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// Stock precon · Mister Fantastic The Fantastic Four
Bracket
B2
Precon · Four-color · W/U/R/G

The Fantastic Four precon.

Fix all four colors, then develop the spell and triggered-ability engines before committing a large turn.

CommanderMister Fantastic
ColorsW/U/R/G Four-color
Bracket2 Core · stock list
Cards100

At the table

Pod notes →
Keep
Three lands with a credible route to all four colors, a fixing piece, and an engine or useful spell; the commander is in the command zone.
Develop
Fix colors, establish one engine, and retain a spell and mana to use it productively.
Finish
Combine a funded spell-copy turn with board pressure; count each original, copy and triggered ability separately.
Watch out
Mister Fantastic's combat trigger is on your turn. A copy put on the stack is not another cast.
Guide reviewed List 6464faeb

Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.

Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.

Fix all four colors, then develop the spell and triggered-ability engines before committing a large turn.

Opening hands

Seven cards from this build. Commanders start in the command zone. In multiplayer Commander, the first mulligan is free. For later mulligans, draw seven again; once you keep, put one card on the bottom for each mulligan beyond the free one.

KeepShow the seven
  • Command Tower
  • Island
  • Forest
  • Arcane Signet
  • Valeria Richards, Precocious
  • Galvanic Iteration
  • Path to Exile

Assumes Mister Fantastic is the chosen commander in the command zone and a four-player Core pod. Three lands plus Arcane Signet develop and fix mana, while Valeria Richards, Precocious and Galvanic Iteration give this hand a concrete plan. Check the timing of colored costs before choosing the first land.

BorderlineShow the seven
  • Command Tower
  • Island
  • Valeria Richards, Precocious
  • Galvanic Iteration
  • Path to Exile
  • Galactus, Devourer of Worlds
  • Genesis Ultimatum

Two lands make the expensive end of this hand dependent on further mana development. Valeria Richards, Precocious is a reason to consider it on a later mulligan, but at seven cards with the multiplayer free mulligan available I would usually seek a more dependable third land or accelerator. Do not count a future draw as guaranteed.

MulliganShow the seven
  • Command Tower
  • Galactus, Devourer of Worlds
  • Genesis Ultimatum
  • Mind's Dilation
  • The Thing
  • Franklin Richards, Ascendant
  • Recurring Insight

One land and an expensive hand cannot reliably develop the stock plan. Keeping several attractive payoffs does not compensate for missing land drops; use the multiplayer free mulligan when available, then follow the London mulligan procedure if drawing again.

01 // Play guide

How it plays.

Core game plan

Fix all four colors, then develop the spell and triggered-ability engines before committing a large turn. Mister Fantastic's combat trigger is on your turn. Keep distinct counts for casting a spell, copying a spell on the stack, copying a triggered ability and a copied permanent entering. A spell copy placed directly on the stack was not cast, so it does not retrigger cast-only abilities. Effects that explicitly let you cast a copied card, or rebound that casts again, work differently. Preserve interaction and a refill against removal of the central engine.

Key cards

  • Mister Fantastic. At beginning of combat on your turn, draws if you cast a noncreature spell that turn. Pay {R}{G}{W}{U} and tap to copy a triggered ability you control on the stack twice; he must be able to tap.
  • Valeria Richards, Precocious. Makes every noncreature spell cost {1} less and refunds you a card on your first one each turn. The single best enabler in the 99: she lowers the bar to hit your 'cast a noncreature spell this turn' triggers every turn.
  • Cosmic Crucible. Adds four mana of any colors on your first main phase and copies one noncreature spell you cast each turn. It both pays for the spell and duplicates it, which is the cleanest copy effect in the deck.
  • Whirlwind of Thought. Draws a card every time you cast a noncreature spell, with no per-turn cap. In a deck this dense with instants, sorceries, artifacts, and enchantments it is a pure card-advantage faucet.
  • Galvanic Iteration. Copies your next instant or sorcery spell this turn. The copy is not cast and does not retrigger cast-only abilities; cast-or-copy abilities do see it.
  • Annie Joins Up. If a triggered ability of a legendary creature you control would trigger, it triggers an additional time. The deck is wall-to-wall legendary heroes, so this quietly doubles Mister Fantastic, Black Bolt, Namor, Crystal, and the rest, and it kills a creature on entry.
  • Crystal, Inhuman Princess. A noncreature spell you cast causes damage based on its colors; a copy placed on the stack is not another cast. Also provides colored mana when able to tap.
  • Franklin Richards, Ascendant. At beginning of combat on your turn, discovers 6 if you already cast a noncreature spell that turn. Discover may cast the found card or put it in hand; it is not a trigger for every noncreature cast.
  • Black Bolt, Inhuman King. A flyer that grows +2/+2 every time you cast a noncreature spell and punishes opponents who target him by destroying a nonland permanent they control. A resilient beater the deck naturally pumps.
  • Power Pack. Four-color flying, vigilance, trample and haste threat. Combat damage exiles a randomly chosen instant/sorcery target from your graveyard, then lets you cast it at your next upkeep.

Combos and synergies

  • A simple spell-copy example is Galvanic Iteration followed by a qualifying instant or sorcery: casting each original spell can trigger cast abilities, while Iteration's copy is not another cast. If another applicable effect copies that spell too, count the original plus each actual copy rather than assuming every cast trigger multiplies. Mister Fantastic's ability-copy effect and spell-copy effects are separate mechanisms. Power Pack is part of the four-color identity, not a fifth color; this color combination is not a three-color wedge. A concrete ability-copy line: after casting a noncreature spell before combat on your turn, let Mister Fantastic's draw trigger go on the stack. If Mister can tap, pay RGWU and tap him to copy that trigger twice. The two copies and original resolve separately for three total cards. This does not copy the earlier spell.

Mulligan

Keep
  • Three lands with a credible route to all four colors, a fixing piece, and an engine or useful spell; the commander is in the command zone.
  • A balanced hand that develops an engine while retaining an answer to a meaningful opposing threat. Check tapped-land timing and required colors, not just total land count.
Ship back
  • Zero or one land without a dependable route to develop mana.
  • Expensive payoffs without early ramp, or several synergy payoffs with no way to supply their required bodies, spells or resources.
  • A hand relying on drawing the chosen commander: the commander starts in the command zone, not the opening seven.

Lines and sequencing

  • Prioritize color access over raw colorless ramp when the hand needs several different symbols.
  • Deploy an engine while preserving enough mana to use it or protect it; multiple expensive engines without a spell can stall.
  • Announce Mister Fantastic's beginning-combat trigger on your turn and identify the exact ability affected.
  • For every copied spell, identify the original cast, each copy and each resulting cast-or-copy trigger separately.
  • Use extra combats only when the specific card's timing and your available attackers make another combat useful; do not assume every combat trigger occurs on opponents' turns.
  • After a wipe, rebuild one engine and useful spell before committing the entire hand.

Pilot difficulty

Intermediate. The main plan is readable, but sequencing, trigger timing and resource accounting matter. Use the pilot reference and worked interaction before taking a long turn.