Now that the spoiler season for Marvel Super Heroes is officially underway, we’ve been absolutely inundated with spoilers. While a busy spoiler season is nothing new, it doesn’t help that Wizards have pulled out all of the stops. From what we’ve seen so far, there are tons of insane new legends and reprints to get excited about.
For Marvel Super Heroes, it even seems that the uncommons have been juiced to the extreme. Four of the Fantastic Four cards, for instance, can come together to create a wild infinite damage, token, and draw combo. Miraculously, this combo is possible in Marvel Super Heroes Limited, of all places, although pulling it off does take work.
Infinite Draw, Damage, Counters, and Tokens

It’s incredibly fitting that the four Fantastic Four uncommons play so well with one another. With these four cards in play, you get an infinite loop where one triggers the next in a perfect cycle. Starting this combo isn’t difficult, either, since Human Torch, Johnny Storm will trigger during your draw step.
After Johnny triggers, The Thing, Ben Grimm will get a +1/+1 Counter, which then triggers Invisible Woman, Sue Storm. Sue will then make a token, which triggers Mister Fantastic, Reed Richards to draw you a card. Now, you’re back at step one, since Johnny sees the card draw and will ping an opponent.
Since all of these cards are uncommon, finding each of them during a Draft is far from impossible. That being said, given the potential power of this combo, a lot of players may be on the lookout for it. As if that wasn’t a big enough hurdle, however, playing all of these cards is pretty mana-intensive.
Even though you can curve Johnny Storm into Ben Grimm from turns three to six, you’ll be doing literally nothing else. Not only does this leave you exposed, but it makes it incredibly obvious what you’re planning to do. Thanks to this, a single piece of removal could spoil your carefully constructed plans and spoil the fun. You also need to go into four-color to make this work, which is generally a risky proposition in Limited.
With this in mind, going for this Fantastic Four combo in Limited probably isn’t the best idea. Building around them, at least, does feel like a massive trap, but it could work if you’re in four colors already.
A Cohort of Combo Enablers

Beyond their infinite combo potential in Limited, each of these cards can facilitate infinite combos in Commander, too. While they will need other support, this makes picking up these cards during a Draft far from pointless. Mister Fantastic, Reed Richards can technically go infinite with Cryptcaller Chariot, for instance, but it does take a bit of work.
To get this combo going, not only do you need both cards in play, but you’ll also need at least eight cards in your hand. By discarding during your end step, Cryptcaller Chariot will make a token, triggering Mister Fantastic and drawing you a card. This will then trigger another end step, causing you to discard once again.
Using this loop, you can draw your entire deck, setting up a win with Thassa’s Oracle or Laboratory Maniac. Notably, since you’ll need ot be in Dimir for this combo, Mister Fantastic can’t be your Commander. If you want to go infinite with Invisible Woman, Sue Storm, however, that can be done in a mono-white deck.
Alongside Mighty Mutanimals and one other hero, Sue Storm can get you infinite tokens and counters. While this is a bit more intensive than a regular two-card combo, Marvel Super Heroes is introducing tons of heroes. Failing that, you can use Maskwood Nexus to turn Mutanimals and your wall tokens into heroes.
While Human Torch, Johnny Storm can also create infinite combos, he similarly requires an extra hero on your board. After clearing this small hurdle, however, you just need a card that turns damage into draw, like Curiosity. Once attached, drawing a card will start Johnny’s loop, which will let you draw your deck or deal 90+ damage.
Sadly, The Thing, Ben Grimm, doesn’t have nearly as much combo potential to exploit. Thanks to its reliance on heroes, too, it’s not even that compelling in a counter-focused Commander deck. Still, three out of the four Fantastic Four uncommon cards being playable isn’t a bad rate at all.
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