Upgrading Marvel Super Heroes Precons
Upgrading Marvel Super Heroes Precons
Pimp Your Precon
Improve Your Marvel Super Heroes Commander Precon
Author: Ben Guilfoyle
This article breaks down upgrade paths for the four Marvel Commander precons, focusing on cards that are especially powerful in each deck rather than generic staples. Each deck gets three budget upgrades, three wider Magic upgrades, and three higher-power or expensive options.

This article focuses on:
-
-
- Wakanda Forever upgrades.
T’Challa’s deck wants to lean harder into big artifacts and Vibranium tokens while trimming weaker go-wide themes. Mystic Forge, Basalt Monolith, Unwinding Clock, The One Ring, The Great Henge, and Mishra’s Workshop all strengthen the artifact-ramp and card-advantage plan. - Avengers Assemble upgrades.
Captain America rewards Hero creatures entering the battlefield with haste, vigilance, and +1/+1 counters. The best upgrades support modified creatures, card draw, counter synergies, combat blowouts, and protection from board wipes. - The Fantastic Four upgrades.
Since the deck has multiple possible commanders and a loose noncreature-spell theme, the article focuses on a Voltron/equipment direction. Cards like Whispersilk Cloak, Sword of the Animist, Sigarda’s Aid, Stoneforge Mystic, The Reaver Cleaver, and Enlightened Tutor help the deck hit harder and find its key pieces. - Doom Prevails upgrades.
Doctor Doom turns connive and discard into value, making discard payoffs stronger than generic villain synergies. Containment Construct, Squee, Psychic Frog, Monument to Endurance, Bone Miser, Gamble, Yawgmoth, and Wheel of Fortune all help turn discarding into cards, mana, damage, or board presence. - Upgrade philosophy.
The article avoids obvious staples like fetchlands and instead highlights cards that are uniquely good in these specific decks. The goal is to sharpen each precon’s core identity, remove unfocused pieces, and make every upgrade package feel more intentional and powerful.
- Wakanda Forever upgrades.
-

Introduction
The Marvel Super Heroes precons are here!
They have some amazing new cards and great reprints. But today I want to focus on upgrades. We are going to look at three types of upgrades for each deck. Three budget-friendly cards, three from throughout Magic‘s history, and three gamechanger/expensive cards to make each deck unique!
I am not looking at obvious upgrades. Obviously fetchlands are good. My goal is cards that are uniquely powerful for these decks.
One more thing. I am going to assume the face Commander will be the main choice for your deck. Otherwise, we might be here all day designing 20 decks instead of four.
Wakanda Forever
Overview
This deck excited me the most at release. It’s green-white with an artifact focus. T’Challa makes vibranium tokens when he enters or attacks. These are very similar to powerstones from Brothers’ War, except they are indestructible.
The wording can be tricky: “This mana can’t be spent to cast nonartifact spells”. The double negative trips some people up.
Here’s what you CAN use the mana for:
- Artifact spells (including artifact creatures and other multi-type cards)
- Any activated ability, such as Throne of the High City
- Paying the one mana for Rhystic Study
- Paying the equip cost for Commander’s Plate
- Paying for the channel ability of Eiganjo, Seat of the Empire

T’Challa, the Black Panther‘s vibranium tokens lead into his second ability. He gets two counters whenever you cast an artifact with mana value of four or greater. Playing T’Challa, the Black Panther on turn three means you are already set up to play a four-cost artifact next turn.
What’s the Plan?

Wakanada Forever is a confused deck. It has three themes. Not all of them work together very well.
- T’Challa wants to make Vibranium tokens and play big artifacts.
- Okoye, Mighty and Adored wants you to become the monarch.
- Bast, Panther Goddess wants you to go wide with a bunch of small creatures.
There is even an equipment theme with Helm of the Host, Panther Habit, and Whispersilk Cloak.
The deck is very busy. As we go into our upgrades, consider what needs to go to fit in the upgrades. For me, I will be removing much of the go-wide theme and some of the less powerful inclusions.
Upgrades: Budget

Budget upgrades are plentiful. Mystic Forge is an easy first pick. Casting spells from the top of your deck is card advantage. With so many artifacts in your deck, you can dig deep. Additionally, tapping Mystic Forge lets you dig. There are plenty of combos too if you decide to go that direction. Sensei’s Divining Top and Glaring Fleshraker come to mind. However, Top is outside the budget category.

Basalt Monolith is a colourless ritual in this deck. Play it on turn three to accelerate to six mana on your next turn. It has some extra use here too. We can use T’Challa’s Vibranium Tokens to untap Basalt Monolith. This allows us to filter the Vibranium mana into mana that has no restriction. Like Mystic Forge, there are also combos here. Rings of Brighthearth, or Forsaken Monument net you infinite colourless mana.

Sonic Screwdriver is a great do-it-all artifact. It adds mana, untaps other artifacts, scrys, and makes a creature unblockable. This is fantastic at getting T’Challa through for damage, or untapping Mystic Forge and Basalt Monolith. You’re never upset to see something as versatile as this.
The budget trio here gives us consistent mana and card advantage. Much needed in these colors.
Upgrades: All of Magic
Stepping out of the budget-conscious category, we have some powerful haymakers to help us push our game plan forward.
Karn, Legacy Reforged has power based on our biggest artifact. Metalwork Colossus will make Karn an 11/11. He also gives us colourless mana equal to the number of artifacts we control. It has the same restriction as Vibranium tokens, but we have enough ways to spend it.

Another great beater is Wurmcoil Engine. It’s not flashy, but it hits hard. A big body that leaves behind more troublesome permanents is well worth including. Sometimes all you need is a good value creature.

Unwinding Clock is our final suggestion. This is our Seedborn Muse. It untaps our artifacts during each other player’s turn. We can use this to get extra value out of our Vibranium tokens, and it gives our artifact creatures pseudo-vigilance. Whether you’re playing fair or being a nuisance, Unwinding Clock will push you miles ahead.

Upgrades: Gamechangers and Expensive
Finally, let’s throw all budgets out the window. The One Ring is broken. It’s protection and unprecedented card advantage in a colourless four-drop. It’s everything this deck wants. Pair it with Voltaic Key effects or Unwinding Clock to go absolutely wild.

The Great Henge is another source of card advantage, while also being a high-mana artifact for T’Challa and Karn. It was made for this deck. It’s pricey, but you will be floored with how many cards you’ll draw from this one artifact.

The last pick is Mishra’s Workshop. The price tag is huge. But if you’re looking to take T’Challa to the moon, you will not be disappointed. Mishra’s Workshop makes three mana, but you can only cast artifacts with it. I don’t need to explain why that’s busted.
Three mana from one land is silly.

Avengers Assemble
Overview
This deck is aggressive. Whenever a hero enters, it gains vigilance and haste. You then get a counter on Captain America, Team Leader, and the other hero.
The deck is a straightforward “creature type matters” strategy. The haste and vigilance are very powerful. Even small threats can become a big problem with Captain America’s help.

What’s the Plan?

The deck has a mix of notable Marvel faces. However, some of them are just here for the “hero” creature type. We want to trim some of those and fill in the gaps with more impactful heroes.
Hero only shows up in Marvel and Spider-Man. Not a very deep pool of cards. We might need some changelings to bridge the gap.
Outside of heroes, we are going to include some additional synergy pieces to tie the deck together.
Upgrades: Budget

Araña, Heart of the Spider is our first budget pick. She plays into the +1/+1 counter theme really well. Additionally, she gives us impulse-draw when a modified creature you control deals combat damage. Thanks to Captain America’s ability, any creature we play will be modified. Araña is damage and card draw rolled into one cheap package.

SP//dr, Piloted by Peni plays a similar role to Araña. Whenever a modified creature you control deals combat damage to a player, draw a card. This is essential in an aggressive deck. SP//dr lets us keep the heroes coming so we never run out of gas.

Champions from Beyond is a weird pick from FINAL FANTASY. We make X 1/1 hero tokens for XWW. This means Captain America will trigger X times. He’ll give each hero token haste and a +1/+1 counter, and then Cap will get a +1/+1 counter for each. Champions from Beyond also lets you draw cards and buffs your board if you attack with enough creatures.
This is a fantastic game-ender for this deck.
Upgrades: All of Magic
Akroma’s Will is another great option for Cap. You choose one of two options, or both if you control your Commander. Each option is a selection of powerful keywords that make combat a nightmare for your opponent. Even without Cap in play, Akroma’s Will can turn the tide of battle.

Resourceful Defense gives you insurance if a creature with counters dies. Cap will be putting counters on all your heroes. Resourceful Defense ensures those counters don’t go away. You can also pay five mana to move any number of counters from one permanent to another. This is a bit more fringe, but can be useful during combat by moving counters from a blocked creature to an unblocked one.

Panharmonicon is a Commander Classic. Doubling enter the battlefield effects is always powerful. But Panharmonicon is a better idea if you are not going as heavy on the hero synergy. Cap putting two counters on himself and all your heroes will be a welcome boon.
Upgrades: Gamechangers and Expensive
Roaming Throne is Panharmonicon but for any triggered ability. It will only apply to a specific creature type. However, that’s a worthy trade-off in our deck as we run so many of them!

Chronicle of Victory is another creature type matters card that can close out games. It gives heroes +2/+2, first strike, and trample. Those keywords alone make combat near-impossible. On top of that, our heroes now draw us cards. This will keep the heroes coming and make ending the game easy.

Teferi’s Protection is a staple in any white deck. But it’s especially powerful in aggressive strategies. We are weak to board wipes. It can be incredibly hard to rebuild in this deck, especially if we don’t have a card advantage engine. Teferi’s Protection buys us time in our hour of need. It’s an obvious pick, but it’s especially worth it here.

The Fantastic Four
Overview
This deck is the strangest of the bunch. It has four “face Commanders”. Each one is a member of the Fantastic Four, and you can run any one as your Commander. Invisible Woman, Mister Fantastic, Human Torch, and The Thing are all mono coloured casting cost, but with a four-colour ability. There is also Power Pack and Crystal, Inhuman Princess for further customisation.
Bizarrely, the card named “The Fantastic Four” is not present in the deck.
What’s the Plan?

The only common thread is casting a non-creature spell. There is somewhat of a Voltron theme between the various Commanders, excluding Mister Fantastic. So I am going to focus on that angle.
Upgrades: Budget

Aurelia, the Warleader is an extra combat step. She’s a big beater. Plain and simple. She does one thing incredibly well.

Whispersilk Cloak is a classic Voltron option. Protect your key cards and ensure they can get in for damage.

Sword of the Animist is a ramp piece. In a four-colour deck, it can help us get all four colours. Additionally, it’s a non-creature spell to trigger whichever member of the Fantastic Four you’re playing.
Upgrades: All of Magic
Leaning deeper into an equipment theme, Sigarda’s Aid will let us equip things for free. No matter who you attack with, it’s going to hurt when the equipment comes for free.

To help us find those equipments Stoneforge Mystic can grab anything we want, and she even puts it into play for free using her ability. Classics like Kaldra Compleat or Sword of Feast and Famine (or any of the other swords) are worthy inclusions too.

Final budget shout-out is Genji Glove. It’s relatively new. Double strike and an additional combat phase make this an obvious pickup for anyone looking to swing hard.

Upgrades: Gamechangers and Expensive
At higher power, pick up Esper Sentinel. It’s a classic, but serves an extra function here. Equipment or buffs from the Fantastic Four make the tax on Esper Sentinel grow. There’s extra utility here, making the tax harder to pay.

The Reaver Cleaver is another high impact equipment. It gives +1/+1, trample, and makes treasure equal to the damage dealt by your equipped creature. This is a great way to get ahead on mana and secure the colours needed to activate your Fantastic Four abilities.

Finally, Enlightened Tutor lets you grab any artifact or enchantment and put it on top of your deck. Tutors are always welcome inclusions. Find exactly what you need and solve any problem.

Doom Prevails
Overview
Doom Prevails is the “villain” counterpart to the Avengers Assemble hero deck. While villains are a valid theme in their own right, I don’t want to just re-hash the hero theme we saw above. Instead, I want to do something a little different.

What’s the Plan?

Doctor Doom, King of Latveria lets you connive at the beginning of combat on your turn. This means you draw and discard a card. If you discard a non-land, the conniving creature gets a +1/+1 counter. Doom also drains your opponents for two life if you discard a land.
So we don’t care what we actually discard. You’re always getting a bonus.
Some cards synergise with discarding cards. We should be able to leverage some of those too.
When removing cards from this deck, I suggest focusing on the low-impact villains. Doom lets any target villain connive at the beginning of combat. This includes himself, so having a critical mass of villains is not necessary. There is some villain synergy in the deck, but it’s minor.
Upgrades: Budget

Containment Construct lets us exile cards we discard; we can cast them until the end of turn. Here we can dodge card disadvantage. It is a fantastic inclusion in any discard strategy.

To further enable our discard shenanigans Collector’s Vault can let us discard cards in exchange for treasure. It’s a great mana sink when we have nothing to do, and lets us sculpt our hand.

Squee, Goblin Nabob is a free discard target. Whenever we discard him, he comes back at the end of our turn. There’s no downside to binning Squee.
Upgrades: All of Magic
Psychic Frog is an annoying evasive threat. We can discard a card to make it bigger. If we discard a handful of lands, Doctor Doom, King of Latveria will drain our opponents for each one. This makes the Frog a fantastic source of burst damage. The Frog can also fly if we exile enough cards from the bin. An easy feat when we are constantly drawing and discarding.

Monument to Endurance is a huge payoff for discarding. We can draw cards, make treasure, or drain our opponents. Pair this with Psychic Frog, and we can discard multiple cards across each opponent’s turn to cash in the same effect several times.

Bone Miser is another discard payoff. You get a different effect for each card type. Noncreature-nonlands let you draw a card. If this is in play with Monument to Endurance, each discard can start netting you a card. Alternatively, discarding creatures will give you 2/2 tokens, or discard a land for two black mana. Bone Miser can run away with the game if left unchecked.

Upgrades: Gamechangers and Expensive
High power has some amazing options. Gamble is a tutor with no downside for us. Discarding a card at random might be bad, but we still get a Doctor Doom, King of Latveria trigger and possibly more. Turning downsides into upsides is a great way to make your deck more consistent.

Yawgmoth, Thran Physician should arguably have the villain creature type. Our main focus is his third ability. For two black mana, we can discard a card and proliferate. This plays into Doctor Doom, King of Latveria‘s desire to discard, and the +1/+1 counters connive gives us.

Finally, Wheel of Fortune is the ultimate discard enabler. We can rush out an aggressive slew of villains and discard payoffs, then completely reload our hand while cashing in discard triggers.

Conclusion
I hope you enjoyed this look at my upgrades for the Marvel Commander precon decks. There are some fantastic new designs, great reprints, and powerful strategies on show. I can’t wait to see how these cards impact my next Commander night. Let us know what cards you add to these decks!
About the Author
Ben Guilfoyle started playing Magic in 2015. They love to research the design of Magic. Why was this card banned? Could this silver border card actually see play? Cards that push the limits of design is what excites them. You can usually find them playing cube. This ties into their second passion: numbers. With a background in physics and statistics, they love to get in the weeds when building decks. Crunching numbers is their specialty.

All Articles by Ben Guilfoyle
The Hobbit Set Review
The Hobbit brings Magic back to Tolkien’s world as a Standard-legal set packed with flavorful new cards, strong Commander build-arounds, competitive role-players, and valuable reprints. This article highlights the best cards across every color, multicolored synergies, the new storied mechanic, and major reprints like The One Ring, Delighted Halfling, Lotho, and Mox Amber.
Upgrading Marvel Commander Decks
The Marvel Commander precons are packed with strong cards, but each deck can be sharpened further. This guide upgrades Wakanda Forever, Avengers Assemble, The Fantastic Four, and Doom Prevails with budget picks, wider Magic staples, and high-power gamechangers tailored to each strategy.
Pregame Actions in MTG
Magic can get weird before the first turn even begins. This article explores pregame actions, Leylines, Chancellors, companions, conspiracies, Serum Powder mulligans, Gemstone Cavern, Flash Hulk history, and other strange cards that affect the game before anyone plays a land.
All About Coin Flips in MTG
Coin flips are one of Magic’s strangest forms of variance. This article looks at coin flip commanders, chaos tools, Krark and Sakashima combo lines, old-school oddities, modern payoffs, and how Krark’s Thumb turns randomness into a real deckbuilding strategy.
Mana Dorks
Mana Dorks are more than just Llanowar Elves. This guide compares creatures and rocks, explores how each color ramps, and highlights traditional dorks, cost reducers, treasure engines, and command-zone options - helping you pick the right ramp for your Commander deck.
Marvel Super Heroes Commanders
Marvel steps into Magic with a massive lineup of Commander options. Ben highlights the legends that truly stand out, from forced-combat monsters and clone engines to Doctor Doom combo wins, Fantastic Four synergies, Captain America untap tricks, and Storm’s flying-based table politics.
Upgrading SOS Commander Decks
These Secrets of Strixhaven Commander decks are strong out of the box, but this guide shows how to level them up fast. For each precon, you get a clean “three-for-three” upgrade plan: three main-set adds, three classic staples, and three game-changing finishers to sharpen themes and boost consistency.
Secrets of Strixhaven Set Review
Secrets of Strixhaven looks like a sequel that actually levels up. Prepared creatures let you “store” spells for later, while Paradigm turns one cast into a free spell every turn. Add Mystical Archive reprints, five tuned precons, and meaningful land upgrades, and SOS feels like an instant Commander staple set.
Gates in Commander
Gates aren’t just budget taplands anymore. With 23 total Gates and modern payoffs, they can form a surprisingly smooth mana base that quietly threatens with Maze’s End without warping your deck. Keep the package lean, prioritize land tutors, and let opponents sweat a second win axis.
Mana Rocks
Mana rocks aren’t just “Sol Ring plus Signets.” This guide shows how to evaluate rocks by floor, ceiling, and average, then match them to your curve, colors, commander, and bracket. Go beyond safe picks with fast bursts, utility engines, and big-mana enablers.
An Introduction to Premodern
Ben introduces us to Premodern: A 1v1, 60-card format spanning from Fourth Edition through Scourge that recreates 1995 - 2003 Magic without Power Nine or original Duals. Modern reprints are allowed, but a dedicated banlist avoids “Legacy-lite.” The metagame favors interactive, instant-speed staples, basic-heavy fetch manabases, and classic archetypes from aggro to combo-control.
Teenage Mutant Ninja Turtles First Look
Ben summarizes early TMNT previews, letting players assess themes early. He highlights Sneak, a ninjutsu-like ability and maps colors to Turtle themes: counters, artifacts, aristocrats, wheels, cheating, plus team-ups and utility.
White Interaction
Ben Guilfoyle charts white removal’s evolution: from Alpha’s Swords/Disenchant to catch-all O-Ring effects and modern three-mana answers, plus tools like Path and Prismatic Ending. He notes blind spots (selective land kill, stack interaction) and offers picks and a Moxfield package.
Lorwyn Eclipsed Set Review
Ben Guilfoyle previews Lorwyn Eclipsed: products (Play/Collector Boosters, Bundles, Draft Night, Prerelease), headline mechanics (Kindred, Evoke, transforming DFCs, Blight, Vivid), supporting tech (Persist, Convoke, Behold), Commander reprints and precons (Elementals, Blight), new fetchable duals, plus early chase cards for brewers.
The Reserved List
Ben Guilfoyle surveys Magic’s Reserved List as a Commander toolbox beyond the usual headlines, spotlighting underplayed legends, versatile utility lands, early color-pie outliers, quirky build-arounds, and potent engines. He emphasizes tradeoffs, synergy with land and graveyard themes, and bracket-aware inclusion, urging deckbuilding while balancing budget, table expectations, consistency, and commander fit.
Building for Every Bracket
Ben explains the Magic: The Gathering Commander bracket system (1–5) as shared language for power and intent. He adds definitions of game changers and shows how tutors, redundancy, and commanders shape consistency and placement.
Gift Ideas For The Magic Player In Your Life [2025]
Stressing out about finding the best present for your MTG nerd? Let our author Ben Guilfoyle do the heavy lifting for you and show you the best Magic gifts currently available! You don't know much about Magic: The Gathering or are you on a budget? Don't worry, Ben has the right gift for everyone!
Forgetful Fish
Ben Guilfoyle explains how to play Forgetful Fish, a shared-deck, mono-blue mini-format from 1997 where players draw from one 80-card deck and race with ten Dandâns. Islands matter; stack battles and top-deck manipulation define play. He also goes over the Secret Lair version which tweaks lands, counters, and cantrips. Customization, variants, and upgrade tips abound.
Avatar: The Last Airbender Review
Ben Guilfoyle explores the new Avatar: The Last Airbender Magic: The Gathering set by building his very own Commander Precons! One is themed around Earthbending, another around Avatar Aang and another around Lessons. It highlights new mechanics like Bending and returns to old mechanics like Experience counters and Allies!
A Casual Guide to CEDH
Ben explores CEDH, a competitive take on Commander where high-power decks, fast combos, and efficient interaction define the format. With Vintage-level cards, CEDH demands strategic play and deckbuilding. Ben highlights archetypes, brewing tips, and budget advice, showing how this intense, rewarding format elevates gameplay while remaining rooted in Commander’s multiplayer fun.
Spider-Man Review
Ben Guilfoyle explores the new Spider-Man Magic: The Gathering set by building his very own Commander Precons! One is themed around Spider-Man heroes and another around Norman Osborn villains. It highlights new mechanics like web-slinging and mayhem, and showcases key cards and synergies.
Changing the World of Limited
Ben shares his journey through the evolving world of Limited Magic, beginning with his first draft experience during Battle for Zendikar. From nostalgic roots to modern innovations, he outlines how Limited formats like Sealed, Draft, and their experimental offshoots offer deep gameplay through constraint, creativity, and adaptation.
Unsleeved Commander
Ben writes about the joy of building low-power, budget-friendly Commander decks, specifically focusing on the concept of unsleeved decks. Inspired by nostalgia and the simplicity of his early Magic experiences, he shares insights on how to build functional, fun decks within a budget using three main principles: cheap, cute, and good.
Edge of Eternities Review
Ben Guilfoyle is giving us another quick overview on what to expect from Magic: The Gathering's latest release: Edge of Eternities! Let's go over the best designs, rules changes and what this set means for Magic as a whole.
Keeping the Game Moving in EDH
Time is a precious resource, even more so than your life pool in Commander! Ben Guilfoyle has some neat tips and tricks to play quick and fun games of EDH instead of 3 hours of board wipes and cries for help.
Final Fantasy Review
Ben Guilfoyle is giving us another quick overview on what to expect from Magic: The Gathering's latest release: FINAL FANTASY! Let's go over the best designs, rules changes and what this set means for Magic as a whole.
Value Vintage
Ben Guilfoyle is continuing his quest to play Vintage on a budget! Now he stumbled upon THE Vintage budget format: Value Vintage! A small community is gathered around this $30 Vintage format, and Ben check it out for us:
Commanders That You Missed
There are a total of 2,360 legal Commanders out right now, which makes it pretty easy to miss new cool releases! Ben Guilfoyle tried to find the most overlooked ones for each Standard set. Maybe you don't know them either?
The True Cost of Vintage
You think you can't afford a Vintage deck? Think again! Ben Guilfoyle has a lot of nifty little tips and tricks on how to get started with Vintage on a budget! Did you know there is a way to turn a Proxy Black Lotus into the real deal? Ben is here to tell you how!
Tarkir Dragonstorm Preview
Dragons are spawning all over the plane of Tarkir! Good thing for us, our author Ben Guilfoyle is well-equipped to give us a quick overview on what to expect from Magic: The Gathering's latest release, Tarkir: Dragonstorm!
The History of Doomsday
Doomsday is upon us! Or at least that's what people have been screaming since 1997! Ben Guilfoyle goes through the history, formats and the different winning Doomsday piles of this unique deck. Become part of the Doomsday cult, check out this introductory article about the iconic card!
Non-Basic Lands for Commander
We all love Basic Lands, but the true power for your Commander deck hides behind Non-Basics! Ben Guilfoyle goes over all the hidden potential of Non-Basic Lands and tells you exactly which ones you should consider for your deck!
Aetherdrift Preview
Wait! Before you start your engines, let our author Ben Guilfoyle give you a quick pep talk on what to look out for in Magic: The Gathering's newest release: Aetherdrift!
Volo Jumpstart
Ben Guilfoyle takes the fantastic idea of Jumpstart and creates something even better: Commander Jumpstart! In his latest article, he goes through all necessary steps to help you build your own modular Commander deck. Bring multiple decks to game night, all while saving space in your backpack for snacks!
Gimmick Decks
After Ben Guilfoyle taught us how to build a Commander deck, he takes it a step further and shows us how to build a deck around a gimmick! Time to break out of the current meta and jump into the flavorful and mechanical world of gimmick decks!
Commander Build Guide
Ben Guilfoyle is taking YOU from zero to hero with his new Commander deck build guide! Learn how to build an original Commander deck from scratch with a structured guide! Ben suggests a few useful tips and tricks to not get lost in the 99.
Partners and Companions
Ben Guilfoyle is taking a good hard look at all the options around and about Partners, Companions and everything in between! From Battleborn to Doctor Who, Ben goes through all the options, additional rules and how you can take advantage of them!
The Secret Power of Commander
A wild new author appears: Ben Guilfoyle is now writing amazing articles about Commander for us! In his debut text, Ben takes a look at the secret power of Commander and how we can harvest banned and restricted cards from other formats. Which cards are useful for EDH, and what cards just don't make any sense in the 99?









































