to the legendary stature of the characters?
Set overview:
The set contains 3 different source codes: MSH (standard), MSC (commander) and MAR (source material). MSH and MAR cards can be found in draft boosters. MSC cards can be found in the commander decks and the jumpstart boosters. Finally, All the above are included in collector boosters.
Limited (Draft/Sealed):
I attended two pre-release events for the launch of this set, and I've never been to events so dominated by a single archetype. Like most comic books the heroes prevail, and this set is no different. The power difference between the heroes and villains in limited was apparent from the first match I played.
I was swept away by Storm, Windrider and a Selesnya based flying deck my opponent made, that just outperformed my Grixis deck easily. Flying is usually strong in limited anyways but the abilities of a notable number of flying heroes in this set take them to the next level. One far above any of the other decks made at either event.
Captain America, Wings of Freedom; Captain Marvel, Earth’s Protector; Monica Rambeau and Storm, Windrider. These are just a few of the flying heroes I've faced at pre-release and draft night that have single handily won a game. If you are lucky enough to find one in your opening draft pack, you are in for a good night.
If you're a fan of villainy like me, you're probably in for a rougher night instead. That doesn't mean you won't have fun, believe me you can (in my case mainly from shouting DOOM when I casted doctor doom) but winning with the villains is a lot harder. Many villains require combos or a couple specific cards to work effectively; unlike the heroes a single villainous bomb probably won't win you the game. Even greats like M.O.D.O.K and doctor doom just don't have the impact the high-end heroes do. They are still great cards and worth drafting with if you do pull them. Without them though villains really struggle as most heroes' cards outplay their villain counterpart.
Standard, modern and even vintage:
With a new set the first thing I look at is the lands and see how/if they'd fit into my decks. The new allied dual lands are useful lands but are still out-valued by the fetch's, shocks and surveil lands that have dominated the formats. Due to the lands being dependent on basics in play or lands being played it just falls short of the current land base players are using; however, they still will used in limited numbers in some decks but aren't an instant buy a playset type land.
After the lands I look for cards that can empower my current decks, and I found that instantly in Hex Magic. A near automatic include in my ruby storm deck, this 3-cost red uncommon is a game changer in ruby storm as the reductions the deck bring make it feel as powerful as time walk.
Next, I want to talk about a card that I think will only become better with time and that's Namor the Sub-Mariner. A stable in merfolk standard decks right now, I'm excited to see how the deck evolves once the upcoming underwater Nauctis set releases. It's almost certain to include merfolk support that may take Namor to the top of standard.
The last standard/modern playable card I wish to highlight is the chase card itself The Mind stone. A near auto include in most white decks, the 2-drop indestructible mana rock with a blink ability may not be meta defining, however it will become a stable just like the Soul stone.
Finally, we get to the vintage hype card from the fantastic four precon it's The Fantasticar. The ability to get four 4/4's as early as turn 1 seems like it should belong in vintage and now it does. The combination of Mishra's Workshop and cheap mana rocks makes the Fantasticar a potent new piece for a vintage players arsenal.
Jumpstart and source material cards:
51 themes decks are present in marvel jump start packs. Ranging from basic themes like lifegain and Artifacts to more complex themes based around characters like Doom and The Fantastic 4. These character themed decks also command an expensive premium with decks like DOOM, Tricksters and many others having cards great for commander, there are many sought after cards.
Gameplay wise with 51 themes there is great playability as the likelihood of combing the same 2 decks again are nearly impossible (less than 0.04%), and with a staggering amount combination potential, you'll never lose the new deck thrill experience. Jumpstart only requires 4 packs so will make a great low-cost introduction to Magic or a great icebreaker for a game's night.
Source material cards make a return as well in draft and collector's boosters. These are reprints of existing cards give new marvel themed art taken straight off the comic pages. The highlight reprints are: The secret lair marvel legendries reprints; Doom Variant (Roaming Throne); T’Challa’s Protection (Teferi’s Protection); Heaven-Sent Marvel (Archangel of Thune). The marvel secret lair reprints are such a nice inclusion as it ends the limited availability of these much sort after cards and reduces the price for anyone seeking them. Likewise, the other reprints have helped lower the cost of popular stables and the comic book art is well done across the board. There is a good mix of modern and classic comic book styles with some stunning and comedic arts chosen. There's a mix for everyone.
Classic Comic Cards, Logo Cards and scene cards:
Scene cards and logo cards have the possibility of appearing in normal draft pack, but they are more likely to appear in the collector's booster alongside the coveted comic cover cards. These make for expensive and very sort after cards.
*If you're wondering where the commander decks are don't worry they will have their own reviews coming shortly.
Final overview:
Overall rating: 75/100
4/5 artwork, 5/5 complexity, 4/5 replayability, 3/5 player interaction, 5/5 component quality.
Positives: Lots of legendary options for new commanders, important format defining cards, popular reprints, variety of card types and great availability.
Negatives: one-sided limited experience, confusing product exclusives, expensive exclusives, increased price over in-universe sets.
Zatu Review Summary
Zatu Score
75%






