Building Mister Fantastic for cEDH

by
Harvey McGuinness
Harvey McGuinness
Building Mister Fantastic for cEDH

Mister FantasticMister Fantastic | Art by Gintas Galvanauskas

Do you like doubling your triggers in Commander? Well then, what about tripling them? Marvel Super Heroes has brought us exactly that - a four-color commander with a reasonable mana cost and the ability to triple some of the strongest triggered abilities in the format, culminating in a potent one-card combo that can end the game all on its own.

Curious? Well then, let's meet Mister FantasticMister Fantastic, and see what he can do in cEDH.

What Does Mister FantasticMister Fantastic Do?

Mister Fantastic

For , Mister Fantastic is a 2/4 legendary Human Scientist Hero creature with the triggered ability "At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card," and the activated ability ", : Copy target triggered ability you control twice. You may choose new targets for the copies."

First off, that triggered ability. At base line, Mister Fantastic essentially reads as "Draw a card each turn you cast a precombat mana rock," considering that the bulk of sorcery speed noncreature spells in cEDH are, well, mana rocks. It also includes value engines like The One RingThe One Ring and Rhystic StudyRhystic Study, but those are cast less frequently in games than a category as broad as mana rocks.

Additionally, as a marginal bit of upside, Mister Fantastic doesn't actually need to be in play when that spell is cast. So, while it might not be the most common first turn, it's totally feasible to imagine the sequence of: land, Sol RingSol Ring, Mox, Mister Fantastic, move to combat, draw a card. It may not be Tymna levels of card advantage, but Mister Fantastic's first ability is far from negligible.

Looking to that activated ability, is a high price to pay, which means that it's really only be activated when mana sink-esque opportunities arise (think tripling a Rhystic Study when you've got nothing better to do) or when combo potential presents itself.

Key Cards for Mister FantasticMister Fantastic

Outside of the usual staples run in nonblack four-color piles (Rhystic StudyRhystic Study, Underworld BreachUnderworld Breach, Smothering TitheSmothering Tithe, Gaea's CradleGaea's Cradle, etc...), Mister Fantastic is defined by a single key cards package: mana dorks. Specifically, multicolor and multi-mana mana dorks.

Mana Dorks

Bloom Tender
Faeburrow Elder
Badgermole Cub

As we'll see when we get to Mister Fantastic's one-card combo with Village Bell-RingerVillage Bell-Ringer, the defining goal of Mister Fantastic is to have enough creatures in play to readily produce .

The green component is easy; the deck certainly isn't cutting Llanowar ElvesLlanowar Elves any time soon. The real trick is finding ways to add the rest of the colors, preferably while cutting down on the total number of creatures in play necessary to hit that threshold.

In theory, both Bloom TenderBloom Tender and Faeburrow ElderFaeburrow Elder are capable of doing that on their own, but their most common usages will normally provide and , respectively (assuming you control Mister Fantastic). All this to say, Mister Fantastic runs a whole bunch of mana dorks, with the best of the best being those that can add something other than and/or add more than just one mana.

How Does Mister FantasticMister Fantastic Win?

Village Bell-RingerVillage Bell-Ringer Combo

Village Bell-Ringer
Borne Upon a Wind
Finale of Devastation

Kicking things off is this deck's defining commander-dependent combo: the package of Village Bell-RingerVillage Bell-Ringer and Mister Fantastic. Here are the prerequisites:

  • Mister Fantastic is untapped and not summoning sick.
  • You've cast a noncreature spell and are in your precombat main phase.
  • You control enough mana dorks to add at least .
  • Village Bell-Ringer is in your hand and you have both the mana to cast it and the mana to activate Mister Fantastic (so at least in total).

Given the above, move to combat. Mister Fantastic's first ability will trigger, which will allow you to draw a card. While this ability is on the stack, hold priority and cast Village Bell-Ringer. Village Bell-Ringer will resolve, putting its triggered ability onto the stack. Use Mister Fantastic's activated ability to copy the Village Bell-Ringer trigger twice. Let the first trigger copy resolve, which will untap all your creatures. Still holding priority, reactivate Mister Fantastic's activated ability (since it and your mana dorks will now be untapped), again targeting the Village Bell-Ringer trigger. At each point in this loop, you'll add an extra unused Village Bell-Ringer trigger to the stack, since each Mister Fantastic activation creates two copies of the ability.

Once you've added an arbitrary number of triggers to the stack, allow each to resolve, floating mana between each resolution. Stop allowing the triggers to resolve once the stack only has one Village Bell-Ringer trigger on it and the initial card-draw trigger from Mister Fantastic. Now, with the infinite mana floated this way, repeat the copy-untap loop, although this time using Mister Fantastic's copy ability to copy the card draw trigger an arbitrary number of times. The stack should look something like this:

  • Conditions: Infinite mana of all colors floating, all creatures untapped, card draw trigger at bottom of stack, Village Bell-Ringer trigger above it.
  • Activate Mister Fantastic, copying Village Bell-Ringer trigger.
    • New stack: Bell-Ringer, Bell-Ringer, Bell-Ringer, card draw.
  • Let first Bell-Ringer resolve. Use the newly untapped Mister Fantastic to copy the card draw.
    • New stack: Card draw, card draw, Bell-Ringer, Bell-Ringer, card draw.
  • Let the next two card draw triggers resolve, plus a Bell-Ringer trigger. You're now back at the start of the loop, have an extra two cards in hand, all of your creatures are untapped, and have infinite mana. Rinse and repeat until you've drawn all the cards you want.

Now, to make use of this mana, cast a flash-enabler like Borne Upon a WindBorne Upon a Wind. From here, use your infinite mana to cast all the creatures in your deck, then cast an arbitrarily large Finale of DevastationFinale of Devastation to pump your team to lethal size and to give them all haste.

Remember, this whole combo takes place during the beginning of combat step, so any creatures you cast now can still be declared as attackers this turn because you haven't yet moved to declare attackers.

Defense of the HeartDefense of the Heart Combo

Defense of the Heart
Kiki-Jiki, Mirror Breaker
Village Bell-Ringer

This next combo also uses Village Bell-Ringer, although it doesn't need to be in your hand. Additionally, while it gets a whole lot better with Mister Fantastic as part of the mix, all it really needs in order to work is Defense of the HeartDefense of the Heart, plus at least one of your opponents controlling at least three creatures.

When Defense of the Heart's upkeep trigger resolves (which is conditional on an opponent controlling at least three creatures), you'll sacrifice it and tutor for two creatures to put straight into play. If Mister Fantastic is in play, this is a great trigger to triple. If not, no worries, because you can still win regardless: just grab Kiki-Jiki, Mirror BreakerKiki-Jiki, Mirror Breaker and Village Bell-Ringer. Use Kiki to create a clone of Bell-Ringer, which will untap Kiki, which will let you make another Bell-Ringer, etc. You'll have infinite hasty attackers which you'll use to close out the game via combat damage.

If you were able to triple up the Defense of the Heart trigger, then the first two creatures you'll want to grab are Grand AbolisherGrand Abolisher and Sylvan SafekeeperSylvan Safekeeper, which will protect you via a SilenceSilence-esque effect and grant the option to give your creatures shroud. You'll reserve another of the two remaining triggers to grab Kiki and Bell-Ringer, while the third is flexible and totally up to you.

Lastly, as a bit of a side note, creatures aren't the most common card type in cEDH, so sometimes the trigger condition for Defense of the Heart can be a little tricky. If any other deck in the pod is green, you shouldn't have any issues. However, if you find yourself playing in a non-green game, then I recommend making sure one player has at least three creatures thanks to Forbidden OrchardForbidden Orchard activations. Giving your opponents creatures with this land can be the difference between winning with Defense of the Heart and having a do-nothing enchantment.

Underworld BreachUnderworld Breach Combo

Underworld Breach
Brain Freeze
Lion's Eye Diamond

Like all red decks out there, Mister Fantastic is of course also playing a classic Underworld BreachUnderworld Breach combo package. Unlike the Village Bell-Ringer loop, this package is a whole lot simpler on its face. Just cast Underworld Breach, then cast and crack a Lion's Eye DiamondLion's Eye Diamond for . From your graveyard, escape Brain FreezeBrain Freeze and target yourself to mill at least six cards, if not more. You'll have left over and the ability to escape Lion's Eye Diamond, which you'll again sacrifice in order to pay for Brain Freeze.

This nets an arbitrarily large storm count and amount of mana, limited only by the number of cards in your deck. Once the storm count is high enough, escape Brain Freeze to have it target your opponents, milling each of their entire libraries.

Mister FantasticMister Fantastic cEDH Deck List


The cEDH Trigger Tripler

View on Archidekt

Commander (1)

Artifacts (13)

Creatures (26)

Instants (22)

Enchantments (6)

Sorceries (4)

Lands (28)

Mister Fantastic

Wrap Up

Mister Fantastic is an interesting exploration into the world of non-black cEDH. As a red deck, it carries with it the tried-and-true combos associated with Underworld Breach, but outside of that traditional package the game plan is a bit more unique than its goodstuff nature would have you believe.

By investing just a little extra deck building space into mana dorks, a wild one-card combo emerges that also enables another two-card combo lurking beneath the commander's surface.

Harvey McGuinness

Harvey McGuinness


Harvey McGuinness is a law student at Georgetown University who has been playing Magic since the release of Return to Ravnica. After spending a few years in the Legacy arena bouncing between Miracles and other blue-white control shells, he now spends his time enjoying Magic through cEDH games and understanding the finance perspective.

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