Table of Contents
It's time to boldly go where no man has gone before.
https://scryfall.com/card/msc/815/farseek
Wait, we aren’t quite there yet. That is later in the year. This is about The Fantastic Four.
The lore behind them is that they are four astronauts who get hit by solar radiation and mutate into superheroes, gaining supernatural powers. This is represented by having them all as commanders, but I will talk about that later.
This blog is all about getting some upgrades for the deck. In case you have run out of money from all the products being released, don’t worry. I have a budget of £10 to get 10 new upgrades for the deck.
This is a long one, so I will get right into it.
The Commanders
The Fantastic Four Precon is a little different. Normally, there is one face commander and one secondary commander that follows the main theme, but with a twist.
The Fantastic Four does it differently. Each commander has a triggered ability at the start of combat if you have cast a non-creature spell, but each one has a completely different effect.
https://scryfall.com/card/msc/2/mister-fantastic
[[Mister Fantastic]] has the most straightforward ability, simply drawing you a card at the start of combat.
One other thing all the commanders share is an activated ability that requires you to pay {W}{U}{R}{G}. This is also what lets them be four-colour commanders, even though they are mono-coloured creatures.
While Mister Fantastic’s triggered ability is simple, using the activated one is more difficult. It allows you to copy a triggered ability twice. So, if you have extra mana, you can just draw three cards at the start of combat, provided you cast a non-creature spell.
However, this can also lead to some very broken abilities being copied.
[[Invisible Woman]] is the next commander, creating a 0/3 Wall at the start of combat. Then she has a pseudo-Exalted trigger, giving a creature +X/+0 for each creature you control and making it unblockable. This allows you to punch pretty hard.
[[The Thing]] is a very strong creature. He gets buffed at the start of combat, growing to a 9/9 if you cast a non-creature spell, and only gets bigger after that. He is also able to double the number of counters on a permanent.
The main downside to The Thing is the casting cost. He is a six-mana commander with no built-in protection. So, if he gets removed a couple of times, you are going to struggle to cast him again.
The final commander is [[Human Torch]]. This is another combat-focused commander, getting flying and double strike at the start of combat.
The paid ability is [[Kediss, Emberclaw Familiar]]. When he deals damage to one opponent, he deals it to all the others. Do note that this extra damage won’t be commander damage. That only applies to damage done via combat.
As this is a little different, I am also going to do the upgrades differently. I've split them all into pairs, with two upgrades for each commander and the final two as generic ones.
I've done this because there isn't a main commander and they all do different things. While they all care about non-creature spells, the sub-themes are different.
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Budget Upgrades
Upgrade 1
IN: Lyse Hext
https://scryfall.com/card/fic/88/lyse-hext
My first two upgrades are the generic ones, so I have added [[Lyse Hext]]. She is another discounter for non-creature spells, which is what the deck is about. Cheaper spells are good.
She also has prowess, so she gets bigger with each non-creature spell you cast. If you cast two, she gains double strike. This can pair nicely with [[Invisible Woman]], but I am keeping it as a generic slot, as it works with any of the commanders.
OUT: Forest
https://scryfall.com/card/msh/295/forest
I am doing my standard move of trimming a land. I am cutting a [[Forest]], as it has the lowest pip density but the highest number of basics.
I would go further and upgrade more of these basics into cheap dual lands. This is a four-colour deck, so having access to all your colours is far more important. There are so many budget-friendly options out there now.
Upgrade 2
IN: Recoup
https://scryfall.com/card/ddk/63/recoup
[[Recoup]] is my other generic upgrade. This would have been [[Flashback]], but that is currently sitting at £5, so I can’t really justify spending half the budget on it.
Recoup is the budget option. While it does cost more, it has flashback itself, so you get two spells in one.
Recoup is great in a spellslinger deck. The biggest difference is that Recoup only works with sorceries. This isn’t a problem in the current configuration, as there are 22 sorceries in the deck. Most of them are value cards, so they can be cast whenever.
If you are looking to drastically change the list, you will need to consider whether Recoup is still good enough.
OUT: Cut a Deal
https://scryfall.com/card/msc/127/cut-a-deal
I don’t want to [[Cut a Deal]], so I will cut this deal out.
While sometimes it is necessary to make deals, I don’t like giving things to my opponents. Drawing three cards is good, but you are giving all your opponents a card too.
We are a blue deck. We can just be better than this. Play a different card advantage spell that doesn’t also give your opponents cards.
Upgrade 3
IN: Proft's Eidetic Memory
https://scryfall.com/card/mkm/67/profts-eidetic-memory
My next two picks are for [[Mister Fantastic]]. He is much more of a generic value commander, so [[Proft's Eidetic Memory]] fits perfectly.
It is able to boost your creatures for each card drawn, which will be at least three the turn you cast it. You draw for turn, draw one when it enters, and if you stack the triggers so Mister Fantastic draws first, Proft's Eidetic Memory will see three cards drawn.
You can even copy this trigger with Mister Fantastic on a future turn if you have drawn a load of cards.
OUT: Galactus, Devourer of Worlds
https://scryfall.com/card/msc/8/galactus-devourer-of-worlds
I like [[Galactus, Devourer of Worlds]], but this is completely the wrong deck for it.
Lore-wise, it fits, as Galactus first appeared in a Fantastic Four comic. Mechanically, though, it doesn’t fit into The Fantastic Four deck at all.
Firstly, it’s a creature in a deck that cares about non-creatures. Secondly, it is huge, requiring 10 mana to cast. It is similar to [[Ulamog, the Infinite Gyre]]. Although it doesn’t exile on cast and instead does it when it enters, so there are benefits if you can blink it.
Otherwise, it doesn’t fit into this deck. It is a great new toy for reanimator decks, though.
Upgrade 4
IN: Jeskai Ascendancy
https://scryfall.com/card/2x2/231/jeskai-ascendancy
The other card I am adding is [[Jeskai Ascendancy]]. This can be an easy combo card, but I am using it as extra value.
It boosts your creatures' power for doing what you already want to do. You also get a free loot, drawing and discarding. This is optional too, so you don’t have to bin a good card if you like your hand.
To combo with [[Jeskai Ascendancy]], you need a few prerequisites. First, you need some creatures that are not summoning sick. [[Mister Fantastic]] is the first one.
Then you need mana dorks that can make all four colours of mana. This can be something like [[Noble Hierarch]] and [[Birds of Paradise]].
When you cast a non-creature spell, you trigger Jeskai Ascendancy. It doesn’t matter which trigger you put on the stack first. If you hold priority, you can then activate [[Mister Fantastic]] to copy the untap ability.
This is why you need the mana dorks, and why you can get away with two. You can tap them for mana before the untap trigger resolves, allowing you to reactivate Mister Fantastic and make all your creatures infinitely large.
If you have [[Bloom Tender]] or [[Faeburrow Elder]] instead, this will generate infinite mana. Both of these tap for {W}{U}{R}{G} if you have [[Jeskai Ascendancy]]. As Mister Fantastic gives you two triggers, you also net infinite mana with this.
This can also be done with three creatures in the previous example, but [[Bloom Tender]] and [[Faeburrow Elder]] are the cleanest, because you only need them as the creature.
As you also have infinite mana, you can use Mister Fantastic to copy the loot ability from Jeskai Ascendancy and dig through your deck for a big damage spell to end the game.
OUT: Silver Surfer, Galactus's Herald
https://scryfall.com/card/msc/10/silver-surfer-galactuss-herald
As I have just cut [[Galactus, Devourer of Worlds]], it doesn’t make much sense to keep [[Silver Surfer, Galactus's Herald]].
The main part of this card is to get Galactus from the deck. The second effect is nice, as it can force a creature to attack a specific player, but I don’t think that is worth it in this deck. Especially when it doesn’t help the main themes either.
Upgrade 5
IN: Sublime Archangel
https://scryfall.com/card/m13/36/sublime-archangel
The next upgrades are for [[Invisible Woman]]. I talked about Invisible Woman having a pseudo-Exalted ability, so how about actual Exalted?
[[Sublime Archangel]] gives Exalted to all your creatures. This means all the Wall tokens that [[Invisible Woman]] makes can pull double duty.
Now you can target Invisible Woman with her own ability, make her unblockable, and give her +X power, which is double the number of creatures you control, as long as you only attack with her. This will quickly get to lethal commander damage.
OUT: Mirage Mirror
https://scryfall.com/card/msc/206/mirage-mirror
[[Mirage Mirror]] is another weird inclusion. In Fantastic Four, all the creatures are legendary creatures, so you can’t copy any of them. The other viable targets aren’t great to copy either, with the exception of [[Whirlwind of Thought]].
While you can copy your opponents' cards, I don’t think that is best here, as they are unlikely to help your plan.
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Upgrade 6
IN: High Alert
https://scryfall.com/card/rna/182/high-alert
My other upgrade is [[High Alert]]. There have been quite a few cards like this, especially recently with [[Felothar the Steadfast]]. Although we can’t play this because she is Abzan, meaning black, white, and green.
I also went with [[High Alert]] over [[Arcades, the Strategist]] because it is a non-creature spell to trigger [[Invisible Woman]]. The other non-creature option you can run is [[Assault Formation]].
I just prefer High Alert, as you don’t need to keep paying into it to allow your defenders to attack. Assault Formation requires {G} for each one you want to attack with, which is a tall ask for a four-colour deck if you have multiple creatures you want to attack with.
OUT: Mind's Dilation
https://scryfall.com/card/msc/277/minds-dilation
[[Mind's Dilation]] is a powerful card, but it is so random in terms of what you get. Also, at seven mana, I want a spell to win the game.
Mind’s Dilation doesn’t do that. It can provide massive value, but it is random and uses cards from your opponents' decks. That makes it questionable how powerful or useful those cards will actually be.
That is also if you manage to hit a non-land, as most decks have around one-third lands, so that is another factor.
I have previously cut this from Outlaws of Thunder Junction Commander decks for the same reason, although the reskin does look great.
Upgrade 7
IN: Bulk Up
https://scryfall.com/card/soa/40/bulk-up
[[Human Torch]] and [[The Thing]] can both use similar cards. This first one especially works for both, although I have tried to make the later picks more unique.
These next two are meant to be for [[Human Torch]]. [[Bulk Up]] is the actual upgrade, being able to double the power of a creature. This is why it can be used with either commander.
I just feel it works better with Human Torch as commander, as you are probably playing more pump spells to make use of the double strike.
OUT: Monologue Tax
https://scryfall.com/card/msc/139/monologue-tax
[[Monologue Tax]] is another card I cut from a different Commander deck, Secrets of Strixhaven.
Monologue Tax requires your opponents to double-spell to get any benefit. Having the extra Treasure is nice, but it is all reliant on your opponents giving it to you. They can just cast one spell at a time to deny you any value.
I would rather have a card that always works and isn’t dependent on my opponents.
Upgrade 8
IN: Invigorate
https://scryfall.com/card/a25/173/invigorate
While [[Invigorate]] can be used by [[The Thing]], it is far better with [[Human Torch]]. You get to cast it for free if you control a [[Forest]] and give an opponent three life.
Normally, this wouldn’t be good, as it is only net +1/+1, at least with how it was originally designed. Now we have alternative ways to deal damage, namely infect or, in this case, commander damage.
It doesn’t matter how much life your opponent has if they take 21 commander damage.
The reason I like it with [[Human Torch]] is because of double strike. This now turns into eight additional commander damage, while also being a free non-creature spell to trigger his ability.
You can cast him on turn four and cast [[Invigorate]] for free. Now you get a flying, double strike, hasty 7/6 commander. If you have the additional mana to activate his ability, that is 14 damage to each opponent, for a grand total of 42 damage.
OUT: The Fantasticar
https://scryfall.com/card/msc/104/the-fantasticar
[[The Fantasticar]] does fit into this deck. It turns into a creature when you cast a non-creature spell, but at that point, why not just play a different creature instead?
The last ability is also mostly irrelevant for this deck. It is going to be very hard to actually cast four spells in a turn to make it into four creatures.
It does have some fun in Vintage, as [[Mishra's Workshop]] exists and you can play all the Moxen. So you can have 16 power attacking on turn one, but I am not sure if that is good enough for Vintage, where you can just win on turn one as well.
Upgrade 9
IN: Invigorating Surge
https://scryfall.com/card/m21/190/invigorating-surge
My final two cards are for [[The Thing]]. Again, these can be used for [[Human Torch]], but they won’t work as well, as I am focusing on the counters side.
[[Invigorating Surge]] is my first card. I was debating [[Solidarity of Heroes]], as it costs one less, but by the time you can cast [[The Thing]], you already have plenty of mana.
The additional two counters you net make it worth it. You can also use Invigorating Surge on another creature if it comes down to it, unlike Solidarity of Heroes, where the creature would already need counters.
You can always cast this in your pre-combat main phase to trigger The Thing. While it obviously won’t be as good, as you won’t double the extra counters, it will still do something. Unlike Solidarity of Heroes.
OUT: Willie Lumpkin, Postman
https://scryfall.com/card/msc/101/willie-lumpkin-postman
It feels a bit sacrilegious to cut Stan Lee, but I am cutting [[Willie Lumpkin, Postman]].
Willie is an interesting card, and something we haven’t really seen before. It is unblockable and lets you draw a card, but then your opponent gets a choice. If they draw a card, they can’t attack you or permanents you control, such as a planeswalker or battle.
This is the problem: your opponent will always pick whatever is better for them. Early on, they will just draw a card and not care about attacking you. Later on, they will decline the draw so they can kill you.
I think [[Willie Lumpkin, Postman]] wants to be a commander, with the entire deck built around him. Either being able to deny the draw or do other denial.
Upgrade 10
IN: Level Up
https://scryfall.com/card/tmc/31/level-up
My final card is [[Level Up]]. This is a fairly new card and one I’m surprised is still cheap.
It fits so well mechanically with [[The Thing]]. It is a non-creature spell to trigger him and also gives a +1/+1 counter, making him a 6/6. Then, when you move to combat, you get The Thing’s trigger, making him a 10/10.
When you attack, you get to double all the counters, becoming a 15/15, and you get the card draw from Level Up as well.
It also fits nicely on curve. To cast Level Up and activate The Thing costs six mana, which you should have if you have cast The Thing. It is only the colour requirements that make this hard, as you need {W}{U}{R}{G}{G}{1} to do this.
But a 25/25 trampling commander will end people. This is turn seven, which is perfectly reasonable for Bracket 3, although you can speed this up with some ramp, which you are probably playing if you are using [[The Thing]] as your commander.
OUT: Ultimate Nullification
https://scryfall.com/card/msc/26/ultimate-nullification
My final cut is [[Ultimate Nullification]]. This is a weird board wipe. I see it as a mini [[Farewell]], exiling all creatures and graveyards.
However, it has the major downside of requiring you to sacrifice a legendary creature. This is an additional cost, so even if your opponents counter this, you are down a creature.
I would rather just play a different board wipe if you want this type of effect. [[Farewell]], even, although this is now a Game Changer, so it has a bit more of a cost.
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Non-budget Upgrades
Here are 10 card that also fit well into this deck, but did not meet our initial budget requirement:
https://scryfall.com/card/ltc/1/%C3%A9owyn-shieldmaiden
https://scryfall.com/card/eoe/210/terrasymbiosis
https://scryfall.com/card/thb/172/hydras-growth
https://scryfall.com/card/dmc/8/the-reaver-cleaver
https://scryfall.com/card/aer/109/heroic-intervention
https://scryfall.com/card/msc/741/the-fantastic-four
https://scryfall.com/card/ltc/5/aragorn-king-of-gondor
https://scryfall.com/card/ltr/158/delighted-halfling
https://scryfall.com/card/ltc/505/rammas-echor-ancient-shield
https://scryfall.com/card/snc/193/jetmir-nexus-of-revels
Final Thoughts
The Fantastic Four is one of the least cohesive decks I’ve seen from Wizards recently. They have done this in the past, where the secondary commander doesn’t mesh as well with the face commander. This has it worse, as there are four commanders. Five, if you count the [[Power Pack]].
I think you can make a very strong deck with Power Pack if you build around it and eliminate the randomness by only putting one viable target for it in the graveyard.
If you want to upgrade The Fantastic Four deck, you need to lock into which commander you want to use. Then you can narrow down all the other cards that don’t fit that commander.
If you need any booster boxes, commander decks or Magic: The Gathering product, you can find it here at Gathering Games. Finally, good luck and remember to have fun.
PS. All the card prices were under budget at the time of writing, but the dynamic price may have changed since.
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