Marvel Super Heroes (MSH) Limited Overview — Green
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: 3.0
Comment: The stats are passable. The Food token from the ETB can be used to keep your life total healthy, and the Treasure token is useful for both fixing and ramping. A very good curve creature.

Score: 2.5
Comment: The black-green theme checks the number of creatures in the graveyard, and black’s Villains also discard cards into the graveyard when they connive. In the mid-to-late game it can recover cards discarded early, a powerful card that got removed, or even a land. The options are flexible, but it is a bit of a shame that you cannot choose the same one twice.

Score: 3.0
Comment: It provides considerable stats, and giving a creature indestructible after completing the quest is an even more powerful effect. This set does not have many land-fetching spells, so be a good sport and play your lands!

Score: 3.0
Comment: The stats have no highlights on offense, but 6 toughness is more than enough in this set, and as a utility card it can also join the defense and relieve a lot of life pressure. The extra counter-placing ability is a threat not to be ignored in blue-green, and in white-green it can also support the Hero theme.

Score: 3.5
Comment: Looking at the top eight cards of the library is very deep, and the effect after paying Teamwork is extremely powerful, so a single card can widen the board gap. But tapping for five power is not simple in Limited, and it also has a random component, so I took off a bit of score.

Score: 3.0
Comment: A rare, powerful removal spell. The options do not have to target the same creature, which is quite flexible. Later attacks can also force the opponent to face the dilemma of taking damage or trading with creatures.

Score: 2.5
Comment: Just a pure stat-boosting combat trick, neither good nor bad. The stats in this set are generally small, so the gap from +3/+3 is even more significant.

Score: 2.5
Comment: The only removal in the pure-green common slot. Teamwork 3 is easy to reach, and even without Teamwork it is a passable fight spell.

Score: 2.5
Comment: A very ideal curve filler creature. This set has quite a few flying creatures, and the 2/2 body is enough to deter some air threats. The activated ability can interfere with the opponent’s Equipment theme and even wreck the opponent’s villainous Plans!

Score: 3.0
Comment: The effect is very strong, keeping the opponent from clearing the board completely, but the drawback of a heavy color requirement is also obvious.

Score: 3.0
Comment: Cast on time at three mana it is a vanilla creature; cast at five mana it is a 4/4 vigilance, indestructible, haste core creature, and you can decide when to cast it depending on your hand and the board.

Score: 3.5
Comment: Besides this card, the only card in this set that makes Food tokens is Ant-Man’s Army, but there are quite a few cards that gain life (especially the multicolor common lands that gain life on entering), so in a suitable build it can snowball quickly.

Score: 3.0
Comment: If you slam creatures along the curve, adding two or three counters is not hard, and in this set anything above four power / four toughness is more than enough. Vigilance also pairs with Teamwork cards, dealing damage while supporting Teamwork’s additional cost.

Score: 3.5
Comment: A super strong card that combines resources, board filling, and stat growth. The extra information from looking at one more card on top of the library can also let you adjust your strategy in the moment.

Score: 2.5
Comment: Another excellent growing curve creature, and its built-in trample puts pressure on the opponent in the mid-to-late game. The counter-placing ability is very easy to trigger, which is why it got a once-per-turn restriction, but the flaw does not outweigh the merit.

Score: 3.0
Comment: Also a good card with stat growth and resources. The only negative counter in this set is the stun counter on Jessica Jones, Private Eye. Although these are two uncommons, it is still a small synergy worth keeping a slight eye on.

Score: 2.5
Comment: Without a card to work with like Evolving Wilds, it can only make one token per turn, which fills the board too slowly, and the stats are also poor.

Score: 3.0
Comment: Four power and four toughness is exactly the sweet spot, and with reach it can block almost every flying creature.

Score: 2.5
Comment: In most Limited situations it just puts a +1/+1 counter on something, but the sorcery timing and the need to tap make it inflexible to use, and you can do only one of counters or stats.

Score: 3.0
Comment: Instant timing is just great, the threshold for the cost reduction is easy to meet, and even if you do not meet it, it is still a good card.

Score: 2.5
Comment: It can help reach the number of creature cards in the graveyard for black-green, and in this bomb-dominated set it can also help you find your powerful permanents.

Score: 3.0
Comment: An excellent mana sink, and the 5 toughness of the first transformation can hold off most creatures’ attacks.

Score: 3.0
Comment: This is a multicolor-friendly environment, so fixing cards are quite important, not to mention that this card, while ramping / fixing, can also pull back a bit of life and board presence, stabilizing your life total and board. If the creature gets removed in response, the whole spell does not fizzle, so rest easy.

Score: 2.0
Comment: The activation cost is too high, hurting the tempo, and milling four cards at a time burns through the library quickly, so even with the mana and tempo you will not dare activate it too many times.

Score: 3.0
Comment: As I have said many times, this set’s stats are on the small side, and this is already one of the biggest creatures. Unless you really lack lands or have a way to recover it, I would want to hold it in hand and cast it at six mana.

Score: 2.5
Comment: Deathtouch guarantees at least a one-for-one trade, and the stats after activating Power-up are not impressive.

Score: 3.0
Comment: The mana it provides can be used for Power-up, or to flip high-rarity double-faced cards, and of course it can also pay for the basic landcycling cost. Two mana greatly increases the efficiency of a creature’s Power-up.

Score: 3.0
Comment: This set has quite a high proportion of artifact creatures. Being able to use an uncommon to remove the opponent’s high-rarity bomb while also putting a 5/5 reach trample creature on the battlefield is just perfect.

Score: 2.5
Comment: The cost is too clunky, and if it gets removed in response while being cast, it is equivalent to skipping a turn, so your tempo may collapse outright.

Score: 3.5
Comment: Also one of the best creatures in terms of stats, and it has an ability with a simple trigger condition and a huge growth amount.

Score: 2.5
Comment: Flash brings high flexibility, and triggering the counters is not difficult. A nice filler creature.

Score: 3.0
Comment: Besides trample, it also provides important stat growth, and in a stalled board it can break through.

Score: 3.5
Comment: The only drawback is the very heavy color requirement. The activated ability grows in power exponentially, a powerful card that can end the game by itself.

Score: 3.0
Comment: It ramps early, and in the mid-to-late game becomes stats sufficient to join offense and defense, and since it becomes every creature type, it can work with some Hero-related themes.

Score: 2.5
Comment: The floor is a 5/5 vigilance creature, and if you put the +1/+1 counter on another Hero it is equivalent to 6/6 worth of stats. A very good high-cost curve play.

Score: 3.0
Comment: Six mana brings 7/7 worth of stats in total, and the token’s ability makes the opponent think harder when declaring blockers.

Score: 4.0
Comment: On entering, it lets you cast a red or green creature for free, so at least it will not cost you board tempo. Chapter II giving three +1/+1 counters is very considerable, and it is even better paired with a creature with trample. The final chapter can deal a large amount of damage or force the opponent to trade with their board against you.
Worth noting that if the back face of a double-faced card is red or green, you can cast it with chapter I. Use World War Hulk to cast Bruce Banner // The Incredible Hulk!
Conclusion
The longer the stronger: in a set where stats are generally small, numbers are king!
Green creatures are much stronger than other colors’ and have the best growth potential of any color pair, which is very exciting!
- Title
- Marvel Super Heroes (MSH) Limited Overview — Green
- Author
- GY_Player
- Created at
- June 17, 2026
- License
- This work is licensed under CC BY-NC-SA 4.0 .




