MTG Standard · Set Review

The 15 Most Important Cards
from Marvel Super Heroes

Ashlizzlle's picks for the cards that already slot into Standard, plus five cards she thinks will build whole new decks. Every card pulled straight from her spoken breakdown.

How this was built: YouTube was blocking caption access for this members-first video, so the audio was downloaded and transcribed locally with Whisper. Each card name was matched against the real Scryfall card data (set: Marvel Super Heroes) for the image and rules text. The verdicts are her own words from the transcript, lightly trimmed. She presents the main list "in no particular order."

Her Main List SLOT IN NOW

14 cards she names outright, plus the new Rakdos dual-land cycle, framed as her top 15.

1
Avengers Disassembled

Avengers Disassembled

1 R R RARE$1.04
Sorcery

“If I had to crown one card from the set the absolute best, it's this. Three damage to every creature AND destroy a land that fetches them a basic. So much better than Slag Storm because of all the relevant non-basics in Standard. The perfect control card, never dead. A fantastic 10 out of 10.”

card text
Choose one or both —
• Avengers Disassembled deals 3 damage to each creature.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
view on Scryfall →

Hurts every creature and breaks a special land. She says it is the best card in the set.

2
Jennifer Walters // The Sensational She-Hulk

Jennifer Walters // The Sensational She-Hulk

1 W MYTHIC$8.58
Legendary Creature — Human Advisor Hero // Legendary Creature — Gamma Hero

“Voice of Victory's text on a 2/3 legendary that transforms into a 6/6 reach trampler for six. The transform is removal-proof because of that inbuilt protection, which pushes it ahead of other transform cards. Slots into all the Selesnya badger-mole decks we already have a ton of.”

card text
Your opponents can't cast spells during your turn.
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery.
Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn.
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Jennifer Walters is one of her best picks.

3
King T'Challa // Black Panther, Hope Enduring

King T'Challa // Black Panther, Hope Enduring

1 W U MYTHIC$8.73
Legendary Creature — Human Noble Hero // Legendary Creature — Human Warrior Hero

“A 3/2 with flash that draws you a card on your second draw each turn, and unlike Fae Mastermind it sees your own draws too. Pure card advantage, hard to imagine it not landing in a top-tier deck. The Black Panther side demands split removal and swings the game if it connects.”

card text
Flash
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery.
Flash
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card.
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King T'Challa is one of her best picks.

4
Shang-Chi, Master of Kung Fu

Shang-Chi, Master of Kung Fu

1 G MYTHIC$9.06
Legendary Creature — Human Warrior Hero

“Gives your mana dorks haste, speeding green decks up even further, and it's a fantastic combo piece, going infinite with the Unbeatable Squirrel Girl. Same text as Tyvar, can even revive Insidious Roots. Just a very good card with a long impact on the format.”

card text
You may activate abilities of creatures you control as though those creatures had haste.
{T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources.
view on Scryfall →

Lets your little helpers act fast. Part of a win-right-away combo.

5
The Wondrous Wasp

The Wondrous Wasp

1 U RARE$0.34
Legendary Creature — Human Hero

“A 2/1 flash flyer that strips a creature of all abilities for as long as it stays. Play it proactively to shut down a Badge of Mokub or a prowess threat, unlike Tishana's Tidebinder which has to wait on a trigger. An absolute 10 out of 10 two-drop.”

card text
Flash
Flying
Wasp's Sting — When The Wondrous Wasp enters, tap up to one target creature. It loses all abilities for as long as The Wondrous Wasp remains on the battlefield.
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Flies in fast and turns off an enemy creature.

6
We Say Thee Nay!

We Say Thee Nay!

1 U COMMON$0.17
Instant — Arcane

“Two-mana counter with arcane teamwork, basically Make Disappear, and tapping for total power two is easily done. So much better than the Quench-style cards decks are running now. A premium counterspell and an absolute sideboard staple for any blue deck.”

card text
Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
Counter target spell unless its controller pays {2}. Counter that spell unless its controller pays {4} instead if this spell was cast using teamwork.
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Says no to an enemy spell. A great blue trick.

7
The Mind Stone

The Mind Stone

1 W MYTHIC$54.18
Legendary Artifact — Infinity Stone

“An indestructible mana rock that taps for white and turns into a fantastic blink engine. A little better and easier to harness than the Soul Stone, which already sees play. Could revive mono-white control. A nice rock that taps for white is never bad.”

card text
Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
view on Scryfall →

A shiny rock that makes mana and reuses your stuff.

8
M.O.D.O.K.

M.O.D.O.K.

3 B B MYTHIC$3.98
Legendary Artifact Creature — Villain

“Finally a black card. The static giving opponents' creatures -1/-1 single-handedly makes it Standard-playable when you count how many one-toughness creatures exist, from Llanowar Elves to Paw Patch Recruits. Plus a janky lock combo with Maha. Hard to imagine M.O.D.O.K. doing nothing.”

card text
Flying, lifelink
Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Designed Only for Killing — Creatures your opponents control get -1/-1.
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Makes all enemy creatures weaker. Flies and heals you.

9
Team Tactics

Team Tactics

1 R UNCOMMON$0.25
Instant

“A build-your-own Amped Cleave: double strike, and trample too if teamwork is paid. I underestimated Practiced Offense and look what it's doing now. I'm not interested in underestimating anything that hands out double strike and trample anymore. It has to be a banger.”

card text
Teamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.)
Target creature gains double strike until end of turn. If this spell was cast using teamwork, that creature also gains trample until end of turn.
view on Scryfall →

Your creatures hit twice and push through. Big swing.

10
Super Villain Lockup

Super Villain Lockup

1 W UNCOMMON$0.20
Enchantment

“A two-mana flash enchantment that exiles a tapped creature, basically a Seal Away reprint, and that card saw a lot of play. Good white removal at a great rate, I'd play it over Get Lost in certain decks. Maybe a card you skipped over, put it on your radar.”

card text
Flash
When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.
view on Scryfall →

Locks an enemy creature away in a cage.

11
The Ruinous Wrecking Crew

The Ruinous Wrecking Crew

X B R RARE$0.22
Legendary Creature — Human Villain

“An X-spell in Rakdos that is pure flexibility: discard, ping for two, destroy a token, force a sacrifice. The discard mode makes it incredibly nice, and it slots into Mardu/Rakdos discard. Maybe not tier one yet, but it does a lot of good things and you'll come across it.”

card text
The Ruinous Wrecking Crew enters with X +1/+1 counters on it.
When The Ruinous Wrecking Crew enters, choose up to X —
• Discard a card, then draw a card.
• Target opponent loses 2 life.
• Destroy target token.
• Each player sacrifices a creature of their choice.
view on Scryfall →

Does lots of mean things at once and gets bigger.

12
The Serpent Society

The Serpent Society

1 B G RARE$1.33
Legendary Creature — Human Snake Villain

“A Golgari 3/4 with deathtouch and ward, handing out poison counters. The reprint effectively gets hexproof, because a second copy can lethal them on ten poison. A fantastic mid-range value piece that pops off with all the good death-touchers in the format.”

card text
Deathtouch
Ward—Get five poison counters. (A player with ten or more poison counters loses the game.)
Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice.
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A snake that gives poison. Scary to remove.

13
Namor the Sub-Mariner

Namor the Sub-Mariner

1 U U MYTHIC$3.41
Legendary Creature — Mutant Merfolk Villain

“A 3-mana flyer whose power scales with your Merfolk and spits out tokens off your blue spells. Not the hero to revive Merfolk, but a great engine alongside all the cheap blue cantrips and protection spells. Giving it the benefit of the doubt as a potential fresh win-con.”

card text
Flying
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens.
view on Scryfall →

Makes fish friends every time you cast blue spells.

14
Dark Fortress

Dark Fortress

RARE$2.88
Land

“Last but not least, the new Rakdos dual-land cycle. These new duals are so good in two-color decks, just run five or six basics. Use them even before you have a basic for their colors. Absolute staples of your mana base for as long as they're legal.”

card text
{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land.
view on Scryfall →

A two-color land. A building block for your deck.

Five to Build Around NEW DECKS

Cards she thinks are powerful enough to make a brand-new deck exist in Standard.

B1
The Unbeatable Squirrel Girl

The Unbeatable Squirrel Girl

1 G G G RARE$11.55
Legendary Creature — Squirrel Human Hero

“Part of a new infinite combo that can win as fast as turn three, going off with Shang-Chi and Enduring Vitality to make infinite Squirrels. A solid tier-two combo deck, maybe even tier one in Best of One since it's hard to sideboard against. My deck stole so many games.”

card text
Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token.
I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control.
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Makes endless squirrels and can win on turn three.

B2
Fin Fang Foom

Fin Fang Foom

2 R R RARE$0.28
Legendary Creature — Alien Dragon Villain

“Copies your instant/sorcery land destruction and dodges your own board wipes thanks to the moment counters, surviving at seven toughness. Puts land destruction on the radar as a real Standard deck. I like punching people for greedy mana bases, and this card is the king of it.”

card text
Flying
Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom.
view on Scryfall →

A dragon that copies your land-breaking spells.

B3
Doom Reigns Supreme

Doom Reigns Supreme

1 B RARE$0.24
Enchantment — Plan

“The most powerful card from the villain precon. Five plan counters are very achievable, then you exile the top five and cast two of them for free. The ultimate villain payoff, and I went 6-0 undefeated with the villain list. My headline card that villains can be real.”

card text
Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment.
When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs.
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Pays you off for playing villains, then casts free spells.

B4
Captain America, Super-Soldier

Captain America, Super-Soldier

1 W W MYTHIC$2.41
Legendary Creature — Human Soldier Hero

“Probably the most powerful card from heroes: a shield counter plus hexproof for your other heroes, on a 3/2 first striker that must be removed twice. Heroes resemble the Ally deck and might even beat villains. A banging card, heroes are looking solid.”

card text
First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof.
view on Scryfall →

Has a shield and keeps your other heroes safe.

B5
Alien Invasion

Alien Invasion

1 R R G RARE$0.26
Enchantment

“Urabrask's Forge grown up, and I miss that card so much. A four-mana enchantment making ever-growing alien tokens each combat. A fresh control win-con to replace the somewhat boring Jessica revelation. It'll spawn new control decks and close games out of nowhere.”

card text
At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment.
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Spits out alien tokens that grow until you win.