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MTG’s Marvel Crossover: Every Card Ranked From Worst to Best So Far

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The full Marvel Super Heroes set doesn’t land until June 26, 2026 — but Wizards of the Coast has already spoiled enough to cause serious debates across every MTG community online. We’ve gone through all 16 revealed cards, read every line of oracle text, and ranked them from bottom to top based on raw power level, design quality, and how much they’ll actually see play.

Here’s where every card stands.

D Tier

Doom Reigns Supreme

Doom Reigns Supreme - MTG Marvel Super Heroes official card

Enchantment — Plan | {1}{B} | Rare

The Plan type is a new mechanic tied to the Doctor Doom Villain shell, and Doom Reigns Supreme is the weakest execution of it. For two mana you get an enchantment that drains one life each time a Villain enters under your control, slowly ticking up plan counters toward a payoff that exiles the top five cards of an opponent’s library. That’s a lot of setup for a middling effect. The drain is too slow, the payoff is too weak for the investment, and in any format faster than kitchen-table Commander this card does nothing relevant before the game ends.

Attuma, Atlantean Warlord

Attuma, Atlantean Warlord - MTG Marvel Super Heroes official card

Legendary Creature — Merfolk Warrior Villain | {2}{U}{U} | Uncommon

The only uncommon in the set and it shows. Attuma gives other Merfolk +1/+1 and draws a card whenever one or more of your Merfolk attack a player. That’s a perfectly functional tribal lord, and he’d be a fine inclusion in a dedicated Merfolk Commander list. But as a ranking exercise, he’s the set’s floor — narrow, format-specific, and not bringing anything uniquely powerful enough to stand out among mythics and rares.

C Tier

Baron Helmut Zemo

Baron Helmut Zemo - MTG Marvel Super Heroes official card

Legendary Creature — Human Noble Villain | {B}{B}{B} | Rare

The triple-black mana cost immediately limits where Zemo can realistically slot in. He connives whenever you cast a black spell from your hand, which at least generates consistent value in a mono-black build. His Boast ability is the headline — exile black cards from your graveyard totalling fifteen or more black mana symbols in their mana costs, copy them, and cast up to three. That ceiling is genuinely explosive, but the setup required makes this firmly a “fun project” rather than a competitive staple.

Thunderbolts Conspiracy

Thunderbolts Conspiracy - MTG Marvel Super Heroes official card

Enchantment | {3}{B} | Rare

Flash on an enchantment is always worth paying attention to, and Thunderbolts Conspiracy’s effect — returning dead Villains to the battlefield with a final mission counter — gives the Villain archetype real resilience. The problem is the mana cost. Four mana for a support piece that only triggers on creature death is a slow start, and outside of a dedicated Villain Commander deck built around Doctor Doom or Zemo, there are better options at this slot.

World War Hulk

World War Hulk - MTG Marvel Super Heroes official card

Enchantment — Saga | {3}{G}{G} | Rare

A three-chapter Saga that opens with a free cast of your next red or green creature spell, then drops three +1/+1 counters on a target creature. The first chapter alone can justify the mana cost if you’re cheating in an expensive green creature. Five mana is a steep ask in most competitive formats, but in Gruul stompy Commander builds that want to cheat in big creatures, this earns its slot.

B Tier

Super-Skrull

Super-Skrull - MTG Marvel Super Heroes official card

Legendary Creature — Skrull Shapeshifter Villain | {1}{B}{B}{B} | Rare

The design here is the best part — Super-Skrull mimics all four Fantastic Four members via activated abilities: a Wall token for Mister Fantastic’s stretch, a +4/+4 pump for The Thing’s strength, 4 damage for Human Torch’s fire, and four cards drawn for Invisible Woman’s intellect. He already has flying and the flexibility is impressive. The problem is activation cost — each mode runs 2-5 mana on top of a four-mana body. A Commander table value piece, not a competitive staple.

The Sentry, Golden Guardian

The Sentry, Golden Guardian - MTG Marvel Super Heroes official card

Legendary Creature — Human Hero | {3}{W} | Rare

Flying, vigilance, and indestructible on a four-mana creature is an exceptional rate. The downside is baked in perfectly to the character: when The Sentry enters, your opponent creates The Void — a 5/5 black flying indestructible Horror Villain token that must attack every combat. In Commander that’s a manageable political tool. In 1v1 formats you’re handing your opponent a free indestructible 5/5 attacker every turn, which is a serious liability. Know your format before sleeving him up.

The Vision

The Vision - MTG Marvel Super Heroes official card

Legendary Artifact Creature — Robot Hero | {4} | Rare

A colorless four-drop with flying and vigilance that gains a different ability each time you cast a noncreature spell — double strike, indestructible, or a third mode — choosing one that hasn’t been chosen yet that turn. The Vision slotting into any color identity makes him extremely flexible as a Commander or 99 include in any spell-heavy deck. The modal protection design is clean and rewarding. He gets better the more you understand how to sequence around him.

A Tier

Moon Girl and Devil Dinosaur

Moon Girl and Devil Dinosaur - MTG Marvel Super Heroes official card

Legendary Creature — Human Dinosaur Hero | {1}{G}{U} | Rare

Three mana for a legendary that draws a card whenever an artifact enters under your control, and transforms into a 6/6 trampler whenever you draw your second card in a turn. That is an absurd rate for the cost. She slots into Simic artifact decks, draw-heavy Commander builds, and practically anything that cares about card advantage. She’s the sleeper of the spoiler season — not the flashiest card in the set but quietly one of the most efficient. Expect her price to climb before release.

Namor the Sub-Mariner

Namor the Sub-Mariner - MTG Marvel Super Heroes official card

Legendary Creature — Mutant Merfolk Villain | {1}{U}{U} | Mythic

A three-mana flying mythic whose power scales dynamically with the number of Islands you control makes Namor a genuine threat in mono-blue and Merfolk strategies. Paired with Attuma in the same 99, you have a draw engine and a scaling aerial threat that grows as the game develops. The Mutant subtype opens future synergies. The combination of cost, keywords, and scalability makes him one of the best mythics in the set for dedicated strategies.

Quicksilver, Brash Blur

Quicksilver, Brash Blur - MTG Marvel Super Heroes official card

Legendary Creature — Mutant Hero | {R} | Rare

A one-mana legendary with haste that can begin the game on the battlefield if he’s in your opening hand. That is one of the most unique abilities ever printed on a Magic card. On turn one you can have a legendary creature in play before spending a single mana, triggering any “when a legend enters” effects immediately. His Power-up ability adds a +1/+1 counter and a double strike counter for {4}{R}. In fast red aggro and combo strategies, starting with a free permanent is a line that will absolutely be exploited by competitive players.

Bruce Banner // The Incredible Hulk

Bruce Banner - The Incredible Hulk - MTG Marvel Super Heroes official card

Legendary Creature — Human Scientist Hero // Legendary Creature — Gamma Berserker Hero | {U} | Mythic

One blue mana for a legendary that taps to draw X cards at sorcery speed (costing {X}{X} to activate). Even at that activation cost, a one-mana legendary that produces raw card advantage is exceptional. The Incredible Hulk back face transforms for {2}{R}{R}{G}{G} — expensive, but the payoff of an enormous game-ending creature is hard to ignore. This is the kind of double-faced card that will be built around for years in Commander, with Bruce Banner’s front face doing real work in the early game while you set up the transformation.

S Tier — The Best Cards in the Set

Captain America, Super-Soldier

Captain America, Super-Soldier - MTG Marvel Super Heroes official card

Legendary Creature — Human Soldier Hero | {1}{W}{W} | Mythic

Three mana. First strike. Enters with a shield counter. While that shield counter is in place, you and every other Hero you control have hexproof. That last line is the one that breaks the card open. In a Hero tribal Commander deck, Captain America shuts down all targeted removal for your entire board the moment he hits play. He absorbs the first removal spell aimed at him via his shield counter, and until that happens, your Heroes are completely untouchable. He is the premier defensive pillar of the Hero archetype and one of the best white commanders printed in years.

Doctor Doom

Doctor Doom - MTG Marvel Super Heroes official card

Legendary Creature — Human Scientist Villain | {4}{B}{B} | Mythic

Six mana is a real cost, but Doctor Doom delivers on every front. He enters creating two 3/3 artifact creature Doombots, immediately building board presence and artifact creatures in play. While you control an artifact creature or a Plan enchantment — which Doom’s own Doombots guarantee — he has indestructible. At the beginning of your end step, he draws a card at the cost of some life. He is a self-sustaining, indestructible value engine that builds his own protection the moment he resolves. The best villain in the set and an instant Commander staple.

The Mind Stone

Legendary Artifact — Infinity Stone | {1}{W} | Mythic

Two mana. Indestructible. Taps for white mana. And it’s the first of what is clearly a multi-set Infinity Stone cycle — the most powerful artifacts in the Marvel universe now rendered in cardboard. The Harness ability activates for {5}{W} and flickers nonland permanents, an extraordinarily powerful effect in white. But even stripped of that ability, an indestructible mana rock for two mana is format-warping. When the full Infinity Stone cycle is assembled in Commander, The Mind Stone will be the cornerstone of the entire strategy.

The Coming of Galactus

The Coming of Galactus - MTG Marvel Super Heroes official card

Enchantment — Saga | {2}{B}{B}{G} | Mythic

The best card in the set. A four-chapter Saga for five mana that opens by destroying any nonland permanent — unconditional removal stapled onto chapter one — then drains four life across chapters II and III, and culminates in creating Galactus: a legendary 16/16 token. Every step of this Saga is independently powerful. As a complete package it is an unstoppable late-game bomb that closes out most Commander games the moment it resolves. This is the card the Marvel Super Heroes set will be remembered for.

Final Verdict

The Marvel Super Heroes set is a serious MTG product, not a novelty crossover. The top cards — Galactus, Doctor Doom, Captain America, The Mind Stone — are genuinely powerful pieces that will reshape Commander metas. Quicksilver and Bruce Banner bring unique designs that competitive players will find ways to break. Even the lower-tier cards mostly suffer from mana cost issues or narrow tribal focus rather than poor design work.

More cards are still being revealed ahead of the June 26 release. This ranking will be updated as the full set comes to light.

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