Marvel Super Heroes (MSH) Limited Review: Red
Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.
Marvel Super Heroes (MSH) holds its Prerelease events on June 19, 2026, and releases officially a week later on June 26, 2026. Want to know more about how each card rates and plays in Limited? Then check out this series of MSH Limited reviews!
- For the mechanics, see this article: Marvel Super Heroes Mechanics Breakdown
Ratings

Score: 3.0
Comment: Plain, unadorned red sweeper. The ability to blow up lands occasionally works wonders this time, with more dual lands and utility lands around.

Score: 2.0
Comment: It pumps while drawing you an extra card, which is decent value.

Score: 3.0
Comment: Although the body is a bit small, it draws you a card on entering, which is quite key in red-white where you need lots of resources to support prowess triggers.

Score: 2.5
Comment: As a source of additional costs and a follow-up board clearer, it’s pretty good in red-white noncreature or red-blue artifact decks; in red-green and red-black you’ll have to see whether you have enough noncreature spells to trigger the effect.

Score: 2.0
Comment: Act of Treason effects are usually sideboard material in Limited, but if you’re centered on villains, main-decking it brings higher value, and controlling a creature for two turns can sometimes decide the game.

Score: 3.0
Comment: A 4/3/5 flying body is decent. The ability below mostly triggers when you target an opponent’s artifact creature. For example, with a removal spell you can target the artifact creature, then copy it to kill another, non-artifact creature, then pump up and beat your opponent down.

Score: 3.0
Comment: Basically nobody can win an early trade against it, and its ability can help teammates clear the way, draw cards, and hit face. The earlier it comes down, the stronger it gets.

Score: 2.5
Comment: Usually a defensive creature, but it works wonders with his bow on the next card.

Score: 2.5
Comment: Following on from the previous card, although it’s an average Equipment, if Hawkeye wields it, dealing four damage to your opponent each time he attacks or becomes tapped adds up to a considerable amount of damage.

Score: 2.5
Comment: Note that the cards you exile from your hand can still be played until the end of your next turn, which is like playing with twice the cards.

Score: 2.0
Comment: An instant-speed team-wide pump that also comes with a 2/1 menace villain. If your opponent has red, watch out for this card.

Score: 2.5
Comment: Although the Teamwork cost is a bit steep, being an instant makes up for it, and overall it’s a decent removal spell.

Score: 2.5
Comment: A decent flying body, and the card-draw trigger is quite easy, making it a good filler card.

Score: 2.5
Comment: One of the damage sources for artifact or villain decks, and scary when you have multiples.

Score: 2.5
Comment: Better suited to red-white, where it plays the role of clearing the way and adding damage.

Score: 2.5
Comment: Every two turns, reveal two cards that you can use this turn, so resources can slowly pull ahead.

Score: 2.5
Comment: A decent looting filler creature.

Score: 2.5
Comment: Finds a land early, and in the midgame it’s decent to bring down for defense or offense.

Score: 3.0
Comment: Lightning Strike is back, plain and powerful.

Score: 2.5
Comment: If it can copy a spell like Lightning Strike
or Blazing Crescendo
for value it’s pretty good, otherwise as a two-mana filler it’s a bit ordinary.

Score: 2.5
Comment: The higher your artifact density, the stronger it gets, and trample gives it a damage source that can’t be ignored.

Score: 2.5
Comment: With connive, it can end up being discard one, draw two for two mana.

Score: 2.5
Comment: It can serve as a source of removal on entering plus damage output, or an instant-speed sweep in an emergency. It’s fairly flexible to use, but it can only be equipped to creatures it considers good guys.
Worthy refers to a red or white creature that is not a villain.

Score: 1.5
Comment: Two damage for three mana, three for four, a burn spell with rather low damage, and being a sorcery also limits the freedom of when you can use it.

Score: 2.0
Comment: A creature that can come in as early as the start of the game, but the body is just 1/1, and even after power-up it’s only a 2/2 double striker, so it’s better suited to early aggro decks.

Score: 3.0
Comment: Huge and a real hassle. As long as it is repeatedly dealt damage, it can keep reflecting damage to any target, and if you don’t have removal it’s a pain to deal with.

Score: 2.5
Comment: Five damage for four mana, and with Teamwork you can add more to the face. Note that if you lose your creature target, the two damage mode won’t trigger either.

Score: 3.0
Comment: Plain, unadorned cost reduction that makes it easier to cast your big spells.

Score: 2.5
Comment: Very suitable for red-white as an attacker with trample that can’t be blocked, dealing direct damage to your opponent through cheap noncreature spells, but it’s relatively weak if your opponent also has haste creatures.

Score: 2.5
Comment: Sitting on the battlefield it acts as ongoing ramp toward big plays, a decent filler creature in any deck.

Score: 2.5
Comment: A card that fits the red-white prowess theme very well, with first strike and haste both strong on offense.

Score: 2.5
Comment: It’s very easy to accidentally blow through your opponent’s combat trick.

Score: 3.5
Comment: The God of Thunder, Thor, has arrived. Entering returns a card from the graveyard, and combined with noncreature spells it deals considerable damage, with an excellent body too. A creature worth moving into red for.

Score: 2.5
Comment: Four instant-speed damage is well suited to adding damage or finishing the game.

Score: 3.0
Comment: Instant-speed card draw is just strong.

Score: 2.5
Comment: A creature recommended for use in aggro decks.

Score: 3.0
Comment: Although power-up is relatively expensive to activate, after two activations the creature is usually a size larger than your opponent’s, and if it can be paired with the value from Hulk, Gamma Goliath
, it’s extremely high.
Conclusion
As the color with a large number of both heroes and villains, red is extremely powerful whether in strong offense or burn, truly worthy of being the color that loves fighting most. I look forward to everyone using red in Limited to make the blood flow like a river.
- Title
- Marvel Super Heroes (MSH) Limited Review: Red
- Author
- T1BloodMoon
- Created at
- June 17, 2026
- License
- This work is licensed under CC BY-NC-SA 4.0 .




