Released on June 26, 2026, Marvel Super Heroes brings four Commander decks, including one four-color deck led by the Fantastic Four. According to EDHREC, the set adds seven new four-color commanders, all “without black,” nearly doubling the offering in that identity. Here's the rundown: what a 4-color commander is, why these lists challenge your mana and deckbuilding, and how to equip and then protect a 100-card multicolor deck.
What is a four-color commander? The five “without one color” combinations
Magic has five colors: white, blue, black, red, and green. A “four-color” deck therefore uses exactly four of them, which amounts to defining it by the single color it leaves out. There are only five ways to drop a color, so five possible four-color identities — no more, no less.
The community — and EDHREC — refers to them by the names of the Nephilim. This cycle of five rare creatures, released in the Guildpact set in 2006 on the plane of Ravnica, was the very first to require four distinct colors of mana. For lack of a better reference point at the time, their names stuck as labels for the 4-color combos.
| Name (Nephilim) | Excluded color | The four colors |
|---|---|---|
| Yore-Tiller | White | Blue, black, red, green |
| Glint-Eye | Green | White, blue, black, red |
| Dune-Brood | Blue | White, black, red, green |
| Ink-Treader | Black | White, blue, red, green |
| Witch-Maw | Red | White, blue, black, green |
It's the Ink-Treader combination, “without black” (white-blue-red-green, or WURG), that concerns us here: it's the one Marvel Super Heroes reinforces.
Why playing 4 colors is a mana headache
Adding a color widens your toolbox: more answers, more effects, fewer blind spots. But every extra color weakens the mana base. A 4-color deck has to produce four of the five colors reliably, often as early as the first few turns, or risk leaving cards stranded in hand.
The example is concrete with one of the newcomers, Power Pack: its cost of {1}{R}{G}{W}{U} demands all four colors at once. To cast it without struggling, you need a mana base built for it — dual and tri-color lands, fetchlands, mana rocks, ramp creatures. In Commander, every card is unique (singleton), so you assemble varied fixing rather than four copies of the same land.
Unlike a five-color deck (WUBRG), the 4-color format keeps a clear direction: dropping a color means giving up its weaknesses as much as its strengths. A “without black” identity thus goes without targeted creature removal and graveyard recursion, two specialties of that color — a gap to make up elsewhere.
Deckbuilding becomes a balancing act. Too few sources of one color and the commander stays on the bench; too many lands that enter tapped and the deck sputters. That's precisely what makes four-color commanders demanding — and why they reward players who take care of their mana base.
Marvel Super Heroes: seven new 4-color commanders, all “without black”
Marvel Super Heroes (prerelease June 19–25, 2026, release on the 26th) delivers four preconstructed Commander decks. Only one is four-color: The Fantastic Four, in WURG. But its impact goes beyond the box: according to EDHREC, the set brings seven new 4-color commanders, and they all fall into the same slot, Ink-Treader.
Marvel Super Heroes adds seven new four-color commanders, all in the Ink-Treader combination (without black), enough to nearly double the number of commanders available in that identity — while the four other combinations get nothing new.
EDHREC, “Ranking Every Four-Color Commander”
The Fantastic Four deck is a good illustration of the WURG identity. It can be led by four interchangeable faces — Mister Fantastic, Invisible Woman, Human Torch, and The Thing — or by the team card The Fantastic Four itself. All share the same four colors and revolve around noncreature spells, the precon's mechanical throughline.
These five commander options combine with Power Pack, also WURG, for six formally identified profiles. EDHREC cites a seventh newcomer, Crystal, Inhuman Princess, to round out the total. A note of caution, though: “nearly double” is EDHREC's framing, not an official count — and the exact details of some cards remain to be confirmed.
If the Fantastic Four precon appeals to you, we broke it down in our analysis of Marvel's 4-color Commander precon. The French-language version is available in store.
Protecting and equipping a 100-card multicolor Commander deck
A Commander deck is 100 singleton cards, shuffled and handled far more than in 60-card formats. A multicolor list also carries sought-after fixing lands — fetchlands, dual lands — that you really don't want to see wear out. First line of defense: opaque, sturdy sleeves, in packs of 100, exactly the size of a deck.
Among safe bets, Dragon Shield Matte in packs of 100 are a community standard for their feel and durability. The Landfall Dual Art editions go further, with artwork of iconic lands. For a list that fields expensive cards, double-sleeving adds a layer of protection — our double-sleeve guide explains when and how to do it.




Choosing a deck box that handles 100 sleeved cards
Once sleeved — and even more so double-sleeved — a 100-card deck gets bulky. A box that's too tight squeezes the cards and damages the sleeves. Better to aim for a capacity of 100 or more, with room to spare for tokens or a reserve. Here are three common options, from the simplest to the most protective.
| Criterion | Ultra Pro Hinged 150 | Ultra Pro 2-piece (100) | Dragon Shield Double Shell |
|---|---|---|---|
| Stated capacity | 150 cards | 100 cards | 100-card double-sleeved deck |
| Format | Hinged box | 2-piece box | Rigid shell + compartment |
| Room for a 100-card deck | Comfortable | Tight | Designed for double-sleeving |
| Tier | Affordable | Affordable | Premium |
The choice depends on your use: the Hinged 150 leaves room for a single-sleeved deck and its accessories, the 2-piece stays compact for a merely sleeved deck, and the Double Shell targets double-sleeved lists that need protecting. To go further, see our TCG storage and transport guide and the sleeves comparison.
Key takeaways
Four-color commanders fall into five “without one color” identities, inherited from the 2006 Nephilim. Marvel Super Heroes beefs up only one of them, Ink-Treader, with seven newcomers led by the Fantastic Four — a clear boost for WURG, but nothing for the four other combinations. That leaves the real question for any multicolor deck: a solid mana base, and protection to match. The other identities will have to wait their turn.
Sources: EDHREC — Ranking Every Four-Color Commander, Scryfall — Marvel Super Heroes Commander, Wizards of the Coast — Dates & Details, MTG Wiki — Nephilim


