Marvel Super Heroes (MSH) Limited Overview — Black
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
Marvel Super Heroes (MSH) prerelease events run on June 19, 2026, with the official release one week later on June 26, 2026. Want to know more about how individual cards rate in Limited, plus some pick advice? Then check out this series of MSH Limited overviews!
- For the mechanics, see this article: Marvel Super Heroes Mechanics Breakdown
Card Ratings

Score: 2.5
Comment: By itself it is a two-for-one creature, and this set really wants Villains to die and go to the graveyard, so it is a good curve creature.

Score: 3.0
Comment: As long as your graveyard meets the condition and you have spare mana, you keep making a 2/1 for three, a 2/1 for three, and what you make has menace, which is super strong. But note that what it creates enters tapped and cannot join attack or defense immediately.

Score: 2.5
Comment: Its effect is very powerful, but the three black pips make it hard to cast on turn three. It is more reasonable to treat it as a creature you play on turn five. The bottom line is a freebie that is basically impossible to achieve in Limited.

Score: 3.5
Comment: As a villain lord, making Villains cost one less is already strong, and Villains entering also loot. Truly wicked.

Score: 3.5
Comment: On the play, casting this creature on turn two will most likely steal a card. Choosing to grow it also gives it a chance to hit a second time. Being able to NTR the opponent is strong!!!

Score: 2.5
Comment: Although the blue-black theme is drawing your second card, unless you play the enchantment on curve, the lower effect is hard to trigger. The strongest part is actually that it keeps widening your board, and mind-controlling the opponent is just a bonus for when you get lucky.

Score: 3.5
Comment: Playing it on turn four gives you a powerful deathtouch creature, and you can keep leveling it, and leveling it also drains the opponent’s life. Either the opponent cannot take it and kills it halfway through its solo level-up, or they just get finished off.

Score: 2.5
Comment: Three mana for removal is an acceptable cost, but being limited to exiling things with mana value three or less gives it short range. Fortunately, with Teamwork 2 it becomes a kill plus gaining three life, so cast it with Teamwork whenever you can!

Score: 3.0
Comment: Only two mana, an instant, and reach up to toughness four. Whose removal spell is this brave?

Score: 3.0
Comment: Two mana to return a creature to hand, and it can even return two. Such a thing should only exist in heaven.

Score: 4.0
Comment: Six mana makes a total of nine power, at end of turn it can also drain one and draw one, and the creature itself will most likely have indestructible. The strongest bomb in black.

Score: 2.5
Comment: A Villain entering drains life, the extra effect is not hard to achieve, and you can play the opponent’s cards. This time black fully satisfies the tastes of all you thieves.

Score: 3.5
Comment: It kills a creature with mana value three or less on entering, and casting it with Sneak costs only three, truly Miss Mighty.

Score: 3.0
Comment: The opponent will basically want to kill it or chump it on sight. Of course, this also depends on how strong your graveyard is, but creatures that can earn cards are usually not bad.

Score: 2.5
Comment: It costs one more but drops a black pip requirement, and gives you surveil 1 on top. Overall it is middle of the road, and if you draw it you should still play it.

Score: 2.0
Comment: Four mana to discard two is not bad, but the lower effect is sometimes hard to use, an option you only think about when you are short on plays.

Score: 2.5
Comment: If you meet the condition when it enters you also get a tapped Villain, and milling two cards in this black may not even count as a debuff.

Score: 2.5
Comment: It can eat a useless 2/1 Villain and turn it into a card in hand, and its own body is not bad, and it even has lifelink.

Score: 2.5
Comment: A bit subtle. Basically the later you play this creature, the more of the opponent’s cards you can see, though that does not mean the opponent actually has cards in hand for you to make them drop.

Score: 3.0
Comment: Five mana lets you make one more 2/1 the turn it enters, and as long as it keeps surviving it can still be a one-man army.

Score: 3.0
Comment: It can make Villains one size bigger, and if you are stuck early at two mana you can still find a powerful Plan to put in hand.

Score: 3.5
Comment: Three life for a loot that may grow it; flying and lifelink let it heal back, and it can also give an opposing creature -1/-1. Although it is very strong, it may not be as strong as you imagine. But it is a different story if the opponent is also on the Villain theme: the 2/1 it makes dies right away, which is why I gave it a tiny bit higher score.

Score: 3.0
Comment: It lets discarded cards be reused, but in Limited it is hard to make anything discard unless you make yourself discard.

Score: 2.5
Comment: The flexible cost raises its power level up a tiny bit.

Score: 2.0
Comment: First of all it does not have the Villain type, and its ability can only return to hand, so its purity is too low.

Score: 2.0
Comment: A playable looting tempo creature.

Score: 3.0
Comment: The cost is a bit high, but drawing a card whenever a creature goes to the graveyard from anywhere is just too good.

Score: 2.0
Comment: A 3/3 for three is ordinary, and the ability is hard to use even to think about; only play it if you are missing a curve slot.

Score: 3.0
Comment: It can cycle for a basic land, draw your second card to put a +1/+1 counter, and it can also give other creatures a counter so they do not need to level up alone.

Score: 2.5
Comment: A decent combat trick; being able to attach immediately on entering and keep giving +1/+0 makes it a playable card.

Score: 3.5
Comment: Every ability is powerful; the only question is how many colors you actually need to play.

Score: 3.0
Comment: A Villain entering can immediately attach an Equipment to a creature. It somehow feels odd, as if it is a bit strong but also not that strong, and it needs a powerful Equipment to raise its value, for example Captain America's Shield
, though giving Captain America’s shield to a Villain somehow feels off.

Score: 3.5
Comment: It gives a creature a new lease on life, and it can enter with flash to catch the opponent off guard.

Score: 3.0
Comment: A very nice graveyard-digging spell; with Teamwork 4 its value is very high.

Score: 2.5
Comment: Creatures with Power-up are more flexible and more popular in Limited. Seven mana for a 5/4 flier that also returns a card from the graveyard to hand is very comfortable.

Score: 3.0
Comment: In this set you will basically play it as two mana to draw two and lose two life, with only one black pip required. It is stronger than Sign in Blood, and it is even an instant…

Score: 2.5
Comment: Again a card that is only strong when paired with Equipment. With a powerful Equipment worn on it, it will definitely make the opponent lose a lot of life.

Score: 2.5
Comment: A very strong combat trick that also depends on timing; used well, it has a good chance to get a two-for-one.

Score: 2.5
Comment: In this set it is easy to have multiple Villains enter, so making it gain three or four extra points at once is no problem.
Conclusion
Black in this set clearly has no super bomb that blasts through the street from end to end the moment it enters. Basically everything clearly serves one of the two-color themes, and only Doctor Doom
is a somewhat out-of-the-box powerful card.
I need to go practice Modern right away and grind drafts while waiting for release. Wishing everyone fun with Marvel Limited.
- Title
- Marvel Super Heroes (MSH) Limited Overview — Black
- Author
- Terryrr
- Created at
- June 17, 2026
- Updated at
- June 17, 2026
- License
- This work is licensed under CC BY-NC-SA 4.0 .




