Art by Erikas PerlDecklist
Creatures (21)
Jennifer Walters // The Sensational She-Hulk
Peter Parker // Amazing Spider-Man
Ojer Taq, Deepest Foundation // Temple of CivilizationInstants (5)
Sorceries (5)
Enchantments (14)
Fable of the Mirror-Breaker // Reflection of Kiki-Jiki
Virtue of Loyalty // Ardenvale FealtyArtifacts (13)
Lands (41)
Deck Guide
Why Play This Deck
Invisible Woman is the ultimate payoff commander for a 4-color Marvel-themed tokens-go-wide strategy. Her two abilities work in perfect tandem: every noncreature spell you cast generates a free 0/3 Wall token, and once you've built a wide board, you can pay {R}{G}{W}{U} during combat to make a creature unblockable and pump it +1/+0 for each creature you control. With three token doublers (Anointed Procession, Parallel Lives, Doubling Season) and Ojer Taq tripling output, a single enchantment cast can flood the board with 8–24 tokens in one turn. The deck rewards patient, incremental play — you're casting spells you already want to cast, and the tokens are free. When the alpha strike lands, it ends games immediately. The Marvel flavour is authentic: you're assembling Earth's Mightiest Heroes, and the Fantastic Four (Human Torch, The Thing, and their alternate versions) sit at the heart of it all.
Play Summary
The deck operates across three clear phases. In the early game (turns 1–4), prioritise landing mana rocks — Arcane Signet, the three Talismans, and Relic of Legends — and protecting Invisible Woman with Lightning Greaves or Swiftfoot Boots before she hits the battlefield. Every noncreature spell you cast from turn 3 onward begins generating Wall tokens, so even your ramp spells are productive. In the mid game (turns 4–7), layer your token doublers. Each Anointed Procession, Parallel Lives, or Doubling Season you resolve multiplies your Wall output exponentially. Assemble the Legion and Rabble Rousing generate independent token streams every turn, while Sokka, Tenacious Tactician creates an Ally token for every noncreature spell — doubling up on Invisible Woman's trigger. Bard Class and Brokers Ascendancy pump your team incrementally so your 0/3 Walls become genuine threats. Kindred Discovery naming Wall or Human turns your token flood into a card draw engine. In the late game (turn 7+), once you control 8+ creatures, activate Invisible Woman's combat ability. With Akroma's Will granting flying, double strike, lifelink, and indestructible, or Heroic Intervention protecting your board through a Farewell blowout, a single attack ends the game. Awaken the Woods late provides both ramp and a massive token army in one spell, triggering Invisible Woman's Wall creation on cast as a bonus.
Key Synergies
This is the deck's core engine. Each noncreature spell triggers Invisible Woman to create one 0/3 Wall token. With all three doublers active, that becomes 8 Walls per spell. Ojer Taq triples rather than doubles, so the multiplicative stack with even one doubler produces 6 tokens per spell, and with all three doublers plus Ojer Taq the math becomes astronomical. Prioritise resolving at least one doubler by turn 5 — even a single Anointed Procession transforms Invisible Woman from a value engine into a board-flooding machine.
Sokka creates a 1/1 Ally token whenever you cast a noncreature spell, stacking directly on top of Invisible Woman's Wall trigger. Every enchantment, artifact, or sorcery you cast now produces both a Wall and an Ally — doubled again by your token doublers. Fable of the Mirror-Breaker is a noncreature spell that triggers both commanders, then produces a Goblin token on chapter I, and Assemble the Legion generates a growing Soldier army every upkeep. These three cards together mean your board grows every single turn without requiring any additional spell investment.
Card draw is this deck's biggest vulnerability — you're spending resources on doublers and protection, and you need fuel to keep casting noncreature spells. Kindred Discovery naming Wall turns every token Invisible Woman creates into a card draw trigger, potentially drawing 8+ cards in a single turn once doublers are online. Toski draws a card whenever any creature you control deals combat damage, rewarding wide attacks. Scute Swarm with six or more lands starts copying itself on every land drop, creating an exponential token flood that feeds both Kindred Discovery and Toski simultaneously.
The deck's combat finisher package. Akroma's Will with a commander in play grants your entire team flying, vigilance, double strike, lifelink, indestructible, and protection from each colour — turning even 0/3 Walls into lethal attackers. Heroic Intervention protects your board from Farewell-style sweepers and targeted removal, ensuring your token army survives to the attack step. Ghalta and Mavren creates a massive Dinosaur and Vampire token when attacking, adding two more bodies to amplify Invisible Woman's unblockable pump. These three cards together mean your alpha strike is both protected and lethal.
This package ensures Invisible Woman and your Marvel heroes resolve and stick. Relic of Legends taps legendary creatures for mana, turning your hero-dense board into a mana engine that funds the {R}{G}{W}{U} combat activation. Delighted Halfling produces mana for legendary spells and makes them uncounterable. Cavern of Souls naming Human makes your entire Marvel roster — Invisible Woman, Human Torch, Captain America, Sokka — uncounterable. Chimil, the Inner Sun makes all your spells uncounterable and provides a cascade-like bonus, ensuring your key noncreature spells always resolve and always trigger Wall creation.
Opening Hand
Your ideal opening hand contains 3–4 lands (including at least one source each of {W} and {G}), one mana rock (Arcane Signet or any Talisman), and one of either Lightning Greaves, Swiftfoot Boots, or a token doubler (Anointed Procession, Parallel Lives, Doubling Season). The single most important card to have early is commander protection — Invisible Woman on turn 3 with Lightning Greaves already in play is your best possible start. Mulligan any hand with 5+ lands and no acceleration, or any hand with 0–1 lands. Hands with Cavern of Souls naming Human are strong keeps even with slightly awkward mana, as it guarantees your most important spells resolve. Gemstone Caverns in your opening hand on the draw is a free tempo boost — exile a card and start a turn ahead. Do not keep hands that rely entirely on turn-4+ plays with no early interaction or ramp; the 4-colour mana base is robust enough that you can afford to mulligan to 6 for the right functional pieces.
Mana Curve
58non-land cards · mana value distribution






























































































