Marvel Super Heroes (MSH) Limited Overview — Blue
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
Marvel Super Heroes (MSH) will hold its Prerelease events on June 19, 2026, and officially launch one week later on June 26, 2026. Want a better understanding of individual card ratings and advice for Limited? Then check out this series of MSH Limited overviews!
- For an introduction to the mechanics, see this article: Marvel Super Heroes Mechanics Breakdown
Ratings

Score: 2.5
Comment: A one-mana early curve play with trample that can grow into a bigger threat later. Drawn late, it also pairs nicely with Power-up, letting you pay six for a flying 4/4.

Score: 2.5
Comment: The body is a small 3/3, but it connives when it enters, which is decent. Basic landcycling lets it find any basic land, which makes it excellent for fixing.

Score: 2.5
Comment: Starting with only 2 toughness is just too small. It probably needs to grow twice to be worth it, so only consider it if your deck’s theme supports it.

Score: 2.0
Comment: Summoning a 6/5 hexproof creature or bouncing up to two permanents are both fine. Doing both with Teamwork 4 can swing the board massively. The downside is that the cost is too high.

Score: 3.0
Comment: Apart from this card, the set has only two other Merfolk, so the lord effect is almost negligible. Still, whenever a Merfolk attacks (including itself), you draw a card.

Score: 2.5
Comment: A two-mana 1/3 is a good early curve play, and later it can Power-up to put a +1/+1 counter on something and draw two cards. Drawn late, paying six for a 2/4 plus two cards is also quite useful.

Score: Blue decks 4.0 // Red-green decks 5.0
Comment: The front face is a super card-advantage engine in blue decks, where spare mana can be spent on drawing cards. The back face is a super bomb for red-green decks; slam it down, connect twice, and you have basically won the game.

Score: 2.0
Comment: A very flexible combat trick. On defense it is nearly the same as paying one mana to gain four life and draw a card.

Score: 2.0
Comment: A vigilance 1/4 body is acceptable. It can copy an activated or triggered ability of a source you control, and if it copies a Power-up, which can normally be activated only once, you come out well ahead.

Score: 3.0
Comment: Summoning two flying creatures for five mana is very good. On top of that, the 1/1 token creatures surveil 1 whenever they attack, which improves your late-game draws.

Score: 3.0
Comment: It gives a little of everything: +1/+1 to grow, flying for evasion, and ward for protection. A solid piece of Equipment.

Score: 2.5
Comment: Quality blue removal. Unless the opponent has enchantment removal or bounce, that creature is basically useless.

Score: 3.0
Comment: It draws a card when it enters for two mana, and later you can pay four and sacrifice it to draw two. A decent way to generate card advantage, and it is an artifact, so it fits the artifact theme.

Score: 2.5
Comment: The body is really bad. You probably need to pair it with resetting another creature to double-block and trade, but flash gives it decent flexibility.

Score: 2.5
Comment: The 2/3 body makes a good early blocker, and it also produces mana to accelerate your artifacts.

Score: 2.0
Comment: A combat trick that does not lose you a card, instantly conjuring a 4/4 to join the attack or defense.

Score: 2.5
Comment: With flying and vigilance, it can attack to chip away at the opponent’s life while also drawing artifacts from the top of your library into your hand. In a deck with a high artifact count it keeps generating card advantage.

Score: 2.5
Comment: In an artifact deck it has a chance to come down early. A flying 3/4 body is passable, and it also reduces the cost of your noncreature spells.

Score: 3.0
Comment: Bouncing something when it enters is smooth for tempo. If you bounce your own stuff later it also grows, and it has flying, making it a good source of evasive damage.

Score: 4.0
Comment: A four-mana flying 4/5 is a great body, and it can later Power-up to grow and take an extra turn. Drawn late, it is straight up eight mana for a flying 5/6 plus an extra turn. It puts heavy pressure on the opponent at any point in the game.

Score: 2.5
Comment: If you have a way to place +1/+1 counters at instant speed, your creatures become very hard to remove. Each turn when you draw your second card, it also keeps growing.

Score: 4.0
Comment: A bomb that generates plenty of card advantage. Each time you connive you draw an extra card first, and at the beginning of your combat one of your creatures connives, so you draw extra every turn on top of connive’s filtering. Before long, the opponent will be buried under the resources it brings.

Score: 2.0
Comment: Your deck needs a special build for it to work as a card-advantage engine, and the body is truly terrible.

Score: 2.5
Comment: A reach 2/4 body is acceptable as a blocker. You draw whenever a token enters under your control, making it a serviceable filler.

Score: 2.5
Comment: Target your own creature with a spell to draw a card, and its power becomes your hand size this turn. Combined with vigilance and reach, it can both attack and defend, and it can suddenly deliver a huge hit. But if you want to build your game plan around it, you need to run plenty of combat tricks or green fight spells, which target, in your deck.

Score: 3.5
Comment: It doubles your board of non-token creatures, simple and brutal.

Score: 4.0
Comment: The floor is a three-mana flying 1/4. But once you cast a blue noncreature spell, it starts producing Merfolk, and its power grows accordingly.

Score: 2.5
Comment: It grants vigilance and unblockable, letting you sneak in a punch at the opponent without costing you a card.

Score: 2.0
Comment: Spending three mana on this does nothing for the board. It gives four looting activations in total, and afterward you need a sorcery or instant in your graveyard to get it back.

Score: 3.5
Comment: It removes an opposing creature, turns your own creature into an exiled one, and gives it ward so it is harder to remove.

Score: 2.5
Comment: A three-mana 2/2 that enters with a 1/1, a pretty versatile filler.

Score: 3.0
Comment: It can flexibly enter and Cloudshift your own creature, to reuse an enter ability or to save a card. Its crew cost is also very low, and a flying 3/3 is quite good.

Score: 3.0 (artifact theme) // 2.0 (non-artifact theme)
Comment: It reduces the cost of artifact spells by one, which is very strong in a red-blue artifact theme. Copying artifact abilities needs the board to cooperate, but the ceiling is high. If the theme does not line up, though, it is nearly a vanilla 2/1.

Score: 2.5
Comment: Played early, it keeps attacking to chip away at the opponent’s life, and later you can find a window to Power-up for a big hit. Drawn late, it can also just land as a big creature.

Score: 4.0
Comment: With just a splash of blue you draw an extra card each turn. Enchant it onto an unimportant small creature, and the opponent will agonize over whether to waste removal on it.

Score: 2.0
Comment: Roughly a plain, ordinary combat trick that only adds stats and grants no other abilities.

Score: 2.5
Comment: Draw three, discard two or an artifact, a serviceable way to refill your hand.

Score: 4.0
Comment: The front face keeps filtering artifacts into your hand to prepare for the back face’s ability. In an artifact deck the back face is an extremely strong bomb: it puts the artifacts in your hand directly onto the battlefield, and if one is an Equipment it attaches automatically, taking the destructive power up another level! In a non-artifact deck the front face is nearly useless, but the back face is still a six-mana flying, haste 5/5, a finisher worth splashing for.

Score: 2.5
Comment: Fine as soft removal for creatures, and it throws in a connive for card filtering. The downside is that it is a sorcery, which makes it a bit clunky.

Score: 2.0
Comment: Although it is a soft counter, with Teamwork 2 the opponent has to pay four more mana, so there is a good chance of countering their spell.

Score: 3.5
Comment: It can Cloudshift a permanent, such as reusing the enter ability of one of your own permanents, or temporarily removing an opposing blocker. A flying 4/4 body is also a very good late-game threat.

Score: 3.0
Comment: It can turn an opposing creature into a vanilla creature and slow its offense by a turn, dealing with some troublesome abilities.
Conclusion
Blue in this set has a lot of card-draw effects, and many combat tricks even draw a card for themselves so you do not lose card advantage. It feels like a step up from the card-advantage capabilities of previous sets, rolling out a steady stream of resources in the late game. All I can say is, truly worthy of Marvel: more value, and then even more value.
- Title
- Marvel Super Heroes (MSH) Limited Overview — Blue
- Author
- Chennel
- Created at
- June 16, 2026
- License
- This work is licensed under CC BY-NC-SA 4.0 .




