The Best Commons & Uncommons from Marvel Super Heroes

by
Tyler Bucks
Tyler Bucks
The Best Commons & Uncommons from Marvel Super Heroes

Political TriumphPolitical Triumph | Art by Monztre, Mister Fantastic, Reed RichardsMister Fantastic, Reed Richards | Art by Rimas Valeikis, HYDRA Assault RobotHYDRA Assault Robot | Art by Wero Gallo, H.E.R.B.I.E. Scout UnitH.E.R.B.I.E. Scout Unit | Art by David Álvarez

Well, it's that time again, where I look through the latest set and showcase the best commons and uncommons that are hidden in its bulk. I know it's often tempting to open a booster and skip right to the rares or mythics, but it's my duty to highlight the great cards you might be overlooking in those packs. I've gone over each new card from the set, and came back with a list of awesome singles that you shouldn't let collect dust!

So, join me, Tyler 'Savesya' Bucks, as we take a deep dive into Marvel Super Heroes in this edition of Bulk Up!

WHITE

Political Triumph

Political Triumph

Kicking off our list today is an enchantment that offers up a whole lot of value for only one mana. Political TriumphPolitical Triumph lets you scry 1 when creatures hit your board, and then sacrifices itself to allow you to draw a card and buff your whole team. This'll make for a great turn one play, allowing you to build up value as you further your gameplan.

(See Alela, Artful ProvocateurAlela, Artful Provocateur as a possible commander pairing.)

Captain Mar-Vell, Space-Born

Captain Mar-Vell, Space-Born

Casting spells at flash speed is always powerful in a game of Commander, since you can react to your opponents' plays as the turns go on. Captain Mar-Vell, Space-BornCaptain Mar-Vell, Space-Born allows you to play things at instant speed, as long as someone else has already cast a spell, which is very interesting wording for this kind of effect. Plus, it's a big flying body that can attack and block very well as the game goes on.

(See Commander MustardCommander Mustard as a possible commander pairing.)

Okoye, Dora Milaje Leader

Okoye, Dora Milaje Leader

This next card is actually three creatures for the price of one. Okoye, Dora Milaje LeaderOkoye, Dora Milaje Leader hits play, creates two soldiers, and gives your attacking tokens first strike: an insane amount of value for only four mana. Not only is this great when you're ahead, but it's also very strong when you're behind, because it's basically a board in a can.

(See Zinnia, Valley's VoiceZinnia, Valley's Voice as a possible commander pairing.)

White Widow, Free Agent

White Widow, Free Agent

While White Widow, Free AgentWhite Widow, Free Agent may be a little bit of an overcosted Eternal WitnessEternal Witness, it can still offer a lot of value in a dedicated Artifact or Enchantress deck. If you have a deck that consistently gets its pivotal pieces dealt with, this creature might be something you'll want to keep an eye out for.

(See Ragost, Deft GastronautRagost, Deft Gastronaut as a possible commander pairing.)

S.H.I.E.L.D. Spy Kit

S.H.I.E.L.D. Spy Kit

The Voltron strategy is always looking for cheap Equipment to add to their lists, which is why S.H.I.E.L.D. Spy KitS.H.I.E.L.D. Spy Kit is perfect for those decks. Not only does it allow you to sculpt the top of your library, but it also untaps the attacking creature, giving it a form of pseudo vigilance.

(See Nahiri, Forged in FuryNahiri, Forged in Fury as a possible commander pairing.)

Take Up the Shield

Take Up the Shield

Solid protection spells are always important to have on hand, that's why Take Up the ShieldTake Up the Shield makes it on the list today. Not only does this hand out lifelink and indestructible, it also offers up a +1/+1 counter, which'll help it find more homes in decks that are looking to power up their board.

(See Shalai and HallarShalai and Hallar as a possible commander pairing.)

Quake, Agent of S.H.I.E.L.D.

Quake, Agent of S.H.I.E.L.D.

Tapping down problematic permanents can be a strong effect for setting your opponents back as the game goes on, and Quake, Agent of S.H.I.E.L.D.Quake, Agent of S.H.I.E.L.D. lets you do that for the low cost of simply casting a noncreature spell. Which is perfect for a draw-go style deck, since you could simply just cast an instant spell while you tap down a potential attacking threat.

(See Hylda of the Icy CrownHylda of the Icy Crown as a possible commander pairing.)

BLUE

Mister Fantastic, Reed Richards

Mister Fantastic, Reed Richards

Our first blue card today is a powerhouse in the uncommon slot. Mister Fantastic, Reed RichardsMister Fantastic, Reed Richards draws you a card whenever any type of token hits your board. Whether it's a Thopter or a Clue, you'll draw a card when it enters. This is an insane amount of value, attached to a great blocker that'll help keep your life total safe while you refill your hand.

(See Marneus CalgarMarneus Calgar as a possible commander pairing.)

Shuri, Wakandan Inventor

Shuri, Wakandan Inventor

Lowering the costs of your artifacts is always a strong effect, which is what makes Shuri, Wakandan InventorShuri, Wakandan Inventor such a great two drop. Not only that, but it also helps you turn one of your other artifacts into a copy of one of your powerful value pieces, which could lead to some wild turns when you get to double a few effects in a key moment.

(See Mishra, Eminent OneMishra, Eminent One as a possible commander pairing.)

Super Intelligence

Super Intelligence

Next up, we have an Aura that offers some card draw on your upkeep, making the start of your turn all the more exciting. Super IntelligenceSuper Intelligence is only one mana, and could add some good value to a dedicated Enchantress deck, since it'll help trigger all of your payoffs, while still offering up that card advantage.

(See Kestia, the CultivatorKestia, the Cultivator as a possible commander pairing.)

Iron Lad, Diverging Destiny

Iron Lad, Diverging Destiny

I love cards that let you look at the top card of your library, which is why I'm a fan of Iron Lad, Diverging DestinyIron Lad, Diverging Destiny. Plus, this vigilant flyer can be tapped to throw a card into your hand, if you reveal an artifact off the top. This'll be a fun one to pilot, and I know I'll be eyeing it up for a few of my own artifact-centric decks.

(See Urza, Chief ArtificerUrza, Chief Artificer as a possible commander pairing.)

Wiccan, Rising Magician

Wiccan, Rising Magician

Blink strategies are constantly getting new tools to work with, and Wiccan, Rising MagicianWiccan, Rising Magician fits right in with those lists. This is almost like a Displacer KittenDisplacer Kitten at home, but it still has its own unique use cases. One of which is that you can target other people's things, so if someone is swinging at you with a scary creature, you can blink it just by casting something at instant speed.

(See Atraxa, Grand UnifierAtraxa, Grand Unifier as a possible commander pairing.)

Echo, Perceptive Prodigy

Echo, Perceptive Prodigy

If you have a commander with an incredibly powerful activated or triggered ability, Echo, Perceptive ProdigyEcho, Perceptive Prodigy could be a great card to include in that deck. Spending only one mana to double up a huge effect is not too big of an investment, plus those 1/4 stats makes this a great blocker to hold off attackers.

(See Jodah, the UnifierJodah, the Unifier as a possible commander pairing.)

Rewrite History

Rewrite History

If you have a deck that's filled with tapping and untapping shenanigans, be on the lookout for Rewrite HistoryRewrite History. This enchantment lets you loot four times, then allows you to return two instants or sorceries from your graveyard to your hand once you sacrifice it. Which works perfectly with the fact that you could discard a few of those cards, and then get them right back once it runs its course.

(See Kotori, Pilot ProdigyKotori, Pilot Prodigy as a possible commander pairing.)

BLACK

Robot Domination

Robot Domination

Self-mill/discard/sacrifice players can rejoice, because Robot DominationRobot Domination offers up some solid card draw and token creation for only four mana. Drawing three cards and creating three Robots for that price is a great rate, especially since you could possibly reach that third plan counter in a single turn.

(See Muldrotha, the GravetideMuldrotha, the Gravetide as a possible commander pairing.)

Moonstone, Harsh Mistress

Moonstone, Harsh Mistress

Keeping self-discard in mind, let's look at Moonstone, Harsh MistressMoonstone, Harsh Mistress, who provides a very interesting ability to those decks. If you have a list that already runs Containment ConstructContainment Construct, then this new legend will be helpful for you. This time around, Moonstone lets you play that card until the end of your next turn, giving you even more time to get value out of the things you discard.

(See Kefka, Court MageKefka, Court Mage as a possible commander pairing.)

Too Evil to Stay Dead

Too Evil to Stay Dead

Recursion spells are a mainstay for black, so it's not often that we get a new take on the effect. Too Evil to Stay DeadToo Evil to Stay Dead can recur something with mana value four or less to the battlefield, but if you use that teamwork ability, you can bring back anything. This is especially good in a deck where your commander is cheaper to cast, since you could use this as a way to dodge the extra tax from recasting it from the command zone.

(See Teval, the Balanced ScaleTeval, the Balanced Scale as a possible commander pairing.)

Madame Masque and A Dip into Villainy

Madame Masque

Madame MasqueMadame Masque is great for building up your board with Villain tokens, while you simply play out your turns and draw extra cards as the game goes on. With this legend in mind, I wanted to point out a few cards that you should keep an eye out for if you're building around one of the new Villain commanders from the set.

Visions of Villainy
Decoy Ploy
Baron Strucker, HYDRA Overlord
  • Visions of VillainyVisions of Villainy: This is a great instant speed way to draw two for a cheap cost, and could fit right in with any deck that's looking to hold up its mana as they pass the turn.
  • Decoy PloyDecoy Ploy: Here's a legend that offers up a whole lot for only three mana. Not only does it reduce the costs of your other Villains, but it also helps each of them connive when they enter, which is a huge amount of value!
  • Baron Strucker, HYDRA OverlordBaron Strucker, HYDRA Overlord: This card is not only great in a Villain deck, but also one built around Heroes, or both! So, if you're looking to brew around one of your favorite characters, this common could be a big help.

RED

HYDRA Assault Robot

HYDRA Assault Robot

Lowering people's life totals while enacting your gameplan is exactly what HYDRA Assault RobotHYDRA Assault Robot is here for. Not only is this a Villain, it's also an artifact itself, making it perfect for any deck that's looking to flood the board with baddies or trinkets. Is your playgroup complaining that your artifact deck durdles too much without closing out the game? Then this is a solution everyone will love... I think!

(See Alibou, Ancient WitnessAlibou, Ancient Witness as a possible commander pairing.)

Hex Magic

Hex Magic

Here's a card that's such an incredible design, which works great with wheel decks, as well as strategies centered around playing things from exile. Hex MagicHex Magic lets you replace your hand with new cards, while also giving you access to playing what you just threw away until the end of your next turn. Also, is that an "Arcane" typing I see? Very...interesting.

(See Fire Lord ZukoFire Lord Zuko as a possible commander pairing.)

Death to Our Enemies

Death to Our Enemies

Death to Our EnemiesDeath to Our Enemies offers up ramp and removal on one card. Even though those Treasures enter tapped, it still puts you in a spot where you're going up on mana for just casting noncreature spells. Plus, dealing 7 total damage around the table is very useful, since you can throw a few towards a troublesome creature, and point the rest at someone's face.

(See Galazeth PrismariGalazeth Prismari as a possible commander pairing.)

Vision of Love

Vision of Love

Next up, we have a card that's very similar to another staple-level spell. Vision of LoveVision of Love rhymes with Demand AnswersDemand Answers; both let you discard a card or sacrifice an artifact in order to draw two at instant speed. Effects like this can find a lot of homes, so I'm excited to see another option coming in this set.

(See Captain Howler, Sea ScourgeCaptain Howler, Sea Scourge as a possible commander pairing.)

HULK SMASH!

HULK SMASH!

As long-time readers may know, I'm a massive fan of the card AbradeAbrade, because it offers so much value for its cost. HULK SMASH!HULK SMASH! is here to give it a run for its money since it can handle a noncreature artifact, as well as allowing one of your creatures punch something on an opponent's board. Since you can also utilize that teamwork ability to do both options, this can ensure that you're handling multiple threats on the board at once.

(See Kalamax, the StormsireKalamax, the Stormsire as a possible commander pairing.)

Misty Knight, Hero for Hire

Misty Knight, Hero for Hire

Time to look at even more discard support with Misty Knight, Hero for HireMisty Knight, Hero for Hire. Spending two mana to throw away one card to only draw a single card might not be too exciting, however if you're consistently discarding in a deck, this could be a way to completely refill your hand in order to keep your engine rolling.

(See Norman OsbornNorman Osborn as a possible commander pairing.)

Team Tactics

Team Tactics

Here's another spell that's similar to a classic, because Team TacticsTeam Tactics offers the same keywords as Temur Battle RageTemur Battle Rage for the same mana cost. So, if you have a deck that's looking to throw a few big creatures into combat, then this card might just help you close out a game.

(See Feather, the RedeemedFeather, the Redeemed as a possible commander pairing.)

GREEN

Restorative Technique

Restorative Technique

Kicking things off for green is Restorative TechniqueRestorative Technique, and this card is just incredibly pushed for a common. It gains life, ramps out a land and adds a +1/+1 counter to one of your creatures. All of those abilities being on one card is a whole lot of value, especially when at least a few of those effects synergize with your deck.

(See Dina, Soul SteeperDina, Soul Steeper as a possible commander pairing.)

Call Damage Control

Call Damage Control

Next up we have one of my favorite commons from the entire set, Call Damage ControlCall Damage Control. For two mana, you get to return two cards of different types from your graveyard to your hand. If you have a deck that consistently fills its bin, this could ensure that you're getting a few pivotal pieces back when you need them the most.

(See The NecrobloomThe Necrobloom as a possible commander pairing.)

Training Regimen

Training Regimen

One of the most popular deck strategies here on EDHREC is the +1/+1 counter archetype. Training RegimenTraining Regimen can assist with that theme, since it hands out trample and counters when you move to combat, which both can push you even closer to a win.

(See Skullbriar, the Walking GraveSkullbriar, the Walking Grave as a possible commander pairing.)

Ka-Zar of the Savage Land

Ka-Zar of the Savage Land

As previously mentioned, I really like being able to look at the top card of my library, which Ka-Zar of the Savage LandKa-Zar of the Savage Land offers to players as well. Not only does it make hitting your land drops easier, but it also creates a legendary token that grows as more lands enter on your side of the field.

(See Aesi, Tyrant of Gyre StraitAesi, Tyrant of Gyre Strait as a possible commander pairing.)

Punishing Punch

Punishing Punch

While some players might not be the biggest fans of fight-style spells, Punishing PunchPunishing Punch could just sway a few doubters. With the opportunity to cost only one mana while allowing a creature to deal twice its power to another threat, it means that this could allow a smaller creature to take out a mightier foe for a very low mana investment.

(See Lumra, Bellow of the WoodsLumra, Bellow of the Woods as a possible commander pairing.)

Doc Samson, Super Psychiatrist

Doc Samson, Super Psychiatrist

If you have a deck that's centered around putting counters on permanents, then Doc Samson, Super PsychiatristDoc Samson, Super Psychiatrist could be right for you. Not only does it assist with gaining more value while your deck does its thing, but it also ramps you, helping accelerate things into the late game. If you happen to build up the Doc's power, then that ramp could get even more out of hand.

(See Helga, Skittish SeerHelga, Skittish Seer as a possible commander pairing.)

Claim the Kingdom

Claim the Kingdom

Here's a two drop enchantment that provides a lot of value to the right deck. Claim the KingdomClaim the Kingdom buffs up some creatures with counters and eventually adds indestructibility to one of your key pieces. This card is particularly good with earthbending, since those decks tend to work with both land and counter synergies, combining together to make a strong pairing.

(See Toph, Hardheaded TeacherToph, Hardheaded Teacher as a possible commander pairing.)

COLORLESS

H.E.R.B.I.E. Scout Unit

H.E.R.B.I.E. Scout Unit

Our first colorless card today is a little creature that I'm dubbing "Happy Robot". H.E.R.B.I.E. Scout UnitH.E.R.B.I.E. Scout Unit feels similar to Solemn SimulacrumSolemn Simulacrum, since they both cost four mana, and offer up some card draw as well as land ramp to any deck. While there's a case to make for running one of these over the other, I'm still a huge fan of this design, and I'm excited to throw it in a few of my lists.

(See The Jolly Balloon ManThe Jolly Balloon Man as a possible commander pairing.)

Dependable Quinjet

Dependable Quinjet

Next up, we have another card that feels like a new take on a classic spell. Dependable QuinjetDependable Quinjet has a lot of the same qualities as Cultivator's CaravanCultivator's Caravan, but this time around it has flying (and a larger crew cost). So, if you have a deck that needs a little bit of ramp (and air power) this could be for you!

(See Edward KenwayEdward Kenway as a possible commander pairing.)

MULTICOLOR

Captain America, Living Legend

Captain America, Living Legend

Even though this version of Cap is an uncommon, it has the power of a rare. Captain America, Living LegendCaptain America, Living Legend untaps your creatures the first time they become tapped, which helps with paying for abilities, or even just putting your board back on the defensive after combat. If you're interested in building around this commander, then please check out my article from last week where I built a budget brew around him!

(See Saint Traft and Rem KarolusSaint Traft and Rem Karolus as a possible commander pairing.)

Kang, Temporal Tyrant

Kang, Temporal Tyrant

I'm very excited to see the effects that Kang, Temporal TyrantKang, Temporal Tyrant offers up, because we've gotten several draft archetypes that are centered around drawing your second card for the turn, which means that this legend would make for a great home for all those spells. Plus, conniving after an attack means that you'll always have at least one outlet for drawing an additional card on your turn.

(See Nekusar, the MindrazerNekusar, the Mindrazer as a possible commander pairing.)

LANDS

Finally, let's take a look at a few lands that caught my eye coming in this set!

Surveillance Room & Baxter Building

Surveillance Room
Baxter Building

I'm a huge fan of these colorless lands that enter, and let you sculpt the top of your library; you'll see Conduit PylonsConduit Pylons in basically all of my one and two color decks. Surveillance RoomSurveillance Room now adds a new thematic option of this effect for Marvel specific decks. Baxter BuildingBaxter Building could also filter mana if you really need it, but on top of that it helps with drawing a card if you have a creature with high toughness. Which feels similar to Bonders' EnclaveBonders' Enclave, another land that already sees a lot of play for this type of effect.

Hero/Villain Support

Avengers Tower
Villainous Hideout

If you're planning on building around a Hero or Villain from this set, then these two lands are important to keep an eye out for. Both of them help fix your mana, and assist with casting your creatures, while also providing more value along with that. Avengers TowerAvengers Tower can offer up some card advantage, while Villainous HideoutVillainous Hideout helps one of your baddies connive, which as you've seen, is very important to a lot of these new creatures.

The Wrap Up

So, there you have it, the best commons and uncommons that are hidden in those Marvel Super Heroes booster packs. Did any of these stand out to you? Let me know in the comments below, I'd love to hear your thoughts!

If you're looking for more budget content from me, you can find it right here on EDHREC as well as on my YouTube channel The Pillow Fort, where I'm covering a lot of the fun commanders from this set right now.

Tyler Bucks

Tyler Bucks


Tyler 'Savesya' Bucks has been playing Magic and creating lighthearted content for over a decade. With a focus on building Commander decks on a budget, he is always looking for new ways to save cash! When he isn't shuffling through bulk bins (so you don't have to), he can be found on the Magic YouTube channel 'The Pillow Fort'!

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