Skip to content
  1. Commander Nexus
  2. Sets
  3. 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

No dates announced yet.

Commander decks

Four Ready-to-Play Decks

All precons

Collector's Edition

Boosters and bundles

Boxes and Bundles

Commander decks

Boosters

Booster boxes

Bundles

Everything else

Marvel Super Heroes cards

453 Cards

See all 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

Keywords from Scryfall's card data.

News

Articles and Videos

No articles or videos about this set yet.

More set hubs

Past and Upcoming Sets

All sets
CommanderThe legendary card that leads your deck, and the name of the format itself. Your commander starts the game in the command zone instead of in your deck, and you can cast it from there. If it leaves the battlefield you can send it back and cast it again, paying 2 more mana each extra time. It is usually a legendary creature; a few other cards say they can be your commander.Atraxa, Praetors' VoiceOpen 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.Serra AngelOpen 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.Lightning GreavesOpen the full glossaryHasteA creature with haste can attack and use its tap abilities the turn it arrives, instead of waiting a turn.Goblin GuideOpen the full glossaryLifelinkDamage dealt by a creature or spell with lifelink also makes its controller gain that much life.Vampire NighthawkOpen 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