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Legendary Creature — Mutant Inhuman Hero
Reach When Ms. Marvel enters, target creature gets +2/+0 until end of turn. Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn.
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“Draw cards by pumping creatures and swinging with boosted power.”
Ms. Marvel is a sneaky card-draw engine wrapped in a modest 2/2 body. Her core gameplan is to pump your creatures' power above their base toughness, then swing in and draw cards whenever any boosted creature deals combat damage. This means you're looking for temporary power boosts—think auras, equipment, and +1/+1 counters—that turn your team into a consistent card-draw machine. You win by assembling a board of evasive or hard-to-block creatures (thanks to her Reach), pumping them strategically each turn, and drawing into your win condition while your opponents scramble to keep up.
The deck balances Selesnya's traditional strengths: green ramp to hit your mana curve, white removal for threats, and a mix of creature-based offense. Your plan is midrange aggression that pivots into card advantage. Equipment synergizes beautifully since each piece adds power and Swordsman's Steel rewards you for stacking them. Plan enchantments like Training Regimen turn your boosted creatures into threats that also grow themselves. By turn 4–5, you're attacking for damage while refueling your hand every turn—a huge advantage in Commander.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey equipment like Kaldra Compleat; use Swordsman's Steel, Hawkeye's Bow, and Iron Man Armor instead. Replace Doubling Season with Training Regimen or Concerted Effort for counter synergy on a budget.
Inclusion = % of Ms. Marvel, Elastic Ally decks running this card. +lift = percentage-point boost over the format average.
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