The Fantastic Four is a new Commander preconstructed deck releasing with the set Marvel Super Heroes. What's in the deck, who are the commanders, and how can we upgrade it? Let's find out.


The Fantastic Four Precon Review

1. Package Contents

The Fantastic Four Marvel Super Heroes Commander deck contains the following:

  • 1 Ready-to-play 100-card Commander deck
  • 4 Traditional foil face commanders with borderless art
  • 96 Non-foil cards, including 26 new-to-Magic cards

The Fantastic Four Collector's Edition Commander deck includes the following:

  • 1 Ready-to-play 100-card Commander deck
  • 4 Surge foil face commanders with borderless art
  • 96 Surge foil cards, including full-art basic lands and 26 new-to-Magic cards
  • 10 Double-sided tokens
  • These tokens are surge foil on one side and non-foil on the other side.
  • 1 Reference card
  • 1 Deck box

2. Commander

Mister FantasticMister Fantastic

Mister Fantastic

3. Alternate Commander

Invisible WomanInvisible Woman

Invisible Woman

The ThingThe Thing

The Thing

Human TorchHuman Torch

Human Torch

Crystal, Inhuman PrincessCrystal, Inhuman Princess

Crystal, Inhuman Princess

Power PackPower Pack

Power Pack

 

4. Deck List



Commander (1)

Creature (19)

Instant (6)

Sorcery (23)

Enchantment (6)

Artifact (8)

Lands (37)

Mister Fantastic

5. New Cards

Cosmic CrucibleCosmic Crucible

Cosmic Crucible

A six-mana enchantment that adds four mana and copies a noncreature spell every turn. Everything this deck wants in one package: mana ramp and noncreature payoffs. UG/x decks of all kinds (but especially Bant enchantment decks) are going to clamor for one of these. All the better if you give your spells flash, but an incredible value engine even when playing entirely at sorcery speed.

Dragon Man, Reformed RobotDragon Man, Reformed Robot

Dragon Man, Reformed Robot

I love the typeline "Dragon Robot" a whole lot, but I love the purpose of this card even more: beatstick. The deck does a lot of value engine wheel-spinning, but this guy is a recursive, evasive threat that can let the deck pilot make use of any big, clunky noncreature spells stuck in hand. Games need to end, and this Dragon Robot is there to punch the clock.

Flame On!Flame On!

Flame On!

Speaking of ending the game, here's a "surprise Voltron" maneuver with a "make sure they're dead" button built in. The deck starts with 20 creatures in the main list, so even in a normal game, turn 8 on should see this turning any creature into a big threat. In a tuned Spellslinger list, I shudder to see how quickly this can make a random Young PyromancerYoung Pyromancer into a one-hit KO.

H.E.R.B.I.E., Lovable RobotH.E.R.B.I.E., Lovable Robot

H.E.R.B.I.E., Lovable Robot

A flying, cheap mana dork who surveils every time you cast a noncreature spell and can either mana-fix or get in the red zone in a pinch. A solid pick for Cheerios and Spellslinger decks alike and highly necessary for this deck.

It's Clobberin' Time!It's Clobberin' Time!

It's Clobberin' Time!

Versatile removal in monogreen is a real treat, especially when it comes with two bites at the apple. The rebound is a perfect fit for this deck in particular, but will make it an all-rounder in many lists. A three-mana sorcery may make it feel slow, but come on: the value!

Unstable Molecule SuitUnstable Molecule Suit

Unstable Molecule Suit

This is a cheeky side-grade of Darksteel PlateDarksteel Plate that will find its way into all kinds of lists. Voltron and Equipment are shoo-ins, of course, but protecting one's commander from the stray Wrath of GodWrath of God is nothing to sneeze at, especially when it grants a power boost.

Nova FlameNova Flame

Nova Flame

Speaking of board wipes, here's a new one in red. Comparable to Nibelheim AflameNibelheim Aflame, but with the unique bonus of being able to boost the creature first. At its best in decks with big creatures or +1/+1 counters, but any mana-intensive red list should take this into consideration.

Alicia Masters, Skilled SculptorAlicia Masters, Skilled Sculptor

Alicia Masters, Skilled Sculptor

Another good source of ramp and color-fixing, this is a cheap Storm-Kiln ArtistStorm-Kiln Artist that's restricted to one Treasure per turn. This leans into the deck's theme of "one big noncreature spell per turn" rather than a Storm list. She also has a Homeward PathHomeward Path ability that'll randomly hose the Theft player, which is funny.

Invisible Force FieldInvisible Force Field

Invisible Force Field

This is a flavorful twist on the Heroic InterventionHeroic Intervention board protection effect, which has lately moved to being either 3 mana or 2 mana with a downside. In this case, it only protects four permanents, but it does also have rebound. It serves as a solid way to protect our stuff, and then either acts a free noncreature spell or a way for those creatures to get into the red zone without fear.

Valeria Richards, PrecociousValeria Richards, Precocious

Valeria Richards, Precocious

A four-mana cost reducer for noncreature spells who can draw up to four cards a round? This kid is certainly "precocious" and likely going to end up at the head of more than one Permission deck.

Franklin Richards, AscendantFranklin Richards, Ascendant

Franklin Richards, Ascendant

Should have cut it at Valeria, but I couldn't NOT talk about Franklin at least a little. Rivalling Child of AlaraChild of Alara for most powerful child on a Magic card, this 6/6 will guarantee a second spell every turn. Discover 6 is a sweet line of text; I'm interested to see if Franklin ends up as contender in the mono-red scene.

6. How to Play

The Fantastic Four deck is all about one line of text: casting a noncreature spell before combat. Nine cards in the deck, including the Fantastic Face Commanders, all have that structure. This tells us that the deck wants to focus more on casting one big noncreature spell rather than a lot of little ones, and that it wants to operate at sorcery speed. There are only six instants to be found in the list and 17 cards at mana value five or greater.

The goal of this deck is to ramp early, cast its commander, and then wind-mill slam a noncreature spell every turn to accrue value. Big spells can win the game on their own, but a little extra sauce on the side never hurt.

Mister Fantastic
Invisible Woman

Mister FantasticMister Fantastic and Invisible WomanInvisible Woman are more likely to hang back and generate value. Mister Fantastic helps "tie together" the deck by doing a straight value play of drawing a card on your combats and copying triggered abilities, of which the deck has in spades. Invisible Woman drops walls to protect you, but she is on the side of pushing damage through by making something unblockable. Mister Fantastic is most in tune with the deck as-is, although more triggered abilities are nice. Invisible Woman wants more token effects to make her ability consistently lethal.

The Thing
Human Torch

Here are the Voltrons of the bunch. Good ol' Ben Grimm amasses counters and doubles all counters on your board for , while Johnny Storm turns into a keyword fest that can "attack" the whole table at once.  If you choose to stick it out with either of these two, you may want to tweak the deck more. The ThingThe Thing obviously likes counters, while Human TorchHuman Torch wants pump effects and ways to care about noncreature damage.

Power Pack
Crystal, Inhuman Princess

These are the most offbeat of the commander options, caring about a more specific slice of the noncreature pie. Power PackPower Pack essentially gives an instant or sorcery a free rebound; not getting the spell immediately feels bad, but it's designed to get that pre-combat noncreature spell trigger and works well. Throwing in more big sorceries and looting/rummaging will turn this into much more powerful pack.

Crystal, Inhuman PrincessCrystal, Inhuman Princess has a touch of a Vivid theme as seen recently in Lorwyn Eclipsed, caring about the number of colors in the noncreature spells cast.

The primary axis of this deck is its noncreature spells, and this deck brings them aplenty. Special shout-out to the noncreature spells with rebound and special guest flashback! If you happen to draw light on noncreature spells (somehow), these will check the box for two turns.

Quantum Misalignment|MSC|152
Into the Time Vortex|MSC|165
Terramorph|MSC|180
Deep Analysis|MSC|149
Arcane Signet|MSC|192
Annie Joins Up|MSC|281

With those cleared, this deck has a ton of ways to care about noncreature spells, a few of which are noncreatures themselves to keep the party rolling.

Whirlwind of Thought|MSC|190
Cosmic Crucible|MSC|79
Namor, Atlantean King|MSC|88
Medusa, Inhuman Queen|MSC|68

The removal in the deck has two primary qualities: bigger emphasis on modal spells and board wipes that leave behind one creature so your commander can still pop the noncreature clause at combat. Neat!

Tragic Arrogance|MSC|144
Promise of Loyalty|MSC|142
Hull Breach|MSC|185
Collective Effort|MSC|126

The deck is a little light on card draw with only eight. Mister Fantastic may be more pivotal to the command zone than originally judged. There are still some solid options and great burst draw.

Recurring Insight|MSC|154
Expressive Iteration|MSC|183
Path of Discovery|MSC|179
First Family|MSC|83

 

7. Combos and Synergy

This deck doesn't have any combos straight out of the box, but there are a few potentials worth noting.

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Hullbreaker HorrorHullbreaker Horror is a generically good card for the list and is therefore an easy inclusion. This combo wants another permanent card costing one colorless mana or less, of which there are plenty out there, but juggling Arcane SignetArcane Signet is perfectly fine with Medusa, Inhuman QueenMedusa, Inhuman Queen on the battlefield. It's easier to actually hit infinite with Valeria Richards, PrecociousValeria Richards, Precocious.

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Quantum MisalignmentQuantum Misalignment can go infinite with more than just Dualcaster MageDualcaster Mage as a point of order. Naru Meha, Master WizardNaru Meha, Master Wizard and Kiki-Jiki, Mirror BreakerKiki-Jiki, Mirror Breaker also manage it (although Kiki-Jiki ends up with infinite tapped tokens that die at the end of the turn, rather than a fleet of attackers).

Finally, Mister FantasticMister Fantastic's copying a triggered ability means he can combo with a lot. With Dynaheir, Invoker AdeptDynaheir, Invoker Adept and any untapper, he can make infinite copies of any triggered ability.

With Unstoppable PlanUnstoppable Plan, he can go off on an end step instead.

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8. Lands and Mana Rocks

As a 4-color deck, all 37 lands are dedicated to maxing out colors. Only two lands provide an additional function, but even they provide maximum color-fixing. Still, the extra scry and occasional card draw they inject is appreciated. This a solid precon land base, with lots of checklands and even Rejuvenating SpringsRejuvenating Springs.

Baxter Building
Path of Ancestry|MSC|254

There aren't a lot of mana rocks; the deck having green means it can use land ramp, but we still get the nice bonus of Chromatic LanternChromatic Lantern in the deck.

Sol Ring|MSC|212
Arcane Signet|MSC|192
Chromatic Lantern|MSC|195

There are three land search effects like Three VisitsThree Visits, but the deck does have two creatures for ramp, and given the noncreature theme, it's easy to see why they didn't do more.

H.E.R.B.I.E., Lovable Robot|MSC|106
Crystal, Inhuman Princess|MSC|80


Upgrades for The Fantastic Four

1. Upgrading the Deck

There are a few cards that don't quite pull their weight in this list for one reason or another:

Galactus, Devourer of Worlds
Silver Surfer, Galactus's Herald
Black Bolt, Inhuman King
Willie Lumpkin, Postman
Terramorph

Cards like Galactus, Devourer of WorldsGalactus, Devourer of Worlds, Silver Surfer, Galactus's HeraldSilver Surfer, Galactus's Herald and Willie Lumpkin, PostmanWillie Lumpkin, Postman are flavorful, but they are creature spells that don't interact with noncreature spells. They advance the game, but there are better options. Black Bolt, Inhuman KingBlack Bolt, Inhuman King wants a chain of noncreature spells to be impactful. I love the rebound on TerramorphTerramorph, but I don't love how slow it is at that mana value. Let's look into other, better noncreature spells with recurring value and creatures that actually further the theme...

Five Additions on a Budget

Venture Forth
Primeval Bounty
Faithful Mending
Lyse Hext
The Emperor of Palamecia

Five Additions With No Budget

Artist's Talent
Longshot, Rebel Bowman
Vivi's Persistence
Court of Garenbrig
Akroma's Will

Get the noncreature spells rolling quick! Reducing the costs with Artist's Talent and Longshot means playing the big haymakers sooner and occasionally chaining two big spells, and they both come with extra upsides. Vivi's PersistenceVivi's Persistence is a noncreature spell that we can get back regularly which presents more and more damage over time. Court of GarenbrigCourt of Garenbrig and Akroma's WillAkroma's Will are noncreature spells that turn creatures into absurd threats.

Game Changers

Smothering Tithe
Fierce Guardianship
Jeska's Will
Cyclonic Rift
Panoptic Mirror

Most of these slip in by virtue of being "awesome noncreature spell". Some versatile removal and interaction is always solid, plus the ramp from Smothering TitheSmothering Tithe is great. The uniquely thematic card is Panoptic MirrorPanoptic Mirror, which lets us guarantee a noncreature spell every turn for the rest of the game (provided it survives).

2. Value vs. MSRP

This deck's MSRP is $75, on the high end for precons, but that's Universes Beyond.

The current value is suffering from pre-order prices and clocking in at around $303 on ManaPool. Other sites don't even have prices for everything. Without the new cards, there are about $90 in reprints (if you were to get the absolute cheapest versions of the cards).

The five most expensive reprints are:

Quantum Misalignment
Seize the Day
Rejuvenating Springs
Clever Concealment
Three Visits

3. Overall Rating

This is the first four-color deck we've gotten in 10 years, which is a cool thing to see! It even gives out not just two or three but a whopping six new commanders, more than doubling the non-partner number.

The noncreature theme is broad, but each available commander has a more specific hook built in that will naturally veer players away from a raw "goodstuff.dek" and I love that, especially seeing as the deck focuses more on one big spell per turn rather than a typical Storm list. I think the ramp package is a little light and clunky in places for such a color intensive, big spell heavy list, and the lack of card smoothing doesn't help. On the whole, great concept with one or two worries.

The Fantastic Four gets a B+.