- Panther Pounce: pump, flying, untap, and a Clue
- Take Up the Shield: counter, lifelink, indestructible
Seven powers to master before your first pack. Know them cold and the draft reads itself.
Bombs that win games on their own. If one appears in your pool or pack, bend the deck around it. Damage prevention, hexproof, and indestructible are premium here: red burn and green fight removal cannot touch them.














Ten cards to always pick highly: value creatures that trade a body while banking a card, plus removal that answers anything. Value creatures are the strongest card class in this format.










Every color pair has a real deck in this set. Gold uncommon legends are the signposts. One rule of law: every uncommon creature is legendary, so never run more than two copies of the same legend.
Nominally the teamwork deck, but teamwork support is thin. Often better as tempo flyers: Captain America untaps creatures the first time they tap on your turn, so attackers double as blockers and teamwork payers.



Connive and cheap draw trigger the "draw your second card each turn" payoffs: drains, menace villain tokens, growing threats.



Flood the board with villain tokens and sacrifice them for value. Madame Hydra is a must-answer engine the moment tokens start flowing.



Big creatures leveraging power up. Hulk discounts every other activation by three, and Wonder Man lets creatures power up an extra time. Build the 11/5 trampler; make them find an answer.



Flood with hero creatures and tokens, then buff the team. Black Panther pays you for every nontoken hero; Okoye gives attacking tokens first strike.



One creature goes in at a time, stacking buffs, clues, and indestructible. Equipment turns the lone attacker into a wrecking ball; black mostly supplies the removal.



Accumulate artifacts; payoffs grow and draw as they enter. Treasures and cheap artifact creatures keep the triggers flowing.



Two creature cards in your graveyard switch on stat boosts, discard, and one-mana premium removal. Fill the yard proactively with connive and self-mill, not by waiting for things to die.



Aggro that counts noncreature spells, especially ones targeting your own creatures, with double-prowess Thor as the payoff. Hold the line at 15 creatures, counting token-makers.



Stack and multiply counters; effectively a second power-up deck with hexproof protection and insect tokens along the way.



Ranked one-two-three per color, plus honorable mentions. Removal is starred: take it highly in every deck.



















Cards that look better than they play. Draft with your eyes open.






The tricks each color holds. General law: prowess is everywhere, so even small pumps hit harder than they read.
Splashing is well supported: half of all packs carry a common gain-dual in the basic slot (one exists for every pair). The rare allied duals only enter untapped if a land entered this turn or you control a basic.






Four uncommons, one infinite engine: pings, counters, walls, and card draw looping forever. Hard to assemble, absurd when it happens. If three pieces wheel your way, chase the fourth.



