Hyperion, Supreme Hero
MSC · mythic · Released 2026-06-26
Power
Tier shown as baseline → best-case (in its ideal shell).
Derived from the 7 atoms below.
on rate
meaningful alone
wants support
scales up
multiple modes
broadly useful
hard to remove
Commander Bracket
Archetypes
Roles
Risks
Mechanics
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Typal
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Structural
Rationale
A 7cmc {W}{W}{W} pip-heavy 7/7 flash flyer with a blanket damage-reduction shield (all damage to you or any Hero you control is reduced to 1). Extremely strong defensive effect in a Hero-tribal shell, but the triple-white cost at 7 mana and dependency on a supported "Hero" subtype (Eternal Hero) limits broader playability. In Commander it competes with more efficient finishers at this slot, making it fringe outside dedicated white Hero-tribal builds.
Learnings (3)
The 'Hero' creature subtype is a specific MTG subtype — Hyperion's damage-prevention applies to all creatures with the Hero subtype you control, making it a powerful tribal protector in Hero-tribal decks but largely inert as a standalone finisher.
tagging · claude-sonnet-4-6
At {4}{W}{W}{W}, Hyperion is among the most pip-heavy mono-white mythics; decks splashing white cannot reliably cast it, but pure mono-white Commander/Brawl decks can treat the pip cost as a mild devotion-style payoff.
tagging · claude-sonnet-4-6
The damage-prevention effect reduces each instance of damage to 1 (not zero), meaning opponents can still pick off small Heroes with multiple small pings or a sweeper that assigns individual lethal damage.
tagging · claude-sonnet-4-6
Popularity
- EDHREC rank: #27,221