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Ranking The Best Cards From Marvel Super Heroes for Power-Maxed Cubes

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Marvel Super Heroes just released 600+ new cards between its main and supplemental products, and some of them are sure to make a splash in your vintage Cube or other similarly themed Cube where playing with the most powerful cards available if your definition of fun.

Every Cube is different and every designer prioritizes unique objectives when they design a Cube. A "Power-Maxed" Cube is any Cube where the objective is to create the most powerful play experience with the available cards. Whether that is a blinged out Vintage Cube with all of the Power 9 or simply the 360 most powerful cards you have access to, that is a power-maxed Cube and this article is for you.

20 Cards from Marvel Worth Testing in Your Power-maxed Cube

These 20 new cards provide a variety of exciting possibilities for Cube designers who are looking to upgrade the power of their Cube or simply test something different. Some cards are obviously upgrades to exciting cards and while others might provide value in a way that only the most seasoned game designers will appreciate.

  1. Galactus, Devourer of Worlds
  2. Grim Reaper's Scythe
  3. Loki, God of Mischief
  4. The Vision and Scarlet Witch
  5. Super-Soldier Serum
  6. Mole Man, Moloid Master
  7. Mjolnir, Hammer of Thor
  8. Captain Marvel, Earth's Protector
  9. Molecule Man
  10. Black Widow, Super Spy
  11. Ultron, Artificial Malevolence
  12. Jennifer Walters
  13. Ironheart, Clever Champion
  14. Royal Talon Fighter Jet
  15. King T'Challa
  16. Ultron the Annihilator
  17. Black Bolt, Inhuman King
  18. The Fantasticar
  19. Iron Man Armor
  20. Okoye, Might and Adored

20. Galactus, Devourer of Worlds

Galactus, Devourer of Worlds

He's big. He's mean. His last ability is only relevant in Commander. Galactus, Devourer of Worlds 10 is the new pay off for all of your Sneak Attack 3r / Show and Tell 2u decks. His stats are huge and Indestructible makes him very hard to deal with if he resolves. The reason why he makes the list today is because his colorless casting cost also lets you cheat him in with Channel gg and his ability to exile a permanent triggers on enter instead of cast so you still get the trigger if you Exhume 1b him in a reanimator deck.

19. Grim Reaper's Scythe

Grim Reaper's Scythe

Grim Reaper's Scythe 2b is the type of card that many players are likely to sleep on. Its static ability is useful and its reanimate effect is fair. The card only gets exciting when you really begin to picture how many ways you can trigger its static ability. Royal Warden 3bb unearths an extra Creature. Golgari Grave-Troll dredges more cards into your graveyard and makes a 2/2. Even cards like Scavenging Ooze 1g have the ability to create a token for each activation. The card looks best suited for an aristocrat's deck that is generating and sacrificing Creatures on repeat.

18. Loki, God of Mischief

Loki, God of Mischief

Loki, God of Mischief 1u is a tricky card to evaluate. Players will read his once each turn clause and assume that the card isn't that strong, but in truth that clause is the only thing keeping Loki from being banned in nearly every format. Take a look at Dack Fayden 1ur then remind yourself how many ways there are to target players and permanents. Rishaden Port can already be a backbreaking card in the right deck, and now Loki turns it into a source of reliable card draw. Gideon's Lawkeeper w locks down a Creature and draws you a card each turn. Loki is a power draw engine in the right deck.

17. The Vision and Scarlet Witch

The Vision and Scarlet Witch

The Vision and Scarlet Witch 2rr attempts to answer the question, "what if my storm enabler was also my storm payoff?". This card works well alongside and as a replacement for Ruby Medallion 2 by providing you a refund on the spells you cast while you attempt to combo off. Ultimately it doesn't have the explosiveness of the cards you would expect to see in a typical storm list and four mana is not how much you want to pay for your enablers, but its ability to win the game on its own makes this a tempting duo to test out.

16. Super-Soldier Serum

Super-Soldier Serum

Aura's are a risky proposition in most Cubes, if you take the time to invest the mana to enchant your Creature and it gets killed you're at a severe disadvantage. Most Cubes only end up playing the best aura's like Rancor g or Sheltered by Ghosts 1w. Super-Soldier Serum 1w throws its hat into that conversation by providing great value and aligning auras with Equipment. Like All That Glitters 1w, it serves as a bridge between the archetypes and develops a broader "Voltron" theme in your cube. Importantly, the fact that the Serum allows you to equip a Colossus Hammer 1 without paying the cost makes it a strong contender in the aura conversation.

15. Mole Man, Moloid Master

Mole Man, Moloid Master

Mole Man, Moloid Master 2g is a Crucible of Worlds 3 on a stick with the upside of making tokens that can clog up the board and fill your graveyard. This wont replace cards like Icetill Explorer 2gg, but it does make a compelling argument for designers looking to remove Crucible from their Cube and lock Land recursion to the color Green g. Additionally, the added synergy of potentially milling Lands to recur is useful, and that fragile body makes it easier to answer in Cubes looking to have more counterplay.

14. Mjolnir, Hammer of Thor

Mjolnir, Hammer of Thor

Mjolnir, Hammer of Thor 3r is a solid Equipment that is sure to make an impact in any Cube with an Equipment theme. A cross between Chainsaw 1r and Pyroclasm 1r, Thor's Hammer is strong because of its incredible flexibility. Cubes tend to have an abundance of "Worthy" Creatures so its restricted equip cost is only a minor setback. Many Cubes already run Cloud, Midgar Mercenary ww, Puresteel Paladin ww, and Stoneforge Mystic 1w, which make finding and playing the Hammer a breeze.

13. Captain Marvel, Earth's Protector

Captain Marvel, Earth's Protector

Captain Marvel, Earth's Protector 3ww is the finisher most White based control decks are looking to play. She comes in at Instant speed, stabilizes the board, gains life and flies. Particularly, she is a potent threat for control decks that are looking to go into the late game. Her Power-Up ability is appropriately costed and Indestructible means that she will survive your Wrath of God 2ww. Tough to remove, easy to protect, Captain Marvel is a generically powerful and strong card that can go into any Cube with access to her.

12. Molecule Man

Molecule Man

Molecule Man 6, is an incredibly fun and splashy card that is worth testing but ultimately might be too slow and inconsistent for the most powerful environments that can abuse him. The value proposition of this card involves playing Molecule Man, resolving a Brainstorm u effect that can change the top of your library to cast an Emrakul, the Aeons Torn 15 for free. While this effect sounds awesome, it is likely best served in Cubes that care about playing powerful Magic but ask their players to go through more complicated set ups than Channel + Emrakul to win the game.

11. Black Widow, Super Spy

Black Widow, Super Spy

Ragavan, Nimble Pilferer r is that you? Black Widow, Super Spy 1b offers a very similar play pattern to everyone's "favorite" monkey, with a few upsides that make her perfectly suited for Cube. Built in evasion and the ability to grow when you can't or don't want to cast the card is great in every aggressive Black b deck. Notably Black Widow exiles cards until she hits a nonland card which makes her ability more powerful and disruptive to your opponents game plan.

10. Ultron, Artificial Malevolence

Ultron, Artificial Malevolence

Ultron, Artificial Malevolence 3 is a scary card in Vintage Cubes that have access to fast Artifact mana. An early Sol Ring 1 or similar mana rock means that you can set up a later turn where you cast and copy a Kappa Cannoneer 5u or loop cards like Sensei's Divining Top 1 to slowly take over the game with a small army of robots or build up enough nonland permanents to win through a Bolas's Citadel 3bbb.

9. Jennifer Walters

Jennifer Walters

Jennifer Walters 1w, is the new queen of Hatebears. Two mana for a 2/3 that shuts off your opponents Counterspell uu is already perfectly positioned for the popular White based archetype. What makes her really exciting is her ability to transform into a large Creature that keeps that ability and makes attacking and blocking miserable for your opponents. This early game disruption mixed with late game damage is sure to make her a staple in Cubes seeking to do powerful things and provide fair decks a way to stop those powerful things from happening.

8. Ironheart, Clever Champion

Ironheart, Clever Champion

The value proposition on this card is elegant and powerful. Ironheart, Cleaver Champion 4u is easy to cast early in the game for a discounted rate thanks to Improvise. In the late game she gives you the ability to pass that same discount to all your noncreature spells. Whether you are comboing off with Echo of Eons 4uu or resolving an early Bolas's Citadel 3bbb, this Creature enables powerful turns early and often. Using random Clue and Food Tokens to help you cast Sphinx's Revelation xwuu seems incredibly fun.

7. Royal Talon Fighter Jet

Royal Talon Fighter Jet

Royal Talon Fighter Jet xww gets out of hand incredibly fast. In many circumstances, it will function like White's version of Grave Titan 4bb by clogging up the board and pushing for large amounts of damage. Typically you'll want to cast this card on turn four with x = 2 to make a 3/3 flier and two 1/1 soldiers, but what makes Royal Talon truly exciting is its ability to scale into the late game. As a six drop it attacks for five in the air and makes Grave Titan look like a thing of the past.

6. King T'Challa

King T'Challa

King T'Challa 1uw is one of the best and more consistent draw engines Wizards of the Coast has printed in years. This card thrives in older formats where everyone is trying to get card advantage, and the fact that it triggers off of anyone's card draw means that the already game defining Ponder u has gotten even better. The backside of this card is an aggressively costed game ending threat that must be blocked and is hard to kill. This card is everything Azorius wu players have been dreaming of.

5. Ultron the Annihilator

Ultron the Annihilator

Ultron the Annihilator 3bb is a truly powerful card in any deck that cares about Artifacts. Designed for Commander where life totals are higher, this card applies immense pressure in 1v1. Ultron combines the best parts of Syr Konrad, the Grimm 3bb and Oni-Cult Anvil rb to develop an all in one threat that makes 2/2's on entering and attacking, and gets to attack often thanks to its large body and ability to fly above most blockers.

4. Black Bolt, Inhuman King

Black Bolt, Inhuman King

Black Bolt, Inhuman King 2wu is another example of why cards designed for Commander can break 1v1 formats. Black Bolt effectively has double prowess and Flying making it nearly impossible to block effectively. His Lethal Voice ability is a baked-in 2 for 1 that allows you to destroy one of your opponent's nonland permanents for targeting him with a removal spell. Notably, the ability triggers on being targeted, so if you manage to counter their removal spell, you still get the trigger.

3. The Fantasticar

The Fantasticar

The Fantasticar 3 is a problem in Vintage Cubes that have access to fast mana. Any combination of early mana like Black Lotus 0, Sol Ring 1, or even Dark Ritual b means that you can cast The Fantasticar as early as turn one and follow it up with other free cards like Mishra's Bauble 0 as your fourth spell to trigger its final ability and create 16 power worth of fliers before your opponent has even played a Land. Even on turn three or four, that is enough damage to end the game if your opponents can't break up the combo.

2. Iron Man Armor

Iron Man Armor

The most powerful card from the main set of Marvel Super Heroes has to be Iron Man Armor 3. Equipment that attach for free like Maul of the Skyclaves 2w are extremely explosive in the right deck, and giving your best Creature a buff and evasion always feels nice. What makes this card particularly scary is its ability to turn it into a Flying construct that gets power and toughness equal to the number of Artifacts you control. In more powerful Cubes with lots of strong Artifacts, this is a premium threat that attacks on its own and dodges a lot of Sorcery speed removal.

1. Okoye, Mighty and Adored

Okoye, Mighty and Adored

Monarch is a historically problematic mechanic in 1v1, and Okoye, Mighty and Adored 2gw might be the best monarch card ever printed. Effectively a four mana 4/4 that draws you a card the turn it comes down, Okoye is the first card that disincentivizes your opponents from becoming the monarch. Typically players vie for control of the monarch emblem and share the card draw advantage, but Okoye second ability transforms regular Creatures into game ending threats. If your opponent immediately takes control of the monarch, Okoye has the ability to attack back as a 5/5 with Double strike and Trample. Okoye is a must remove threat that makes your opponent choose between letting you draw extra cards for the rest of the game or potentially dying from combat damage.

Conclusion

Marvel Super Heroes and its Commander products bring an incredible amount of exciting cards to the table, and power-maxed environments like a Vintage Cube are the perfect place to take advantage of their full potential. If your Cube is all about playing with Magic's most busted cards, these 20 new to Magic bombs are a great place to start.

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