Marvel Super Heroes releases June 26, 2026, and the spoiler season is well underway. Yesterday's reveals centred on two cards that immediately stand out for Commander: The Vision, a colourless legendary artifact creature who rewards casting noncreature spells with three rotating bonuses, and The Mind Stone, an indestructible white Infinity Stone that becomes a repeating blink engine once harnessed. Click any card image to zoom.
The Vision
Two versions of The Vision have been confirmed: the main-set card (MSH 255) built for a noncreature-spell Commander shell, and a Commander deck variant (Vision, Synthezoid Avenger) that rewards instant-speed interaction from any player. Both are colourless, giving you access to the full artifact support suite without colour restrictions.
Main Set: The Vision (MSH 255)
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Every noncreature spell you cast rotates through three bonuses. Cast an artifact, get double strike. Cast another, become indestructible. Cast a third, draw a card. The cycle then resets the next turn. In a deck loaded with cheap artifacts and instants, The Vision is attacking with double strike and indestructible simultaneously by turn four, while drawing cards to fuel the engine.
The colourless identity is a feature, not a bug. You are not constrained to a single colour. Sol Ring, Mana Crypt, Darksteel Forge, Unwinding Clock, and the full suite of colourless utility lands are all in play. Eldrazi finishers slot naturally. The deck builds itself.
Commander Deck: Vision, Synthezoid Avenger (MSC 119)
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until his controller's next turn.)
This version rewards a flash-heavy or counter-heavy build. Whenever any opponent casts an instant or responds during your turn, Vision either grows or disappears entirely. Phase out is an exceptionally clean protection tool: Vision becomes untargetable, doesn't take damage, and returns ready to attack. Build around instant-speed spells and watch Vision become unkillable through the combat step.
The trigger is broad: it fires on any player's instant-speed spell, including your opponents' interaction. In a multiplayer game, three opponents casting interaction every turn means Vision can accumulate counters or phase out repeatedly, each cycle on any player's spell, not just your own.
The Mind Stone
The Mind Stone is the second of six Infinity Stone headliner cards confirmed for the set. It is a white legendary artifact: indestructible, produces white mana immediately, and eventually becomes a repeating end-step blink engine once you pay the harness cost. This card is exceptional in Commander.
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Indestructible mana rocks that produce coloured mana are already desirable. The Mind Stone goes further: pay {5}{W} once to harness it, and every one of your end steps permanently blinks a permanent you control. This is a free flicker trigger every single turn with no additional cost after activation.
The applications are immediately obvious in white Commander decks. ETB-trigger creatures such as Recruiter of the Guard, Ranger-Captain of Eos, and Elesh Norn, Mother of Machines all love being blinked for free every turn. The harness cost is significant at {5}{W}, but it is a one-time payment. After that, the loop runs forever at no cost until the stone is exiled or bounced, and it is indestructible, meaning it survives board wipes.
In The Vision's colourless deck, The Mind Stone also contributes white mana without restricting the commander's colourless identity, since the stone itself can be run in any deck that can produce white to cast it.
Every Other Card Revealed
Beyond the two featured reveals, the broader Marvel Super Heroes spoiler season has produced a striking range of legendaries covering both the Hero and Villain creature types. Click any card to zoom in on the art and full card text.
Cards Worth Watching
Captain America, Super-Soldier introduces the new shield counter mechanic: he enters with one shield counter that absorbs incoming damage or destruction before it resolves, effectively granting him an extra life. As long as he has that counter, every Hero you control and you yourself gain hexproof. This is a powerful defensive Commander option in white.
The Sentry, Golden Guardian arrives with flying, vigilance, and indestructible, making him one of the most resilient creatures in the set. The cost is that your opponent creates The Void: a legendary 5/5 indestructible Horror that must attack every combat. This creates an immediate political pressure dynamic at the table, where you control a near-unkillable attacker but an opponent must deal with a relentless indestructible threat.
The Coming of Galactus is the set's showpiece Saga. It destroys a nonland permanent on chapter one, drains two life from each opponent on chapters two and three, and then creates Galactus: a 16/16 black Elder Alien with flying, trample, and "whenever Galactus attacks, destroy target land." A 16/16 is already the largest token in Commander, but one that kills a land every attack turn makes this a closing threat in any black-green Saga build.
Quicksilver, Brash Blur costs a single red mana and can begin the game already on the battlefield if you have him in your opening hand. He has haste and a power-up ability that can be activated once to give him double strike and a +1/+1 counter. The fastest affordable haste commander in the format, starting games already swinging.
Moon Girl and Devil Dinosaur is a Simic card that becomes a 6/6 with trample whenever you draw your second card in a turn, and draws a card the first time each turn that an artifact you control enters. These two abilities feed each other naturally: artifacts trigger draws, draws trigger the stat boost, and the resulting 6/6 demands immediate answers.
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What This Means for Commander
Marvel Super Heroes is shaping up to be a genuinely interesting Commander set rather than a purely collectible one. The Vision's noncreature-spell trigger cycling mechanic is elegant: it rewards dense spell casting without requiring a specific colour identity, which keeps the deck open to the widest possible support package. A colourless commander with double strike, indestructible, and card draw cycling on three consecutive noncreature spells is a meaningful threat at any power level.
The Mind Stone is the card most likely to see play outside of Marvel-themed decks. An indestructible white mana rock that becomes a free blink trigger every turn is a strong enough effect to justify the {5}{W} harness cost in any white Commander deck running ETB synergies. Blink decks, Sun Titan loops, and white flicker strategies all want this card.
The Commander deck's Fantastic Four members (Human Torch, Invisible Woman, Mister Fantastic, The Thing) all share the same trigger pattern: "if you've cast a noncreature spell this turn, do something powerful at the beginning of combat." This creates a very clean design space for a noncreature-spell-matters Commander deck alongside The Vision, with the Fantastic Four as supporting creatures within the 99.
Spoiler season continues toward the June 26 release. We will be covering every major reveal.
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