Marvel Super Heroes MTG Draft & Sealed Guide
June 2026 · 276 cards · 10 archetypes · 3 damage kills 69%





- Removal at common1411 of 48 at instant speed
- 3 damage kills69%other sets 68%
- Toughness 4+31%other sets 32%
- Spells at 3 or less66%other sets 64%
- Fliers21%other sets 14%
- Fixing10common dual lands · 15 more that make or find mana · 4 Treasure
Our approach to guidesA Marvel Super Heroes study guide, read from the cards. Every number, archetype and gallery on this page is computed from the set's own card data: the archetypes from a graph of which cards feed which, the removal from what each spell's text actually kills, the mechanics from what the cards carry, each measured against the other recent sets. No tier list, no vote, no guesswork, and it recomputes from the first spoiler on.
Gruulsoft theme
Izzetsoft theme
Borossoft theme
Orzhovsoft theme
Simicsoft theme
Selesnyasoft theme
Dimirsoft theme
Rakdossoft theme
Golgarisoft theme
Azoriussoft themethe pick
The archetypes

Gruul
castable spells 78average mana 3.03two-drops 13removal 18
signpost Hulk, Gamma Goliaththeme soft, drafted on card quality
Power-up. Hulk, Gamma Goliath makes every Power-up three cheaper and Doc Samson, Super Psychiatrist adds a counter to every counter. HULK SMASH! is the removal. Go big or stay out.









Izzet
castable spells 82average mana 2.96two-drops 12removal 16
signpost Iron Man, Master of Machinestheme soft, drafted on card quality
Artifacts. Iron Man, Master of Machines draws on attack when an artifact came down that turn and Shuri, Wakandan Inventor makes them cheaper. It has one of the lowest curves of the ten pairs, so it can race.









Boros
castable spells 81average mana 2.89two-drops 13removal 17
signpost Thor Odinsontheme soft, drafted on card quality
Spells that target. Thor Odinson has prowess twice, Iron Fist, Living Weapon turns a trick into a Lightning Bolt from his power, and Colleen Wing, Street Samurai grows and scries on the same trigger. Giant Growth is a removal spell in this deck.









Orzhov
castable spells 82average mana 2.98two-drops 13removal 13
signpost Black Widow, Double Agenttheme soft, drafted on card quality
Attack alone. Black Widow, Double Agent gives a lone attacker first strike and menace, Agent 13, Sharon Carter investigates off it, and Luke Cage, Power Man becomes indestructible doing it. One big attacker and a hand of tricks.









Simic
castable spells 83average mana 3.10two-drops 13removal 11
signpost Ant-Man, Colony Commandertheme soft, drafted on card quality
Counters and Insects. Ant-Man, Colony Commander makes a 1/1 whenever a counter lands, and Go Nuts! puts one on for one mana. It ties for the least removal of any pair, so it needs the tricks to trade.









Selesnya
castable spells 80average mana 2.92two-drops 15removal 11
signpost Black Panther, Vanguardtheme soft, drafted on card quality
Heroes. Black Panther, Vanguard triggers on every nontoken Hero and Agent Phil Coulson grows them all on a tap. Nearly every creature in the set is a Hero, which is why the graph cannot see the theme and why it works anyway: it is the go-wide deck with the best bodies.





signpost


Dimir
castable spells 82average mana 3.12two-drops 11removal 12
signpost Kang, Temporal Tyranttheme soft, drafted on card quality
Draw two. Kang, Temporal Tyrant connives on attack and punishes the second draw, Madame Masque makes a Villain off it, and Trickster's Stratagem is the common that does both. Slower than white-blue and it wants the fliers to close.









Rakdos
castable spells 80average mana 3.04two-drops 12removal 21
signpost Madame Hydratheme soft, drafted on card quality
Villains. Madame Hydra makes a 2/1 for every Villain cast and The Masters of Evil pumps them. The most removal of any pair, but the density the payoffs ask for is not there at common. Be in it for the removal, not the theme.









Golgari
castable spells 79average mana 3.15two-drops 12removal 15
signpost Killmonger, Scourge of Wakandatheme soft, drafted on card quality
Two in the graveyard. Killmonger, Scourge of Wakanda is the signpost and the easiest threshold in the set: HYDRA Troopers mills two on entry and Undercover Skrull becomes a 3/3 that taps for any colour once it is met. Punishing Punch costs one mana then.









Azorius
castable spells 83average mana 2.93two-drops 12removal 11
signpost Captain America, Living Legendtheme soft, drafted on card quality
Teamwork and tempo. Captain America, Living Legend untaps the first creature you tap each turn, so a Teamwork cost is paid twice, and Agent Maria Hill draws a card every time she pays one. Justice, Vance Astrovik is the uncommon to take first in the pair.








Where the removal is
Marvel Super Heroes has 48 removal spells, and 31% of its creatures have toughness 4 or more.








The colors at common
White
commons 15removal 3two-drops 3fliers 2
Blue
commons 15removal 3two-drops 2fliers 3
Black
commons 15removal 3two-drops 2fliers 1
Red
commons 15removal 3two-drops 2fliers 0
Green
commons 15removal 2two-drops 3fliers 0The fixing












The most common mechanics
Power-up
cards 24at common 9mostly green and red



Teamwork
cards 12at common 9mostly red and black



Connive
cards 11at common 3mostly black and blue



How to draft it
No pair is an archetype here, and that is the read, not a gap. The graph finds no colour pair whose cards feed each other more than chance, and every guide to the set says the same thing in its own words: the archetypes are soft, card quality decides, and the ten signposts are good cards first and themes second. Draft the best card, keep the curve, and let the pair find you.
It is faster than it looks from the table. The average mana value is 3.09, the lowest of any recent set, and 21% of the creatures fly, the highest. The drafters who have played it call it midrange with ground stalls, and both are true: the ground clogs, so the games are decided by the two-drops that get in early and the fliers that get over later. White-blue is the pick for exactly that reason, and it has the best commons in the set. The trap is villains: black-red has the most removal castable of any pair, twenty-one spells, but the hero cards are simply better than the villain ones, and a deck that takes villains for the theme loses to one that took heroes for the rate.
The picks at common
Removal first: the two-mana burn, the exile that scales with Teamwork, the clean kill, the white exile enchantment, the one-mana fight, and blue's tuck.






Then the bodies that carry a deck on their own: the two-for-ones and the fixer.






Interactions worth knowing
Teamwork paid twice. Captain America untaps the first creature tapped each turn, so it can pay Helicarrier Strike and Murdock's Crusade in one turn, and Maria Hill draws on each.
signpost


Two creatures in the graveyard. HYDRA Troopers puts them there, the Skrull and Punishing Punch turn on, and Killmonger keeps his bonus.



signpostTargeting your own creature. Every trick that targets a creature you control makes Iron Fist deal his power anywhere and grows Colleen Wing, so a Giant Growth is three damage to the face and a counter.




What to play around
Red holds Lightning Strike at two and HULK SMASH! at two with four power on the board. Black has Dark Deed and Widow's Bite at two and Hour of Defeat at four. White has Helicarrier Strike for one against an attacker or blocker and Red Guardian, Super-Soldier with flash at three, which kills anything that dealt damage this turn. Blue has We Say Thee Nay! at two. Green has Go Nuts! at one and Punishing Punch, which costs one with the graveyard on.








Splashing
There are 10 common dual lands, one per pair, and Undercover Skrull taps for any colour, so a splash of one or two cards on three sources is routine here and the guides agree it is worth doing. The bombs to splash are the rares that end a game on their own; the commons are not worth a third colour.
Questions about Marvel Super Heroes
How fast is Marvel Super Heroes Limited?
66% of the spells in Marvel Super Heroes cost three or less, 2 points above the average of recent sets, and the average mana value is 3.09. It is a fast format: expect to be attacked early and take the cheap plays.
How much removal is in Marvel Super Heroes?
Marvel Super Heroes has 48 removal spells across 276 cards, 14 of them at common and 11 at instant speed. 3 damage kills 69% of its 170 creatures, about average for recent sets, and 31% have toughness 4 or more.
What are the draft archetypes in Marvel Super Heroes?
The draft archetypes are Gruul (signposted by Hulk, Gamma Goliath), Izzet (signposted by Iron Man, Master of Machines), Boros (signposted by Thor Odinson), Orzhov (signposted by Black Widow, Double Agent), Simic (signposted by Ant-Man, Colony Commander), Selesnya (signposted by Black Panther, Vanguard), Dimir (signposted by Kang, Temporal Tyrant), Rakdos (signposted by Madame Hydra), Golgari (signposted by Killmonger, Scourge of Wakanda) and Azorius (signposted by Captain America, Living Legend), read from which cards feed which in the set and from its signpost cards. The guide's pick is Azorius.
Is there mana fixing in Marvel Super Heroes?
There are 10 common dual lands, one per pair, and Undercover Skrull taps for any colour, so a splash of one or two cards on three sources is routine here and the guides agree it is worth doing. The bombs to splash are the rares that end a game on their own; the commons are not worth a third colour.
How many cards are in Marvel Super Heroes?
Marvel Super Heroes has 276 cards and 10 draft archetypes.
Does this cover Marvel Super Heroes sealed and prerelease too?
Yes. This Marvel Super Heroes study guide is read from the cards, so the removal, the curve and each color pair's plan hold for draft, sealed and prerelease alike. For a sealed or prerelease pool, paste it into the deck analyzer to find its strongest two colors and deal its opening hands.








