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"description": "Every new and returning keyword in the Marvel Super Heroes set, from Power-Up to Worthy equipment, ahead of the June 26 release.",
"path": "/mtg-marvel-super-heroes-mechanics-explained-power-up-teamwork-and-plan/",
"publishedAt": "2026-06-03T19:26:25.000Z",
"site": "https://allthings.how",
"textContent": "Magic: The Gathering's Marvel Super Heroes set leans on a handful of fresh keywords to turn the Avengers, the Fantastic Four, and Marvel's villains into playable cards. The big three new mechanics are Power-Up, Teamwork, and Plan, and they sit alongside returning systems like Connive, Sagas, double-faced cards, Improvise, and Sneak. The set launches June 26 with more than 600 mechanically unique cards spread across the main set, the Commander decks, and Jumpstart.\n\n⚡\n\nQuick answer: Power-Up is a one-time creature buff that gets cheaper if used the turn the creature is cast. Teamwork lets you tap creatures whose combined power meets a number to add a spell's second effect. Plan is a new enchantment subtype that builds plan counters toward a big payoff, then sacrifices itself.\n\n* * *\n\n## New Marvel Super Heroes mechanics at a reference glance\n\nMechanic| Type| What it does\n---|---|---\nPower-Up| Activated ability (once per game)| Adds +1/+1 counters and a bonus effect; cost is reduced by the creature's mana cost on the turn it's cast.\nTeamwork| Additional cost| Tap creatures with total power equal to Teamwork X or more to use both modes of a spell.\nPlan| Enchantment subtype| Accumulates plan counters; sacrifices and triggers a powerful effect at a set number.\nWorthy| Equip variant| Equips iconic weapons cheaply, but only to creatures that meet the weapon's conditions.\n\n* * *\n\n## How Power-Up works in Marvel Super Heroes\n\nPower-Up is an activated ability you can use only once. When you pay for it, the creature gains +1/+1 counters plus a special bonus tied to the card. The twist that separates it from older buff keywords is the discount. If you activate Power-Up on the same turn you cast the creature, the cost drops by the creature's own mana cost, so heroes can come down and ramp up their abilities immediately.\n\nThanos, the Mad Titan shows the ceiling. He costs one red, one white, and one black to cast, and his Power-Up demands one mana of every color including colorless, which mirrors the six Infinity Stones. Powering him up brings a board wipe that lets you \"snap\" away creatures by choosing either odd or even mana values to destroy. Captain Marvel takes a defensive route instead, gaining indestructible on Power-Up to match her \"Earth's Protector\" identity.\n\nThanos, the Mad TitanCaptain Marvel, Earth's Protector\n\n* * *\n\n## How Teamwork works as an additional cost\n\nTeamwork sits in the same family as Convoke and Improvise. It's an additional cost on certain spells, and it asks you to tap creatures you control whose combined power meets or beats the listed number. Pay it, and you unlock both modes of a modal spell instead of being forced to pick one.\n\nHULK SMASH! is the clean example. The instant costs one generic and one red. Without Teamwork, you either destroy a noncreature artifact or have one of your creatures deal damage equal to its power to an opposing creature. Tap creatures with power 4 or more, and you do both. Murdock's Crusade uses the same idea to combine creature and enchantment removal in a single cast.\n\nHULK SMASH!\n\n* * *\n\n## How Plan enchantments build toward a payoff\n\nPlan is a brand-new enchantment subtype, and it runs on plan counters. Each Plan card asks you to hit a target number of counters, then sacrifices itself and fires off a large effect. Doom Reigns Supreme, the first revealed Plan card, rewards a villain-heavy board. Every time a Villain you control enters, your opponent loses one life and you add a plan counter. Reach the fifth counter and Doom enacts the plot, exiling cards from your opponent's library and letting you play them for free.\n\nPlan cards get help from outside the enchantment slot, too. The Masters of Evil can search your deck for Plan cards, so you can dig toward your scheme more reliably.\n\nDoom Reigns SupremeThe Masters of Evil\n\n* * *\n\n## How Worthy equipment and Hero support work\n\nWorthy is a tuned version of Equip built for signature weapons. It lets you attach a weapon for a low cost, but the catch is that the weapon can only go on creatures that meet its conditions. Mjölnir, Hammer of Thor can only be equipped to a Legendary non-Villain creature with red or white in its color identity. That gate isn't limited to Marvel characters, so any qualifying creature from across Magic's history can wield it. Nahiri or Cloud Strife can pick up Mjölnir as readily as Thor.\n\nMjölnir, Hammer of Thor\n\nHero decks get more tools here than the Spider-Man crossover gave them. Agent Phil Coulson, for example, puts a +1/+1 counter on each Hero creature you control, and the set adds further support for building a full Hero team rather than only leaning into villains.\n\n* * *\n\n## Returning mechanics in Marvel Super Heroes\n\nSeveral familiar systems come back, often reskinned around a specific character.\n\nReturning mechanic| How it shows up\n---|---\nConnive| Returns with a villain focus. Leader, Super-Genius hands you an extra card before you Connive.\nDouble-faced cards| Cast either side; a front-side cast can transform later by paying the cost. Once flipped to the back, it can't flip back.\nSagas| A major theme, used to retell stories like World War Hulk and The Coming of Galactus.\nImprovise| Returns on Iron Man's Arc Reactor, letting artifacts help pay the cost.\nSneak| From the Teenage Mutant Ninja Turtles set; Elektra enters cheaply by returning an attacking creature.\n\n* * *\n\n## Draft archetypes for the 10 color pairs\n\nFor Limited, Marvel Super Heroes carries ten two-color archetypes, each anchored by a signpost uncommon.\n\nColor pair| Archetype theme\n---|---\nSimic| +1/+1 counters\nSelesnya| Hero synergy, anthems, go-wide tokens\nOrzhov| \"Attacks alone\" payoffs\nAzorius| Tap abilities and Teamwork\nGruul| Ramp and Power-Up\nIzzet| Artifact synergies\nDimir| Drawing a second card each turn\nGolgari| Graveyard with two or more creature cards\nBoros| Equipment and Hero themes\nRakdos| \"Villains matter\"\n\n* * *\n\nWith preview season now underway, expect more cards to roll out before the set arrives on June 26. The early reveals make the design priorities clear. Power-Up and Plan give heroes and villains their own engines to build on, Teamwork rewards wide boards, and Worthy finally lets the rest of Magic's cast pick up Marvel's most famous weapons.",
"title": "MTG Marvel Super Heroes Mechanics Explained: Power-Up, Teamwork, and Plan",
"updatedAt": "2026-06-03T19:26:26.174Z"
}