Commander 1
Creatures 11
Instants 18
Sorceries 13
Artifacts 14
Enchantments 7
Lands 36
Strategy notes
Marvel is a Temur (green-blue-red) Commander midrange/ramp deck built around landing and protecting a huge creature/commander—likely Bruce Banner // The Incredible Hulk—then turning that size into card advantage, board control, and explosive combat turns.
Game plan
- Ramp hard with mana dorks, signets, and land ramp to power out big threats quickly.
- Protect the key creature with cards like Lightning Greaves, Swiftfoot Boots, Heroic Intervention, Tamiyo’s Safekeeping, Tyvar’s Stand, and free interaction.
- Leverage a large body with payoff cards such as:
- Chandra’s Ignition to wipe the board and blast opponents
- Return of the Wildspeaker / Rishkar’s Expertise for huge card draw
- The Great Henge and Guardian Project for sustained value
- Win through combat using extra pressure from Rhythm of the Wild, Ohran Frostfang, Toski, and especially Aggravated Assault for repeated attack steps.
Key synergies
- **Big creature
Written by the Kraken's AI from this decklist.
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