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Competitive Pauper — Marvel Super Heroes

The best Marvel Super Heroes cards for Pauper.

Three cards remain useful Pauper considerations after the Seeker of Skybreak ban. Newer Challenge results strengthen Crossover Collaboration’s case; Vision of Love and Call Damage Control fill different roles, and Hawkeye’s Bow stays a cautious watchlist card.

1
Crossover Collaboration Magic: The Gathering card

Best supported recent combo pick

Crossover Collaboration

Two August Challenge Top 8s support the Ruby Storm role.

BADTRONPLAYER placed fourth in the August 6 Challenge, and Slatorade placed seventh in the August 7 Challenge. Each list contains two main-deck copies. These are newer, identifiable results behind its move to first in this update.

For {2}{R}, Crossover Collaboration exiles the top two cards and lets you play them through the end of your next turn. Paying its optional Teamwork cost also creates a Treasure. That extra mana helps a spell chain continue, although the cards still need to be paid for normally.

Teamwork 2 means total power 2 or more, not two creatures. You may tap any number of your creatures meeting that total as an additional cost. One 2-power creature can qualify. Plan around the power and availability of your board, not a fixed creature count.

Card text and format legality.

Why it worksTemporary cards plus a Treasure support the same combo turn.
RiskRequires an available board to earn the Treasure; the permission window can expire before you use both cards.
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2
Vision of Love Magic: The Gathering card

Best Madness-oriented draw option

Vision of Love

An instant-speed outlet with an important resolution detail.

Franzisco23195’s Mono-Red Madness list reached the Top 8 of the July 9 Pauper Challenge with two main-deck copies. This is historical post-ban evidence; Vision did not appear in the 32 August 24 Challenge lists in our latest captured sample.

At {1}{R}, you may sacrifice an artifact or discard a card when Vision of Love resolves. If you do, you draw two cards. That choice is optional on resolution, not an additional casting cost. If the spell is countered, you have not already discarded or sacrificed to it.

Madness makes discarding an opportunity to cast another spell, while a disposable artifact gives the draw spell a second resource to use. The flexibility matters when your hand has no suitable discard. However, you still give something up to draw two; this is not unrestricted two-mana card advantage.

Card text and format legality.

Why it worksAn instant can convert a madness card or spare artifact into a useful reload.
RiskNeeds a resource to exchange, and the latest one-event sample does not establish continuing broad adoption.
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3
Call Damage Control Magic: The Gathering card

Best recovery utility

Call Damage Control

A graveyard refill with a recent sideboard appearance.

Walker735’s 18th-place list in the August 24 Pauper Challenge 32 registered two sideboard copies. That verifies a current role, but it is not a Top 8 result or evidence that every green deck should run the card.

For {1}{G} at sorcery speed, choose up to two of the artifact, creature, enchantment, and land modes, then return the targeted cards from your graveyard to your hand. A sacrificed artifact and a used land can therefore become two resources again.

Artifact lands make the categories easier to satisfy, but returning one card does not create a second copy of it. To get a genuine two-card refill, you need two cards to recover. Build the graveyard naturally with your normal game plan rather than saving weak cards just to enable this spell.

Card text and format legality.

Why it worksRebuys different resource types without committing to a single narrow recursion target.
RiskSorcery speed and graveyard hate can make a recovery card too slow or leave it without useful targets.
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