It’s very rare for Magic to provide a new batch of spoilers this late in the year, but for 2025, we got a very bizarre flash forward. Marvel Superheroes spoilers are extremely early to the party, and as a result, the secondary markets are already being taken by storm. Caltrops, for example, is going haywire thanks to flavorfully going infinite with The Incredible Hulk.
This is certainly the strongest combo that players have found with the new MTG Marvel Superheroes cards so far, but it’s not the only one. Quicksilver, Brash Blur notably upgrades an already existing turn-one death combo. Now, you don’t even need a land to pull this off.
Quicksilver, Brash Blur

Quicksilver is known for his incredible speed. To this end, having him be so fast that he outpaces the rules of Magic itself seems extremely fitting. Starting the game with a 1/1 Haste creature may not seem that exciting, but the implications are enormous, especially in constructed formats.
Beginning the game with Quicksilver in play, notably, means you don’t need to spend mana to cast it. This frees up your opening land for something else, deploying another one-drop or holding up removal like Burst Lightning for opposing creatures. This can ultimately speed up your clock considerably, especially if you’re playing a deck that wants to buff creatures.
In Leyline of Resonance decks, for example, Quicksilver’s early entry can scale up to a lot more damage than it might seem. Casting a turn one Turn Inside Out on Quicksilver, for example, can lead to seven damage before your opponent has even had an opportunity to play a card.
Pushing this much damage early puts your opponent on an extreme back foot, restricting their plays to preserve their life total. To this end, Quicksilver’s competitive success almost seems predetermined, so long as there’s enough support to take advantage of his speed.
Making things better, Quicksilver isn’t the worst draw later in the game, either. After all, his Power-up ability turns him into a 5-mana 2/2 Double Striker. It’s below rate, but Quicksilver’s versatility makes it a much more enticing card to consider.
It might not be the first place players think of, but Quicksilver even seems interesting in Commander. This is the first one-mana Commander with Haste that MTG has ever seen, which could give rise to an extremely fast and aggressive strategy. Quicksilver won’t be able to start in play if it’s your Commander, but this is still the fastest a Commander has ever been able to go without outside assistance.
Making a Turn One Combo Free

Quicksilver, notably, pairs extremely well with one of the gimmickier turn-one death combos that MTG has to offer. Thanks to his Starting the Game clause, you no longer need to use mana to cast anything in the combo. In addition, thanks to having Haste, you can also topdeck Quicksilver with some hands to execute this combo on time, upping its consistency.
Using Leyline of Resonance and Blazing Shoal, it’s extremely easy to push Quicksilver’s power to over 20, allowing for a turn-one knockout blow. Blazing Shoal can be cast for free, and all the other parts of this combo start the game in play if they’re in your opening hand. You do need to pitch a ten-mana red card to Blazing Shoal to pull this off, but there’s a surprising amount of options you can use.
A total of 13 different cards can play this role, meaning that starting with one of these cards in your hand should be extremely easy. Sadly, a majority of these cards aren’t too useful on their own. Volcanic Salvo and, potentially, Greater Gargadon with a sacrifice synergy, might be the two best options.
Pulling off this combo is still rather difficult, since you need to start with all of the pieces in hand on the play, but you need fewer cards to pull this off now than what was previously required. Quicksilver takes the land out of the equation, meaning that you need four cards in your starting hand for this to work. In a focused strategy, you can still use a land and a creature, adding more permutations to the opening hands you can have. Pulling this off is definitely difficult, but the current mulligan rules help further, making it somewhat realistic.
Lacking a Home
While this Quicksilver combo may not be as hard to pull off as it looks, the lack of a real place to use it puts a real damper on things. Despite many players believing it should be unbanned, Blazing Shoal is currently on the Modern banlist, which would have been the best home for this. You could pull this combo off in Legacy, but there are much more efficient and practical turn-one kills in that format.
That leaves Commander as a potential place for this Quicksilver combo to see play. Thanks to the Singleton rule, however, pulling it off on turn one is extremely difficult. You can play Quicksilver as a Commander and have this work (provided you have a Mountain in your starting hand), but it will only knock one player out, at best. You’ll also be down a lot of cards, too, which puts you at a significant disadvantage versus the other two opponents.
Sadly, until a better home for it arises, this likely means that Quicksilver’s most powerful combo might be forced to stay on the sidelines. This could change if Blazing Shoal gets printed in MTG Arena, but even then, the combo will likely be relegated to Timeless, where it will have similar problems to Legacy.
This doesn’t stop Quicksilver, Brash Blur from being a powerful card in his own right. He might not be knocking players out before they even get a chance to play, but the speed that this creature provides should nevertheless be a future headache.
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