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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.
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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.

What a The Fantastic Four deck needs

Plays as counters. What the commander asks of the other 99 — read from the card and checked by hand.

The The Fantastic Four deck plan

The roles the Forge fills for this commander, and how many cards of each.

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.

Exile a permanent you control and return it — the button a value-ETB deck presses

  1. Airbender Ascension2 mana
  2. Phelia, Exuberant Shepherd2 mana
  3. Displacer Kitten4 mana
  4. Norin the Wary1 mana
  5. Eldrazi Displacer3 mana
  6. Flickerwisp3 mana
  7. Soulherder3 mana
  8. Touch the Spirit Realm3 mana

A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses

  1. Eternal Witness3 mana
  2. Knight of the White Orchid2 mana
  3. Spirited Companion2 mana
  4. Solemn Simulacrum4 mana
  5. Arboreal Grazer1 mana
  6. Thousand-Faced Shadow1 mana
  7. Dualcaster Mage3 mana
  8. Imperial Recruiter3 mana

Put +1/+1 counters on creatures you control, or multiply the ones already there

  1. Branching Evolution3 mana
  2. Hardened Scales1 mana
  3. Ozolith, the Shattered Spire2 mana
  4. Conclave Mentor2 mana
  5. Kami of Whispered Hopes3 mana
  6. Benevolent Hydra2 mana
  7. Michelangelo, Weirdness to 112 mana
  8. Lae'zel, Vlaakith's Champion3 mana

Make creature tokens — a static anthem or a go-wide commander needs a board to be wide

  1. Kozilek's Unsealing3 mana
  2. Replicating Ring3 mana
  3. Elspeth, Storm Slayer5 mana
  4. Esika's Chariot4 mana
  5. Hero of Bladehold4 mana
  6. Omarthis, Ghostfire Initiate0 mana
  7. Elspeth, Sun's Champion6 mana
  8. Wrenn and Seven5 mana

A team pump that actually pumps tokens

  1. Intangible Virtue2 mana
  2. Caretaker's Talent3 mana
  3. Inspiring Leader3 mana
  4. Prava of the Steel Legion3 mana
  5. Gideon's Memorial2 mana
  6. Mite Overseer4 mana
  7. Phantom General4 mana
  8. Castle Embereth0 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Path to Exile1 mana
  2. Swords to Plowshares1 mana
  3. Reality Shift2 mana
  4. Wild Magic Surge2 mana
  5. Pongify1 mana
  6. Rapid Hybridization1 mana
  7. Resculpt2 mana
  8. March of Otherworldly Light1 mana

Find the exact card the plan needs

  1. Green Sun's Zenith1 mana
  2. Nature's Rhythm2 mana
  3. Neoform2 mana
  4. Worldly Tutor1 mana
  5. Reshape2 mana
  6. March of Burgeoning Life1 mana
  7. Mask of the Mimic1 mana
  8. Long-Term Plans3 mana

Answer a spell or ability before it resolves

  1. Mindbreak Trap4 mana
  2. Fierce Guardianship3 mana
  3. Force of Negation3 mana
  4. Force of Will5 mana
  5. Flare of Denial3 mana
  6. Pact of Negation0 mana
  7. An Offer You Can't Refuse1 mana
  8. Arcane Denial2 mana

Answer a whole board at once

  1. Vanquish the Horde8 mana
  2. Supreme Verdict4 mana
  3. Wrath of God4 mana
  4. Blasphemous Act9 mana
  5. Chain Reaction4 mana
  6. Day of Judgment4 mana
  7. Street Spasm1 mana
  8. Shatter the Sky4 mana

Combos with The Fantastic Four

Known combos from Commander Spellbook that The Fantastic Four is a piece of, and how many decks list them.

Build this deck in the Arcane Forge →

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