Avengers Assemble precon.
The stock Marvel Super Heroes Commander precon. Captain America, Team Leader leads a Jeskai (U/R/W) team of Heroes, turning every Hero that joins the battlefield into a bigger, faster, more vigilant threat while stacking +1/+1 counters on himself. The 99 reward a wide Hero board, modified creatures (counters, Equipment, and Auras), and going to combat. Director Nick Fury is the alternate face commander, discounting Hero spells and digging for more Heroes on every attack.
This precon ships with two face commanders. Lead the deck with either one.


Avengers Assemble is a creature-forward Jeskai midrange deck that wins by fielding a team of Heroes and turning them sideways. Captain America, Team Leader pumps every Hero that enters and snowballs +1/+1 counters, and a counters-matter, modified-creatures, and Hero-typal support package backs him up. It is a fair, board-centric precon with no fast combo kills.
How it plays.
Core game plan
Note on set mechanics: the cards named Plan, Power-Up, and Teamwork do not appear in this stock list (verified against the full Archidekt oracle data and live Scryfall text), so this deck is not built around those keywords. What actually drives it is three classic engines working together. Hero typal: Captain America, Team Leader gives each Hero that enters vigilance and haste plus a +1/+1 counter (and a counter for himself), Director Nick Fury makes Heroes cheaper and refills your hand on attacks, and Jarvis, Earth's Mightiest Butler, Herald's Horn, Door of Destinies, Metallic Mimic, Kindred Discovery, and the typal lands (Path of Ancestry, Secluded Courtyard, Unclaimed Territory, Plaza of Heroes) reward naming Hero. The +1/+1 counters theme links Captain America, Shang-Chi (draw five and gain five on his tenth counter), Hercules, Falcon and Redwing, Captain Marvel (copy counters onto herself), and Metallic Mimic. The Equipment and modified-creatures theme ties Hero's Blade and Hulkbuster Armor (with its cheaper Equip Hero cost) to Iron Man and War Machine, who reward modified attackers with flying and double strike since counters, Equipment, and Auras all count as modifications. The line is: ramp with Sol Ring and the Talismans, deploy a couple of cheap Heroes, land Captain America or Nick Fury, then flood the board with Heroes so each enters bigger and you attack into an opponent who cannot block everything.
Key cards
- Captain America, Team Leader. The face commander and engine. Every other Hero that enters gains vigilance and haste and gets a +1/+1 counter, and Cap grows too. A wide Hero board snowballs fast and attacks immediately.
- Director Nick Fury. Alternate face commander. Makes all your Hero spells cost 1 less and, on every attack, digs four deep for a Hero to add to hand. Pick him when you want a grindier card-advantage build over Cap's aggression.
- Iron Man, Armored Avenger. Counters-matter and modified payoff. Every card you draw puts a +1/+1 counter on a creature, and his attack trigger gives flying to your other modified attackers, helping your team connect.
- War Machine, Avenging Arsenal. Turns a modified board into a beating. When he attacks, your attacking modified creatures (anything with a counter, Equipment, or Aura) gain double strike, which is a huge swing with Cap handing out counters.
- Shang-Chi and the Ten Rings. A counters payoff that ends games: he grows whenever you draw, and the moment his tenth +1/+1 counter lands you draw five cards and gain five life.
- Captain Marvel, Apex Avenger. Flying, double strike, indestructible, and she copies any counters you place on another non-Kree creature onto herself, so Cap's counter handouts make her enormous in a hurry.
- Avengers Quinjet. A repeatable Hero engine on a 4/4 flyer. Each time it enters or attacks you can drop a Hero from hand onto the battlefield or buy one back from the graveyard.
- Door of Destinies. Name Hero and it grows the whole team. Each Hero spell you cast adds a charge counter, pumping every Hero by +1/+1 per counter, which scales hard in a typal deck this dense.
- Sol Ring. The standard precon accelerant. A turn-one or turn-two Sol Ring gets your three-color commander and early Heroes online a full turn ahead.
- Hulkbuster Armor. A modification that makes a Hero a 9/9 flyer for a cheap Equip Hero {3}, feeding Iron Man and War Machine and giving you a fast clock or a sturdy blocker.
Combos and synergies
- No infinite combos in the stock list. The deck runs on linear synergies rather than loops. Notable interactions that are actually in the 99: Captain America, Team Leader plus any cheap Hero or Avengers Quinjet floods counters onto the board; placing counters with Cap (or Metallic Mimic, Hercules, Falcon and Redwing) triggers Captain Marvel, Apex Avenger to mirror those counters onto herself; Iron Man and War Machine reward the modified board that Cap and your Equipment create, granting flying and double strike; Shang-Chi and the Ten Rings plus any draw engine (Reconnaissance Mission, Kindred Discovery, Jarvis, Tome of Legends) races toward his ten-counter draw-five payoff; and Winter Soldier, Reborn Avenger plus Heroic Return reanimate Heroes with bonus counters on top.
Mulligan
- Two to three lands with a way to make all three colors (a Talisman, Arcane Signet, Fellwar Stone, Command Tower, or a Jeskai dual) plus an early play.
- A hand with Sol Ring or a two-mana rock and at least one cheap Hero to start the counter engine.
- Any keepable land count that includes Captain America, Team Leader or Director Nick Fury alongside a way to cast it on curve.
- A mix of two or three Heroes across the early curve so the commander immediately has targets to pump.
- One-land or two-land hands with no mana rock and no color fixing for a three-color deck.
- All lands and rocks with zero Heroes or threats to deploy.
- Top-heavy hands full of five-plus drops with no early plays or acceleration.
Lines and sequencing
- Lead with ramp: a turn-one Sol Ring or an early Talisman lets a three-color commander come down ahead of schedule and fix your colors.
- Try to deploy a cheap Hero or two before casting Captain America, Team Leader so that his enters-the-battlefield pump can start working the turn he resolves and on following turns.
- Sequence Heroes after Cap is online, not before, when you can. Each Hero that enters under Cap gets a counter and vigilance plus haste, so holding one extra Hero to play post-Cap is often correct.
- With Nick Fury out, attack even with small creatures to trigger his dig-four-for-a-Hero ability and keep your hand stocked.
- Use Patriot, Shield Wielder, The Wasp, or Plaza of Heroes to protect the commander from removal before you overcommit the board.
- Hold an instant-speed answer (Swords to Plowshares, Arcane Denial, Destroy Evil, Make Your Move) for the table's biggest threat rather than spending it on the first creature you see.
Pilot difficulty
Beginner. The deck plays out as a straightforward go-wide Hero aggro-midrange list where most decisions are which Hero to deploy and when to attack, with light sequencing around the commander.