

commander · Mister Fantastic
The Fantastic Four (MSC).
A four-color spellslinger deck built around casting a noncreature spell every turn to switch on the whole team. Mister Fantastic draws cards and copies your best triggered ability, and Invisible Woman walls up the board before turning your creatures unblockable.
The Commanders
The Fantastic Four is a four-color deck that ships with all four family members as legendary commanders. Most of them share one line of text: at the beginning of combat, if you have cast a noncreature spell this turn, something good happens. So the whole deck is built to make sure you always fire off an instant, sorcery, or artifact before combat, then cash in every payoff at once.
Mister Fantastic is the primary commander and the value hub. If you cast a noncreature spell before combat, he draws you a card, which keeps the spells coming. His activated ability copies a triggered ability you control twice, so a landfall trigger, a combat payoff, or one of the family's noncreature checks can fire three times in a turn. That is how the deck turns a normal spell into a blowout.
Invisible Woman is the second commander and the defensive anchor. Cast a noncreature spell and she makes a 0/3 Wall to hold the ground, which buys time in a deck that wants to durdle. On your attack you can pay red, green, white, and blue to pump a creature by one for every creature you control and make it unblockable, which turns a stalled board into a sudden kill. Run her up front when you expect to get attacked and Mister Fantastic when you want raw card flow.
Key Cards
Human Torch
Human Torch is the third family member and the deck's aggressive option. Cast a noncreature spell before combat and he gains flying, double strike, and haste for the turn. When he attacks you can pay all four colors to have his combat damage hit every other opponent too, so a single swing can spread across the whole table. He is the fastest clock the deck has.
The Thing
The Thing is the fourth commander and the counter payoff. Cast a noncreature spell before combat and he gets four +1/+1 counters, so he grows into a trampling threat in a hurry. When he attacks you can pay four colors to double every kind of counter on any number of your permanents, which stacks absurdly with the deck's counter effects. One attack can turn a modest board into a lethal one.
Valeria Richards, Precocious
Valeria makes every noncreature spell cost one less and draws you a card the first time you cast one each turn. In a deck that wants to chain spells every turn, that discount adds up fast and often means an extra cast per turn. The card she draws helps you hit the noncreature trigger the following turn, so she keeps the engine self-sustaining.
Whirlwind of Thought
Whirlwind of Thought draws a card every time you cast a noncreature spell. Since the deck is packed with cheap instants, sorceries, and artifacts, it refills your hand as fast as you empty it. Play it early and the rest of the game you rarely run out of gas, and every spell you were casting anyway now replaces itself.
Silver Surfer, Galactus's Herald
Silver Surfer flies and, when he enters, tutors Galactus straight into your hand. That makes the deck's biggest threat reliable rather than a topdeck. His combat damage also forces a creature to keep attacking the player he hit, which can turn an opponent's board against itself while you set up the finish.
Galactus, Devourer of Worlds
Galactus is the ten-mana payoff at the top of the curve. He flies, tramples, cannot be destroyed, and exiles a permanent when he lands. Normally he forces himself to attack whoever has the most life, but if you control Silver Surfer you get to point him wherever you want. Ramp into him or cheat him out with the deck's payoffs and he ends games by himself.
How to Play
Your job every turn is simple: cast a noncreature spell before combat so all the family payoffs turn on at once. Use the ramp and card draw to keep a spell in hand, and lean on Valeria and Whirlwind of Thought so you never run dry. Once two or three of the Four are out, a single pre-combat spell can draw cards, grow The Thing, and send Human Torch in flying with double strike in the same turn. Mister Fantastic doubling a key trigger is often the turn that breaks the game open, and Galactus closes it if the beatdown stalls. Hold up an instant when you can so you hit the trigger on other players' turns too.