- Commander Nexus
- Sets
- Marvel Super Heroes
Marvel Super Heroes
Every Marvel Super Heroes card, the four decks, the boxes and every official word from Wizards, in one place.
Key dates
From the reveal to release day and after
Commander decks
Four Ready-to-Play Decks
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Doom Prevails
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Avengers Assemble
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The Fantastic Four
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Wakanda Forever
Collector's Edition
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Doom Prevails
Collector's Edition -

Avengers Assemble
Collector's Edition -

The Fantastic Four
Collector's Edition -

Wakanda Forever
Collector's Edition
Boosters and bundles
Boxes and Bundles
Commander decks
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Marvel Super Heroes Commander Kit Avengers Assemble
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Marvel Super Heroes Commander Kit Doom Prevails
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Marvel Super Heroes Commander Kit Fantastic Four
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Marvel Super Heroes Commander Kit Wakanda Forever
Boosters
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Marvel Super Heroes Collector Booster Pack
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Marvel Super Heroes Jumpstart 2 Booster Pack
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Marvel Super Heroes Jumpstart Booster Pack
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Marvel Super Heroes Play Booster Pack
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Marvel Super Heroes Scene Box Heroes United
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Marvel Super Heroes Scene Box Villains Unleashed
Booster boxes
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Marvel Super Heroes Collector Booster Box
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Marvel Super Heroes Draft Night
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Marvel Super Heroes Jumpstart Booster Box
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Marvel Super Heroes Play Booster Box
Bundles
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Marvel Super Heroes Bundle
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Marvel Super Heroes Gift Bundle
Everything else
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Marvel Super Heroes Beginner Box
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Marvel Super Heroes Play Pack
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Marvel Super Heroes Prerelease Pack
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Marvel Super Heroes Welcome Deck Black
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Marvel Super Heroes Welcome Deck Blue
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Marvel Super Heroes Welcome Deck Green
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Marvel Super Heroes Welcome Deck Red
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Marvel Super Heroes Welcome Deck White
Marvel Super Heroes cards
453 Cards
Sets in this release
Four Set codes
Mechanics
Mechanics Used in This Set
120 cards
38 cards
Power-up37 cards
37 cards
Reach34 cards
29 cards
22 cards
Connive20 cards
20 cards
18 cards
Teamwork17 cards
16 cards
News
Articles and Videos
More set hubs
Past and Upcoming Sets
Open the full glossaryFlyingA creature with flying can only be blocked by creatures that also have flying or reach. It is the most common way to get combat damage past a ground army.
Open the full glossaryVigilanceA creature with vigilance does not tap when it attacks, so it is still available to block on the way back.Open the full glossaryTrampleIf a creature with trample is blocked, damage beyond what is needed to destroy its blockers spills over to the defending player.Open the full glossaryFlashYou can cast a card with flash at any time you could cast an instant, even during your opponent's turn or in the middle of combat. That lets you surprise opponents with a creature or spell.Open the full glossaryEquipHow you attach an Equipment to one of your creatures: pay its equip cost and move it on. You can only do this on your own turn when nothing else is waiting to happen, and the Equipment stays on the battlefield if the creature leaves.
Open the full glossaryHasteA creature with haste can attack and use its tap abilities the turn it arrives, instead of waiting a turn.
Open the full glossaryLifelinkDamage dealt by a creature or spell with lifelink also makes its controller gain that much life.
Open the full glossaryDeathtouchAny amount of damage from a creature with deathtouch is enough to destroy the creature it damages, however high that creature's toughness is.Open the full glossary















