The Super Hero Civil War
MSH · rare · Released 2026-06-26
Power
Tier shown as baseline → best-case (in its ideal shell).
Derived from the 7 atoms below.
on rate
minor value alone
wants support
scales up
one mode
broadly useful
hard to remove
Commander Bracket
Archetypes
Roles
Risks
Mechanics
Typal
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Structural
Rationale
A 5-mana Saga that steals up to two creatures (MV ≤6 total) temporarily, pumps your board with vigilance, then fights with one of your creatures as a finishing removal punch. The chapter I theft is powerful but capped at MV 6 total and is inherently temporary, making it better as a combat-swing enabler than a true control piece. Signature in tokens-go-wide and midrange shells where the mass pump of chapter II is immediately relevant; chapters I and III chain into a combat sequence that can swing games. Slow by nature (resolves over 3 draw steps) and telegraphed, limiting ceiling in competitive formats.
Learnings (3)
Chapter I steals up to two creatures with COMBINED mana value 6 or less — so you can grab a 4 and a 2, but not two 4s. This significantly limits the tempo swing compared to other theft effects.
tagging · claude-sonnet-4-6
Because the stolen creatures are returned when the Saga is sacrificed after chapter III, using chapter II's pump and chapter III's fight to leverage the stolen creatures in combat before the Saga ends maximizes value — the sequencing is a self-contained three-turn combat package.
tagging · claude-sonnet-4-6
The Saga can be flickered or bounced before chapter III resolves to reset it and re-steal creatures, but the stolen creatures are returned the moment the Saga leaves the battlefield, so timing must be precise.
tagging · claude-sonnet-4-6
Popularity
- EDHREC rank: #29,239