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Marvel Super Heroes Commander 2

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Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Loki, the Deceiver

    Loki, the Deceiver

    Generate tapped Illusion villain tokens copying other villains to create a large attacking force while drawing cards from combat damage dealt by these villains.

  • Ares, God of War

    Ares, God of War

    Force attacks every combat and recur attacking creatures that die back to hand, enabling continuous pressure and reusing powerful threats.

  • Molecule Man

    Molecule Man

    Exploit the miracle mechanic to cast spells during opponents’ turns for zero mana, maintaining control and tempo via reactive plays.

  • The Unbeatable Squirrel Girl

    The Unbeatable Squirrel Girl

    Create and multiply squirrel tokens exponentially and pump them to overwhelm opponents with a wide board presence and aggressive attacks.

Gameplay Insights

  • 1

    Loki’s ability to create Illusion copies of villains each attack generated multiple attackers while drawing cards, providing both board presence and card advantage.

  • 2

    Ares’ forced attack and creature recursion created a resilient and aggressive board state that was hard to deal with permanently.

  • 3

    Molecule Man’s use of miracle cards during opponents’ turns allowed for efficient spellcasting and disruption without spending mana on the player’s own turn.

  • 4

    The Unbeatable Squirrel Girl’s exponential token creation quickly escalated the board state, forcing opponents to prioritize removal on her to prevent being overwhelmed.

  • 5

    The synergy between token generation and pump effects on the Squirrel Girl board created a snowball effect that became a central threat throughout the game.

  • 6

    Players were mindful of timing removal and disruption, especially targeting the Squirrel Girl tokens and Loki’s illusions to prevent card draw and board swarms.

Notable Cards

  • Living Lies of Loki

    Living Lies of Loki

  • Azor's Gateway // Sanctum of the Sun

    Azor's Gateway // Sanctum of the Sun

  • Scurry of Squirrels

    Scurry of Squirrels

  • Arena of Glory

    Arena of Glory

  • Bloodstained Mire

    Bloodstained Mire

Gameplay Summary

The game featured four commanders each representing different Marvel-inspired strategies.

Loki, the Deceiver focused on creating tapped Illusion villain tokens copying other villains to generate card draw from combat damage.

Ares, God of War emphasized aggressive combat with forced attacks and recursion of attacking creatures that die, enabling continual pressure and board presence.

Molecule Man leveraged miracle mechanics to cast spells for zero mana during opponents’ turns, aiming to control the game through efficient and reactive plays.

The Unbeatable Squirrel Girl built a swarm of squirrel tokens that scaled exponentially, using token creation and pump effects to overwhelm opponents with a wide board state. Early turns involved cautious ramp and setup, with key plays such as the casting of illusions by Loki and early creatures by the Squirrel Girl deck.

Ares demonstrated synergy through a mini Secret Commander Sneak Attack style recursion, and Molecule Man aimed to exploit miracle cards to maintain tempo.

The Squirrel Girl player quickly established a growing army of tokens, prompting opponents to focus removal efforts on her.

Throughout the gameplay, the interaction of token generation, forced combat, and card advantage spells shaped the board state toward a high-tempo, creature-based slugfest.

The game’s pivotal moments revolved around token swarm expansions, aggressive combat triggers, and the use of miracle spells to disrupt opponents’ plans.

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