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Top 10 Synergies for Super Villain Lockup in Standard

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Magic: The Gathering's latest release, Marvel Super Heroes, might not have had a major impact on Standard decks, but that doesn't mean it's full of lackluster cards.

In fact, Super Villain Lockup is a card that has a lot of potential. While this card might seem like other Enchantments that Exile an opponent's card while the Enchantment remains in play (like Banishing Light or Web Up), there are a couple of notable differences.

Super Villain Lockup

One difference is that Super Villain Lockup has Flash. This allows you to play it in response to an attacking Creature or remove a threat that has an Activated Ability that has just been used.

Another difference is that since Super Villain Lockup can only Exile a tapped Creature an opponent controls. That makes it a little more limited in its usage compared to other Enchantments that perform a similar task, but when paired with the right cards, it can still be very effective.

Best Super Villain Lockup Synergy

To maximize the effectiveness of Super Villain Lockup, you might want to include cards that force tapping or utilize Instant-speed Flash effects. Here are the top ten cards in Standard that offer the highest synergy with Super Villain Lockup:

  1. Beyond the Quiet
  2. Caretaker's Talent
  3. Aven Interrupter
  4. Tectonic Hazard
  5. Sharae of Numbing Depths
  6. No More Lies
  7. Arashin Sunshield
  8. S.H.I.E.L.D. Flying Car
  9. Elspeth's Smite
  10. Hylda of the Icy Crown

Each of these cards interacts in a specific way allowing you to maximize the effectiveness of Super Villain Lockup.

10. Beyond the Quiet

Beyond the Quiet

Beyond the Quiet Exiles all Creatures and Spacecraft for 3ww. Exiling is important as there are multiple ways to make your Creatures Indestructible, making Beyond the Quiet one of the best mass removal spells in Standard.

You might be asking how a board wiping spell like Beyond the Quiet works well in conjunction with Super Villain Lockup. The answer is pacing. Smart opponents will often avoid overextending into a five-mana board wipe like Beyond the Quiet, opting instead to attack with one or two high-value threats.

Super Villain Lockup acts as the perfect scalpel to remove those lone attackers, preserving your life total until your opponent is finally forced to commit more assets to the board, playing right into your impending Beyond the Quiet.

9. Caretaker's Talent

Caretaker's Talent

For 2w, Caretaker's Talent offers you the ability to draw a card once per turn if one or more Creature tokens you control enters the battlefield. At higher levels, you'll be able to create a copy of a token you control, and Caretaker's Talent will give all Creature tokens you control a +2/+2 buff.

While Super Villain Lockup might not create any tokens of its own, it functions wonderfully within the broader White token Control archetype. By keeping your mana open during your opponent's turn, you'll be able to level up Caretaker's Talent if your opponent decides against attacking into your threat of Flashing in Super Villain Lockup.

8. Aven Interrupter

Aven Interrupter

Aven Interrupter, a Bird Rogue for 1ww, can be Flashed in as a surprise blocker or a counter to an opponent's spell (for a while), possibly even both. It also provides additional protection against spells your opponent is able to cast from their graveyard or from Exile.

Aven Interrupter and Super Villain Lockup form an incredible tag-team duo in Flash-based decks. Both sit comfortably in the two-to-three mana slot, allowing you to pass the turn with full confidence.

If your opponent casts a spell, Aven Interrupter delays it. If they attempt to attack into your open mana, Super Villain Lockup punishes them. The overlap keeps your board presence fluid and your opponent completely off-balance.

7. Tectonic Hazard

Tectonic Hazard

Tectonic Hazard deals 1 damage to each opponent and each Creature they control for the low cost of r. It's perfect for clearing the battlefield of low-toughness blockers.

As a removal spell, Super Villain Lockup is best used against a threat you might otherwise have trouble dealing with.

For those times your opponent has amassed a horde of Creatures with minimal toughness with the intention of swarming any defenses you might muster, Tectonic Hazard is the perfect spell to cut down multiple small Creatures at once, leaving behind better targets for removal spells like Super Villain Lockup.

6. Sharae of Numbing Depths

Sharae of Numbing Depths

Sharae is right at home in a deck focused on tapping Creatures its opponent controls. For 2wu Sharae offers you immediate tapping (and stunning) of an opponent's Creature upon entering the battlefield. In addition, Sharae offers a bit of card draw whenever you tap an opponent's Creature that isn't already tapped.

Sharae of Numbing Depths provides the essential card drawing required to sustain a mid-range control strategy, rewarding you for playing spells or using abilities that allow you to tap your opponent's Creatures.

When combined with Super Villain Lockup, you effectively neutralize your opponent's threats while maintaining card parity, preventing you from running out of steam against aggressive decks.

5. No More Lies

No More Lies

For wu, No More Lies is the premier Mana Leak variant in Standard. It's a must-have card for any interactive deck utilizing b and w mana.

Operating at Instant speed is critical for most control decks. By holding up two open mana, you could play both No More Lies and Super Villain Lockup. If your opponent tries to cast a game-changing spell, you can counter it with No More Lies.

If they opt to skip casting spells and go straight to combat, swinging with their primary attacker in order to play around any counterspells, you can respond by casting Super Villain Lockup. This dual threat puts your opponent in an impossible position during their main phases.

4. Arashin Sunshield

Arashin Sunshield

Arashin Sunshield offers terrific stats, plus an ability that you can use to tap any Creature in play.

For 3w, Arashin Sunshield completely solves the primary restriction of Super Villain Lockup. Since Arashin Sunshield has really good stats, you'll often want to hold it back to use as a defender.

This offers you protection against lesser foes, with the potential to tap down one of their bigger threats if they choose to hold it in reserve. By paying w and tapping Arashin, you can neutralize their greatest threat by tapping it.

With that Creature now helpless, you can instantly drop Super Villain Lockup to remove it from the equation before they can even untap.

3. S.H.I.E.L.D. Flying Car

S.H.I.E.L.D. Flying Car

S.H.I.E.L.D. Flying Car's primary draw is its capability to Blink (Exile and return to the battlefield) a permanent you control upon entering play or attacking.

Since Super Villain Lockup functions as "temporary" Exile removal, its target can easily be changed by Blinking it from the battlefield. Once it returns, you'll be able to choose a different target for it to exile.

This can prove to be very helpful if your opponent plays a more dangerous threat later in the game. Simply reset Super Villain Lockup, freeing the old, lesser threat while immediately Exiling a new, more dangerous tapped Creature on the spot. All of this for S.H.I.E.L.D. Flying Car's 2u cost.

2. Elspeth's Smite

Elspeth's Smite

For a single w mana, Elspeth's Smite offers you additional Instant speed removal, dealing 3 damage to a target attacking or blocking Creature. If that Creature would die this turn, it is Exiled instead.

Playing a Mono-White or Azorius wu Control deck requires efficient use of your mana. Holding up two mana for Super Villain Lockup can sometimes be a tell, alerting your opponent to your plans.

By including Elspeth's Smite, you'll keep your opponent guessing. If they attack with a small aggressive Creature, you destroy it with Elspeth's Smite; if they attack with a massive threat, you lock them in the Raft with Super Villain Lockup. These cards cover each other's blind spots perfectly.

1. Hylda of the Icy Crown

Hylda of the Icy Crown

Hylda of the Icy Crown is the ultimate engine for any deck trying to control the board via tapping mechanisms. Whenever you tap an opponent's untapped Creature, Hylda allows you to pay 1 to either create a 4/4 Elemental, put a +1/+1 counter on all your Creatures, or Scry 2 and draw a card.

In a deck built with tapping an opponent's Creatures as its goal, Hylda can provide you with an overwhelming advantage. Each time you tap an opponent's untapped Creature, you can trigger Hylda by paying 1 mana, gaining a benefit for your team in the process.

By tapping a problematic blocker on your opponent's end step, Hylda triggers provide you with net value while also allowing Super Villain Lockup to immediately Flash in and Exile a threat from the battlefield. This style of deck allows Super Villain Lockup to transform from a defensive tool to a proactive removal spell.

Conclusion

Super Villain Lockup is a very versatile removal spell, but in order to maximize its effectiveness, you'll want to incorporate some additional cards that allow you to tap an opponent's Creatures. It slots best into an Azorius Flash/Tap Control deck or a Mono-White Midrange shell.

By shifting away from the traditional Enchantment removal that functions primarily at Sorcery speed, Super Villain Lockup rewards players who prefer to play the game on their opponent's turn. Integrating it with cards that force tapping Creatures and other spells with Flash makes Super Villain Lockup an undeniable asset for White-based decks in Standard.

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