Four Commander preconstructed decks ship alongside Marvel Super Heroes on June 26, 2026, and all seven new commanders have now been confirmed. Each deck has one face commander and, in the case of the Fantastic Four deck, three additional legendary creatures that can each serve as the primary commander. Here is the full breakdown.
The Fantastic Four
This deck is built differently from the other three: all four members of the Fantastic Four are legal commanders, not just the face card. Mister Fantastic leads as the official face commander, but Invisible Woman, Human Torch, and The Thing are each fully capable of taking the command zone. All four share the same four-colour identity (white, blue, red, green) and all reward casting noncreature spells, following the same mechanical thread introduced on The Vision in the main set.
Mister Fantastic (Face Commander)
Mister Fantastic is the face commander of the deck and carries the set's core design theme: rewards for casting noncreature spells. His most distinctive mechanical note is reach, which is an unusual keyword for a primarily blue-white legendary creature and signals a design intent to interact in the air while his ability engine fires. He copies activated abilities, creating value loops with any creature whose ability you want to double up on.
As a four-colour commander with access to white, blue, red, and green, Mister Fantastic opens the full range of artifact support, counterspells, cantrips, and token generators. The same card pool that supports The Vision in the main set works here, with the added dimension of creature-based ability copying that Colourless-only Vision cannot access.
Invisible Woman
Invisible Woman grants unblockability to creatures you control, making her the deck's combat-closing option. In a noncreature-spell shell that naturally builds up a small number of high-value creatures, being able to make all of them unblockable on demand is a reliable path to ending games through commander damage or wide attacks.
The four-colour identity keeps all the same support package available as Mister Fantastic. If your playgroup runs aggressive strategies that punish ability-copying setups, Invisible Woman offers an alternative line through raw combat pressure rather than value accumulation.
Human Torch
Human Torch deals his combat damage to all opponents simultaneously rather than to a single player. This is an exceptionally efficient game-closing mechanism in a four-player Commander pod: a single unblocked attack divides damage across the table, making him a credible threat even when opponents have blockers available for one or two players.
In the context of a noncreature-spell deck that also runs evasion, Human Torch functions as the aggressive red finisher within the four-colour shell. Pair him with haste enablers and pump spells for a surprise closing package that other members of the Fantastic Four do not offer.
The Thing
The Thing doubles all counters on permanents and has trample, creating a snowball effect that scales rapidly. In a deck that generates +1/+1 counters through normal play, The Thing can reach 9/9 or larger within a single turn cycle. Trample means that inflated power translates directly into game-ending combat damage.
The counter-doubling ability interacts with any permanent carrying counters, not just creatures: loyalty counters on planeswalkers, charge counters on artifacts, and experience counters all fall within range. This makes The Thing the most synergy-dense commander option in the deck for a dedicated counter-matters build, while Human Torch and Invisible Woman remain cleaner options for a focused noncreature-spell or evasion strategy.
Avengers Assemble
Captain America rewards playing the Hero creature type in Jeskai colours, a combination that gives access to white's creature tutors, blue's flash effects, and red's haste enablers. The trigger fires whenever any Hero enters under your control, immediately making the new arrival dangerous (haste, vigilance) and growing both that creature and Captain America with +1/+1 counters.
The cumulative counter growth is significant in a Hero-dense build. By the time you have assembled four or five Heroes, Captain America himself can be swinging as a substantial threat. The Jeskai identity also keeps Vision, Synthezoid Avenger from the main Commander deck in scope as an additional commander option, and all white, blue, and red Heroes from across the set are available to fill out the 99.
Captain America, Super-Soldier from the main set is the obvious companion piece here, bringing shield counters and Hero-wide hexproof. Two Captain Americas in a deck creates a political quirk, but the rules support it as long as only one is in the command zone.
Doom Prevails
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Doctor Doom solves connive's historically awkward relationship with land-heavy hands. Connive asks you to discard, but discarding a land in a traditional connive shell just means losing a resource with no benefit. Here, every land you discard to connive drains each opponent for 2 life instead. In a four-player game that is 6 life per land discard, and Doom triggers connive on a Villain every combat step for free.
The deck's ideal loop is straightforward: attack each turn, target a Villain with the combat trigger, that Villain connives, you discard a land, three opponents each lose 2 life and the conniving creature grows. Cards like Treasure tokens, land ramp spells, and Grixis looters all contribute to ensuring you always have land cards in hand to feed the drain engine.
Baron Helmut Zemo and Super-Skrull from the main set are both Villains available in Grixis and fit naturally into the 99. The menace grant also stacks: if you have multiple Villains, Doctor Doom can only target one per trigger, but with haste effects and attack-doubling, each subsequent attack adds more connive triggers and more drain.
Wakanda Forever
Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa.
T'Challa generates Vibranium tokens, a new token type that is both indestructible and produces colourless mana restricted to artifact spells. This creates a self-reinforcing loop: T'Challa makes Vibranium, Vibranium funds large artifact spells, casting those artifacts for 4 or more puts two +1/+1 counters on T'Challa, and T'Challa attacks again to make another Vibranium token. Each loop cycle grows him faster and accelerates the next artifact play.
Selesnya is an unusual colour combination for an artifact deck, but the Vibranium tokens handle the colourless mana production that white and green normally lack, while the two colours provide creature tutors, ramp, and protection. Green's artifact synergy pieces such as Cultivator Colossus, Hardened Scales, and The Great Henge all interact naturally with a counters-and-artifacts gameplan. White adds Flickering Ward, Generous Gift, and Swords to Plowshares for interaction.
The indestructibility on Vibranium tokens is significant: these are not sacrificable fodder but permanent accelerants. An established T'Challa board with three or four Vibranium tokens represents 3-4 mana available specifically for artifact spells every turn, effectively making the highest-value artifacts in the deck free or near-free by the mid game.
What This Means for Commander
The four decks cover a wide mechanical spread. The Fantastic Four deck is the most unusual product: four commanders who each represent a different strategic angle within the same colour identity is a design space that has not been explored this directly before. Players who buy the deck can genuinely choose their commander based on how they want to win each game night.
Doctor Doom and T'Challa are the two standout commanders from a raw power perspective. Doom solves a design problem with connive that has existed since the keyword's introduction in Streets of New Capenna, and does so in a way that converts a liability (excess land draws) into a repeating drain engine across all opponents. T'Challa's Vibranium tokens are indestructible mana rocks that grow on each attack, and his counter accumulation is fast enough that commander damage is a credible win condition from a 2/2 base.
Captain America, Team Leader is the most accessible of the four, with a clean Hero tribal trigger that will be easy to build around at any power level and straightforward synergy with the main set's Hero creature pool.
The full decklists have not yet been published. We will be covering the complete card lists and upgrade guides as the June 26 release approaches.
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