Arcane Foundry › Commanders › The Fantastic Four
The Fantastic Four
Legendary Creature — Human Hero · {R}{G}{W}{U} · Green/Red/Blue/White commander
When The Fantastic Four enter and whenever you cast a spell with power, toughness, or mana value 4, choose one that hasn't been chosen this turn.
• Create a 0/4 colorless Wall creature token with defender.
• The Fantastic Four deal 3 damage to each opponent.
• Put two +1/+1 counters on target creature.
• Draw a card.
Build a The Fantastic Four deck →
What The Fantastic Four actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · cast_spellWhen The Fantastic Four enter and whenever you cast a spell with power, toughness, or mana value 4, choose one that hasn't been chosen this turn.
What a The Fantastic Four deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 18× A cheap spell of any kind — casts per turn are the engine for an unrestricted cast trigger
- 4× A team pump that actually pumps tokens
- 14× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 12× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
- 9× Find the exact card the plan needs
- 7× Refill your hand
Best cards for The Fantastic Four
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A cheap spell of any kind — casts per turn are the engine for an unrestricted cast trigger
- Everflowing Chalice0 mana
- Walking Ballista0 mana
- Hangarback Walker0 mana
- Mishra's Bauble0 mana
- Sol Talisman0 mana
- Tormod's Crypt0 mana
- Urza's Bauble0 mana
- Chrome Mox0 mana
A team pump that actually pumps tokens
- Intangible Virtue2 mana
- Caretaker's Talent3 mana
- Inspiring Leader3 mana
- Pollen-Shield Hare // Hare Raising2 mana
- Prava of the Steel Legion3 mana
- Mite Overseer4 mana
- Temmet, Vizier of Naktamun2 mana
- Phantom General4 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Karn's Bastion0 mana
- Bristly Bill, Spine Sower2 mana
- Cankerbloom2 mana
- Ripples of Potential2 mana
- Thrummingbird2 mana
- Thirsting Roots1 mana
- Evolution Sage3 mana
- Mossborn Hydra3 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Chasm Skulker3 mana
- Dalkovan Encampment0 mana
- Anim Pakal, Thousandth Moon3 mana
- Elenda's Hierophant3 mana
- Hornet Nest3 mana
- Kozilek's Unsealing3 mana
- Pashalik Mons3 mana
- Esika's Chariot4 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- March of Otherworldly Light1 mana
Answer a whole board at once
- Final Showdown1 mana
- Vanquish the Horde8 mana
- Martyr's Cry2 mana
- Split Up3 mana
- Blasphemous Act9 mana
- Cathedral Membrane2 mana
- Citywide Bust3 mana
- Displacement Wave2 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Neoform2 mana
- Celestial Reunion1 mana
- Worldly Tutor1 mana
- Reshape2 mana
- March of Burgeoning Life1 mana
- Mask of the Mimic1 mana
Refill your hand
- Esper Sentinel1 mana
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Garruk's Uprising3 mana
- Rhystic Study3 mana
- Archivist of Oghma2 mana