I Brewed Four Unique cEDH Decks For Marvel Superheroes | 4 cEDH Deck Techs

Source: ComedIan MTG Jul 1, 2026 cEDH combo

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Summary

Ian breaks down four cEDH decks he built for a Scrybaby Marvel Superheroes episode. Bruce Banner/The Incredible Hulk (Temur): a 1U draw-X commander used as an infinite-mana outlet, positioned as a lower-to-the-ground, faster alternative to Rograkh+Thrasios. He omits Training Grounds and Biomancer's Familiar (they only remove one activation, don't scale), runs Caltrops for the Incredible Hulk combat combo, Kinnan+Basalt Monolith, Trophy Mage (fetches Basalt or Caltrops), haste via Shang-Chi (?), Lightning Greaves, and Rhythm of the Wilds, with Thousand-Year Elixir argued in. Underworld Breach + Shifting Woodlands for uncounterable lines; Walking Ballista as clean outlet; Goblin Welder tech noted as an upgrade. Crystal, Inhuman Princess (four-color): noncreature spells deal damage by color count; a curiosity/storm deck running Vivi (?) in the 99, Tandem Lookout, Keen Sense, many free/pitch spells, white silence effects and Voice of Victory to protect the turn, Aria (?) and Underworld Breach. Dr. Doom, Unrivaled (mono-black): draw-to-empty-library win with five one-card combos (Demonic Consultation, Tainted Pact, Leveler, Inverter of Truth, Divining Witch), forcing a singleton manabase; Bolas's Citadel/Sensei's Top/Aetherflux and Ad Nauseam backups. Super-Scroll (five-color good stuff): 1BBB 4/5 flyer draw engine, drawing 12 cards for one more mana than Kenrith draws four; Auriok Salvagers+Lion's Eye Diamond

Key Clips

  • [05:55] There's no Training Grounds and no Biomancer's Familiar because they just take one activation off your commander — it doesn't scale. If you want those effects, that's a reason to look at a Thrasios deck instead, which has a much better relationship with them.
  • [08:52] Shang-Chi lets you play Bruce with haste and draw off him, and gives two mana for the activated ability. I don't know that you could design a more cohesive pair of cards than Shang-Chi and Bruce Banner.
  • [11:12] There's a solid argument one of the haste enablers should be Thousand-Year Elixir — a three-drop artifact that untaps your commander and lets you activate abilities as though they had haste. It makes a lot of sense here because of our relationship with Trophy Mage.
  • [14:39] With an intuition or a gifts ungiven, your objective is to set up a pile so you can fire an uncounterable Underworld Breach by activating your Shifting Woodlands. Temur is one of the best color combinations for the Shifting Woodlands / Underworld Breach relationship.
  • [21:44] I'm a huge fan of including Vivi (?) in the 99. When you play curiosity-style lists, it's very important your commander isn't the only relevant piece — if it gets killed two or three times, you don't want to stop functioning.
  • [26:32] White gives us silence effects, which are fantastic at protecting our Crystal turn, because you'll be feeding Mystic Remora and Rhystic Study — every spell that draws you three is also a spell your opponents draw off of.
  • [37:39] Dr. Doom has at least two one-card combos. Demonic Consultation and Tainted Pact — if they resolve, you exile your entire library and resolve the win trigger. Because of Tainted Pact this manabase is fully singleton.
  • [43:50] To draw 12 cards with Super-Scroll costs only one more mana than it costs Kenrith to draw four cards. For 22 mana Super-Scroll draws 12; for 21 mana Kenrith draws four. A world of difference — that card-draw section is what pushes it above.

Tags

Archetypes/Strategy: combo, value-engine, midrange Format/Bracket: cEDH Card Categories: draw, win-cons, tutor, protection, ramp

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