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Hyperion, Supreme Hero

MSC · mythic · Released 2026-06-26

Power

brawl
tier-2Strong staple
commander
tier-2Strong staple

Tier shown as baseline → best-case (in its ideal shell).

Derived from the 7 atoms below.

on

on rate

standalone

meaningful alone

synergy

wants support

scales

scales up

flexible

multiple modes

broad

broadly useful

sticky

hard to remove

Commander Bracket

1Precon2Core3Upgraded4Optimized5cEDH

Archetypes

positive:
voltronlifegaincontrol
negative:
aggrocomboburn

Roles

midrange-threattop-end-finisherevasive-threatprotection-massblocker

Risks

pip-heavyslow-setupremoval-magnetrequires-tribe-density

Mechanics

Typal

synergy:
human
anti:

Structural

static-abilityreplacement-effect

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