The Fantastic Four precon.
The stock Marvel Super Heroes Commander precon, a four-color (W/U/R/G) value deck led by Mister Fantastic that rewards casting noncreature spells and then copies those spells and the triggered abilities they set off. Invisible Woman, Human Torch, and The Thing ship as alternate foil face commanders. No Game Changers and no infinite combos in the as-printed list: a Bracket 2 deck that grinds out advantage through copies, doublers, and recursion.
This precon ships with 4 face commanders. Lead the deck with any of them.




The Fantastic Four wins by turning every noncreature spell into a multiplier. Mister Fantastic and his teammates reward you for casting instants, sorceries, artifacts, enchantments, and planeswalkers, then the deck copies those spells and the triggers they set off. You are not casting one spell, you are casting one spell that draws cards, builds a board, and fans out into copies and bonus combats. The payoff line on most of the team reads the same way: if you have cast a noncreature spell this turn, something good happens at the beginning of combat.
How it plays.
Core game plan
This is a four-color (Jeskai plus green, the full W/U/R/G wedge) value engine, not a glass-cannon combo deck. Stage one is ramp and fixing: Sol Ring, Arcane Signet, Chromatic Lantern, H.E.R.B.I.E., and a green ramp suite (Cultivate, Farseek, Three Visits, Terramorph) plus a deep dual-land base so four colors actually function. Stage two is deploying noncreature-spell payoffs (Mister Fantastic, Valeria Richards, Black Bolt, Namor, Medusa, Crystal, Whirlwind of Thought) so that the spells you were going to cast anyway also draw cards, grow creatures, and ping the table. Stage three is the copy package: Cosmic Crucible copies a noncreature spell each turn, Galvanic Iteration copies your next instant or sorcery, Council of Reeds copies itself, and Mister Fantastic's activated ability copies a triggered ability you control twice. Annie Joins Up doubles triggered abilities of your legendary creatures on top of all of that. Note on the set: the cards that drive this deck do not use named keyword mechanics like Power-Up or Teamwork. The real engine is the recurring 'if you have cast a noncreature spell this turn' template (verified across roughly 17 cards in the 99) plus the four 'pay {R}{G}{W}{U}' team-up abilities on the face commanders. Rebound (seven spells in the deck) and Flashback let single cards trigger those payoffs across multiple turns. Discover (Franklin Richards) and Cascade (Into the Time Vortex) cast extra noncreature spells for free, which themselves can re-trigger the payoffs.
Key cards
- Mister Fantastic. The face commander and the deck's namesake engine. He draws a card each combat after you cast a noncreature spell, and for {R}{G}{W}{U} and a tap he copies a triggered ability you control twice. Point that at any of the team's 'beginning of combat' or 'whenever you cast' triggers to triple the effect.
- 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 this turn, then comes back from the graveyard with Flashback to do it again. Doubles a big draw or removal spell and double-triggers your payoffs in the process.
- 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. Turns the noncreature-spell theme into reach: she deals damage to each opponent equal to the number of colors of every noncreature spell you cast, and she taps for any of the deck's four colors. Multicolor spells plus copy effects make her a real clock.
- Franklin Richards, Ascendant. After you cast a noncreature spell, he Discovers 6, casting a free nonland card of mana value 6 or less. That free spell can itself trigger your other payoffs, chaining value off a single setup.
- 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. The five-color payoff body: flying, vigilance, trample, haste, and on combat damage it recurs a random instant or sorcery from your graveyard to cast for free next upkeep. Reuses your best spells and re-triggers the engine.
Combos and synergies
- No infinite combos in the stock list. The deck is built on stacking copies and doublers, not a two-card loop. The strongest verified synergies are: (1) Annie Joins Up plus any legendary 'whenever you cast a noncreature spell' creature (Black Bolt, Namor, Crystal), so one spell fires the trigger twice. (2) Mister Fantastic's {R}{G}{W}{U} copy ability targeting a triggered ability you already control, which copies it twice, and if Annie Joins Up is out the original legendary trigger is doubled before Mister Fantastic copies it. (3) Cosmic Crucible plus Galvanic Iteration on the same instant or sorcery: Crucible copies the spell on cast, Galvanic Iteration adds another copy, so one card resolves three times. (4) Rebound spells (Invisible Force Field, Fantastic Elasticity, Flame On!, Quantum Misalignment, It's Clobberin' Time!, Into the Time Vortex, Recurring Insight) each count as a noncreature spell cast on two different turns, so they reliably switch your combat payoffs on across back-to-back turns. (5) Seize the Day plus the noncreature payoffs: the extra combat phase gives a second 'beginning of combat' window, which re-checks 'if you have cast a noncreature spell this turn' for the whole team. None of these loops, but they multiply value quickly. The Galactus plus Silver Surfer package is a top-end finisher synergy, not a combo: Silver Surfer tutors Galactus to hand and, while Surfer is on the battlefield, removes Galactus's 'must attack the highest-life opponent' restriction so you can aim the 10/10 indestructible flyer wherever you want.
Mulligan
- Two to four lands with at least two colors of fixing, plus a ramp piece (Sol Ring, Arcane Signet, a green ramp spell, or H.E.R.B.I.E.).
- A hand with a noncreature-spell payoff on curve (Valeria Richards, Black Bolt, Namor, or Whirlwind of Thought) and the spells to feed it.
- Fixing-heavy openers in a four-color deck: a dual land plus Chromatic Lantern or Arcane Signet is worth keeping even if the payoffs are thin, because color screw loses more games than slow starts.
- Any keepable hand that includes Mister Fantastic plus one way to cast a noncreature spell, since the commander is always available from the command zone.
- One-or-two-land hands with no early ramp: this curve tops out high and a four-color mana base punishes greedy keeps.
- Monochrome openers (all one color of sources) that cannot realistically cast the multicolor payoffs or pay the {R}{G}{W}{U} team-up costs.
- All-payoff, no-fuel hands with no instants, sorceries, artifacts, or enchantments to actually trigger the 'cast a noncreature spell this turn' abilities.
Lines and sequencing
- Lead on fixing and ramp. In a four-color deck, resolving Chromatic Lantern, Arcane Signet, or a green ramp spell early matters more than slamming a payoff you cannot reliably cast.
- Sequence noncreature spells after your payoff is online. Hold the cheap instant or artifact until Mister Fantastic, Valeria, or Whirlwind of Thought is in play so the same spell also draws or grows something.
- Use Valeria Richards to break parity on cost. With her down, sandbagged cheap spells become near-free triggers, and the {1} discount adds up fast across a turn.
- Time the copy effects on your highest-impact spell. Save Cosmic Crucible's copy and Galvanic Iteration for a board wipe, a big draw spell, or removal on the right target, not the first cantrip you cast.
- Sacrifice The Fantasticar at the right moment. On your fourth noncreature spell in a turn you can crack it for four 4/4 flying haste Constructs, a real burst of pressure or a lethal alpha strike.
- Hold up interaction. Path to Exile, Bovine Intervention, Invisible Force Field, and Clever Concealment let you protect the team and answer threats while still feeding the spell-count theme.
Pilot difficulty
Medium. The deck rewards good spell sequencing (cast payoffs before fuel, save copies for the right target, track 'cast a noncreature spell this turn' windows across extra combats and Rebound) and a four-color mana base demands careful fixing in the early turns. There are no fragile combos to assemble or protect, so the play patterns are forgiving once the engine is online. New Commander players can pilot it as a fair value deck; experienced players get more out of the copy and doubler interactions.