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The Best Commons & Uncommons for Marvel Super Heroes Limited

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Marvel Super Heroes, the newest set for Magic: the Gathering, is fully previewed and its release in both paper and digital is fast approaching. Once this new set hits MTG Arena, Limited players will be diving into the new Draft format and it shouldn't take very long at all for the best cards to make themselves known.

But before all of the data starts pouring in and we learn the definitive best picks in a Marvel Super Heroes Draft, let's speculate a little on what the best cards might be. We're going to break down what appear to be the biggest contenders for best Commons and Uncommons in Marvel Super Heroes in each color.

The Best Commons & Uncommons for Marvel Super Heroes Limited

Unlike our previous two Universes Beyond sets, Marvel's Spider-Man and Teenage Mutant Ninja Turtles, Marvel Super Heroes is a full size Standard set featuring 276 cards. There are plenty of options to choose from as we sift through each color, so let's dive in and find some promising Commons and Uncommons.

White Uncommons

Agent Maria Hill
Patriot, Shield Wielder
Political Triumph

Starting with White's Uncommons, the hardest thing was narrowing it down. There's a lot to like, and Agent Maria Hill seems like the type of card that would have been rare a few years ago. Starting off as a Savannah Lions (one-mana 2/1) is decent, but this one scales with the game. The downside of tapping your creature to pay a teamwork cost for a card is negated by the fact that she gets bigger in the process, all while drawing you cards.

Patriot, Shield Wielder is going to be a nightmare for opponents while enabling some big attacks. If they're paying attention, they should see the +2/+0 and Hexproof coming, but it's still a headache to play around.

Keep an eye on Political Triumph. It looks unassuming at first glance, but this Plan seems pretty easy to trigger since it gains plan counters whenever a Creature you control enters. It even gives you a Scry to potentially keep the Creatures coming. When you reach four plan counters, the psuedo-Anthem effect it grants (in the form of a +1/+1 counter for each of your Creatures) is no joke. And it replaces itself by drawing a card. If go-wide token strategies are strong, this could be a solid payoff.

White Commons

Hero in Training
Web Up

There are 91 heroes in this set, and 23 of them are in White. Gaining life with Hero in Training should be pretty easy. Frankly, the two life isn't that important. You're playing this as a 2/2 that draws a card when it enters, and in White that's great.

Web Up is not the most exciting card in the world, but it's an effect that is always welcome. This hits everything that isn't a Land and exiles it until Web Up leaves the battlefield, so it's a nice catch-all answer to opposing threats. There don't seem to be too many "kill anything" cards in the set, making this an even higher pick.

Blue Uncommons

Falcon's Wing Harness
Justice, Vance Astrovik

Equipment can be very hit or miss in Limited, but Falcon's Wing Harness looks like it could be a hit. The snap-on text always helps, giving you the first equip for free. The bonuses of +1/+1 Flying and Ward 1 are juicy, especially if you can put this on a big Green monster. All the individual parts of this seem to add up to a pretty solid whole. Ward 1 helps mitigate a lot of the downsides that usually beset this type of card.

Justice, Vance Astrovik is a Flying Man-o'-War. A Wind Drake that returns a nonland, nontoken permanent to its owner's hand when it enters would already put it near the top of the pile of Blue uncommons. But wait, there's more. If you bounce your own thing, Justice becomes a 3/3 flier for three, gaining a +1/+1 counter. This can trigger more than once, so he can get even bigger if you find other ways to bounce your own stuff. You probably won't be bouncing your own Creatures all that often, but you really won't need to.

Blue Commons

Atlantis Attacks
S.H.I.E.L.D. Deployment Drone

Atlantis Attacks is a 6/5 Hexproof double Man-o'-War at common. Well, sometimes. All right, maybe that's a little bit of hyperbole. Teamwork 4 is a real cost to get the full effect from this card. Still, the flexibility is welcome, and it has the potential to be extremely powerful if you can afford the kicker cost of tapping four power worth of Creatures.

Oh, look, it's the best common in every set it's in. S.H.I.E.L.D. Deployment Drone comes from a long lineage of excellent common Flyers that create a 1/1 Creature token when they enter, and there's no reason it shouldn't be in contention again here. The fact that it's also an Artifact this time around is a bonus with some other Blue cards in the set. This might actually end up being better than Preening Champion was, which says a lot.

Black Uncommons

Baron Strucker, HYDRA Overlord
Madame Masque

There's a lot going on with Baron Strucker, HYDRA Overlord. Reducing the cost of your other Villains by 1 is nice, but that's only the start. Black in this set really wants you to be drawing extra cards. It also really wants you to be discarding cards and it occasionally wants cards in the graveyard. Connive gives you all of that in one neat little package. The Baron does everything Black decks want to be doing in this format.

Madame Masque also ties in nicely with Strucker, benefiting greatly from his repeatable Connive. She brings a 2/1 friend to the party right away. If she sticks around, though, she is going to be taking that party over completely. Drawing your second card has been a tricky mechanic to make work in Limited but it looks well-supported this time. Madame Masque is an excellent pay-off if that's the case.

Black Commons

HYDRA Troopers
Red Room Recruit

HYDRA Troopers is a neat little card. Ideally, you want to be making the token right away, which requires you have two Creatures in your Graveyard, but the backup plan of Milling 2 is fine. The fact that this sets up for future copies of itself is great. If you drafted more than one of this common, you will be making 5/4 worth of stats for three mana most of the time.

Red Room Recruit looks like a sleeper hit as a 1/2 for 1b that Connives when it enters. Seekers' Squire was a solid two-drop back in its day, and this is very similar. Recruit is in an environment that rewards you in multiples for Conniving, too. This looks like the kind of card that quietly wins you the game without you necessarily noticing its impact.

Red Uncommons

Death to Our Enemies
Human Torch, Johnny Storm

Death to Our Enemies looks like the best in the Plan cycle of Enchantments. Spotting you a Treasure every time you cast a noncreature spell is going to fix your mana and ramp you nicely. Seven damage divided as you choose is going to kill pretty much anything, and possibly a couple of things. It also goes to the face if you're in a position to make use of that. The fact that it works off noncreature Artifacts, not just Instants or Sorceries makes it easy to trigger.

Occasional ping effects are often overrated in Limited. Unless you can trigger it every turn, one damage to face is only marginally useful. Human Torch, Johnny Storm is like to trigger at least once every turn and will often trigger multiple times. The fact that he also provides a nice mana sink and becomes a 5/5 flier later thanks to his Power-Up ability means that he can practically solo carry games where he's left alone.

Red Commons

K'un-Lun Warrior
Lightning Strike

Red's Commons don't look too special, but K'un-Lun Warrior is okay. A 2/2 for two that rummages (discard a card and draw a card) is always going to be playable. It's nice that you have the option of sacrificing an Artifact instead of discarding a card, but there don't seem to be many pay-offs for that.

Lightning Strike is extremely efficient removal at 1r for three damage to any target. It's good in every set it's in, and there's no reason this one should be different. There isn't a lot to say about it that you don't already know, so just pick it, play it, and be happy.

Green Uncommons

Ka-Zar of the Savage Land
Reptil, Dinomorpher

Ka-Zar of the Savage Land has a lot of words on it. They all tie nicely together to make a very powerful card, though. You get to play Lands off the top of your deck, which then pumps the Zabu token you have in play. This is the type of card that asks nothing of you and provides a ton in return.

Meanwhile, Reptil, Dinomorpher does ask quite a bit of you, at least in terms of mana. The juice is worth the squeeze, though. He's a Mammoth Spider when you need one and a Colossal Dreadmaw when you need that. If you don't need either, he's admittedly a pretty unexciting 1/2 but he does have a relevant Creature type. The threat of activation, especially on the Tyrannousaur Rex ability, is very real. You should be able to attack with this and just save the mana for your second main phase quite often.

Green Commons

Ant-Man's Army
Undercover Skrull

You want to make a Treasure whenever you can with Ant-Man's Army. Being able to keep yourself alive with Food is nice if you need it, but fixing and temporarily ramping your mana is much better. A 3/2 with no other abilities means this card is no Jewel Thief, but it'll do a decent enough impression.

Undercover Skrull is a mana dork that grows into a real Creature pretty easily. A 3/3 isn't anything special but it's both Hero and Villain if you need one or both of those types. There are plenty of things worth ramping into in the set, so consider that the primary function. If you don't have a lot of expensive cards or Power-up abilities, this card is much, much less important.

Conclusion

With so many Legendary Creatures in the set, there is a lot of power at uncommon. Ways to use your mana are everywhere and a lot of the removal is conditional or expensive. This probably means that being proactive is a good idea. Maybe that means getting on-board and being aggressive early. Maybe it means ramping out game-ending bombs. Either way, you are unlikely to have time to mess around getting set up.

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