The last WeeklyMTG show of 2025 was debatably the most bizarre. Despite there being three sets before the release of Marvel Superheroes, we just got a massive taste of what’s to come next June. Alongside a very flavorful Bonus Sheet and some exciting Fantastic Four Commanders, we also got a bunch of iconic characters spoiled for the main set.
The Coming of Galactus

The Coming of Galactus is a massive flavor win for one of the scariest characters from the Marvel Universe. On top of that, once this 16/16 hits the board, you generally only have one turn to deal with it. You’ve already lost four life to The Coming of Galactus, which makes the gigantic creature a lethal swing.
The first mode of The Coming of Galactus takes care of a lot of the inherent issues that this card would otherwise have. Five mana is expensive for a destruction effect, but the fact that this card doubles as a win condition more than makes up for it. In decks where you can accelerate the Lore counters on this Saga, The Coming of Galactus can give opponents a very small window to deal with it.
Alongside a fully leveled Innkeeper’s Talent, for example, and The Coming of Galactus threatens a three-turn clock on top of a removal spell. This seems excellent in any Commander decks that have some synergy with it, and could even make a Standard appearance.
Moon Girl and Devil Dinosaur

Similar to The Coming of Galactus, Moon Girl and Devil Dinosaur also offer a big punch attached to card advantage, no less. Getting this creature out on turn two is very doable in Standard, and using it with powerful zero-mana artifacts like Mox Amber in older formats allows Moon Girl and Devil Dinosaur to replace itself with ease.
The duo notably only cares about artifacts you control entering, which means artifact tokens, like Clues and Treasures, are fair game. Despite the once-per-turn restriction, you can also trigger Moon Girl and Devil Dinosaur multiple times per turn rotation, drawing four extra cards per rotation in an average Commander game.
The combination of easily accessible card advantage and massive pressure makes this a contender in multiple formats, including Commander.
Super-Skrull

Super-Skrull gives some serious Kenrith, the Returned King vibes, which means that this might double as both a powerful five-colored Commander and a constructed payoff. You need to sink a ton of mana into Super-Skrull to make it work, but drawing four cards on repeat is absolutely insane. This card can easily win the game with infinite mana available, making it one of the stronger five-colored Commanders we’ve seen.
If anything stops this card from being a massive hit, it’s Super-Skrull’s mana value. Three black is not an easy cost to swallow when you’re trying to assemble all five colors to activate his abilities. Without the abilities, Super-Skrull is not worth the investment, so getting this right might be tricky.
World War Hulk

World War Hulk, frankly, might be a problem. Cheating in any red or green creature for five mana is already exciting, but this Saga gives you even more value past that. Even if your cheated in creature dies, the second mode of this card turns any creature into a threat, and the third mode can cause a massive knockout punch from even a mana dork.
The real reason why this might be a problem, however, is the presence of Badgermole Cub in Standard. It is extremely easy to assemble five or more mana as early as turn three with the little guy, unlocking insane potential. Worse yet, World War Hulk could be used to cheat in some massive value-based creatures like Gishath, Sun’s Avatar, Ureni, The Song Unending, or even Progenitus for a more consistent game plan. Between flashy Standard shenanigans and a massive Commander appeal, the future looks bright for World War Hulk
Baron Helmet Zemo

Of all the cards spoiled for the Marvel Superheroes main set today, Baron Helmut Zemo is the toughest card to assess. The amount of value that this card is capable of providing is ridiculous, but the resources you need to invest in deckbuilding might not be worth the cost.
The Connive ability of Zemo, alone, is incredibly powerful, but to consistently get value out of this card, you need to set up a turn where you both deploy this and cast another black spell immediately. Otherwise, you risk this card being removed before your next untap. That said, if you untap with Zemo, you should be pulling far ahead in a focused strategy.
Zemo’s Boast ability is also extremely interesting, synergizing extremely well with Final Fantasy’s Zodiark, Umbral God. Needing to attack with Zemo to trigger this is undeniably a massive downside, but the Connive ability fueling Zemo’s other antics does make up for things.
Zemo’s Standard success will likely depend on how good the other support for a Mono-Black deck is. If we get lots of other cards with restrictive mana costs, this could be the centerpiece of an entire strategy.
Thunderbolts Conspiracy

Thunderbolts Conspiracy offers a very powerful effect for both Villain and Changeling decks, essentially giving all of your creatures a second life as a Hero. Better yet, if you can find a way to remove the Finality counters that this card provides, you could have an insane infinite combo engine on your hands. Partnering this with Solemnity, for example, will lead to all kinds of recursion loops. Just find a Villain with a powerful entry trigger, and the world’s your oyster.
That said, outside of niche Commander decks based around Villains, Thunderbolts Conspiracy’s success all depends on how good Villains are as an archetype. There’s certainly room in Commander, but we have our doubts about two-player formats.
Doctor Doom

As a six-mana iconic Villain, Doctor Doom just feels ok. Thanks to creating a board of Doombots, this card does pair quite well with Flicker effects, as well as cards like Thunderbolts Conspiracy, which give Doctor Doom a second life. Outside of that, though, this card does not feel too strong for a six-mana Mythic.
Bizzarely, the combination of Indestructible and having a Phyrexian Arena attached does make this a great defensive tool, but it’s nothing some exile removal can’t deal with. This creature can’t really function as an aggressive win condition, either, which makes six mana a difficult cost to justify. I wouldn’t be surprised if this Villain falls short.
Captain America, Super Soldier

Captain America doesn’t have a flashy ability, but it is flavorful and quite powerful. The combination of a Shield Counter and giving your other Heroes Hexproof can make your board quite difficult to properly deal with. Forcing an opponent to burn a removal spell on Captain America’s Shield Counter is the dream here, but it won’t always work that way.
This doesn’t help against board wipes, which are the biggest threats for the type of go-wide deck that Captain America would be promoting. It also doesn’t pair well into sacrifice or exile-based removal, which may become quite popular with the amount of Indestructibility that Marvel Superheroes will bring to Standard.
This card does seem quite good but without a strong supporting cast, Captain America won’t be able to save the day on his own.
The Sentry, Golden Guardian

For four mana, The Sentry, Golden Guardian offers an extremely powerful creature for a massive discount. Four mana for a 5/5 Flying, Vigilance, and Indestructible creature is absolutely absurd. The issue, however, comes with The Sentry’s flavorful and massive downside.
Giving your opponent a 5/5 Indestructible Flyer of their own, for free, no less, is extremely scary. They won’t be able to block with it effectively, but if they manage to remove your Sentry, The Void is a very difficult threat to deal with. This seems extremely fun in a Commander setting where The Void can attack your other opponents, but it might be too much of a downside for constructed play. I can only see The Sentry seeing play if there’s a hole in the metagame when it comes to dealing with Indestructible creatures. This card is otherwise too risky.
Bruce Banner // The Incredible Hulk

The first MDFC card introduced for Marvel Superheroes, Bruce Banner // The Incredible Hulk offers two cards that contrast in their game plans heavily. Bruce Banner can get on board quickly and draw a ton of cards over the course of the game, while The Incredible Hulk just wants to, well, smash.
As mentioned during the WeeklyMTG preview for this card, The Incredible Hulk goes extremely hard with Caltrops. Dealing one damage whenever Hulk attacks, this unlocks infinite combat steps, allowing this creature to smash your opponents until either it or they die. Of course, you don’t need to attack endlessly with The Incredible Hulk, giving you the option of smashing some players to death while keeping a massive Hulk to attack again with once all the damage falls off.
As flavorful and exciting as this card is for Commander, Bruce Banner // The Incredible Hulk misses the mark for Standard. Thanks to a lack of Haste, it’s far too easy to kill The Incredible Hulk before you get a chance to start smashing. Bruce Banner could do some interesting things, but he will likely need a lot of support to get there.
Namor, the Sub-Mariner

Last, but certainly not least, Namor, the Sub-Mariner looks like an interesting new Merfolk Typal tool across multiple MTG formats. Capable of seeing play in Pioneer, Modern, and Legacy alike, Merfolks want to go wide and buff their various tokens, which is something that Namor helps with in spades.
Notably, Namor, the Sub-Mariner works incredibly well with the free counterspells that typically see play in Merfolk decks already. Not only can you disrupt an opponent’s plans by countering something, but you’ll get a few Merfolk for free. This easily allows you to build your board while also making Namor into even more of a threat.
A Long Wait Ahead
All in all, I’m pleasantly surprised with some of the cards revealed in this very early Marvel Superheroes spoiler. Namor, honestly, seems like the strongest card among what we’ve seen across formats, but there’s a whole bunch of interesting designs that should allow Marvel fans to do some explosive things with their favorite characters.
Sadly, it seems like we’ve got a while to wait for any more information. While Wizards of the Coast didn’t confirm many dates during the WeeklyMTG livestream, we did learn the release date of June 26th, 2026.
Stick with us at mtgrocks.com: the best place for Magic: The Gathering coverage!