Home / Magic: The Gathering / Marvel Super Heroes / Hire a Crew
Hire a Crew
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Instant

Hire a Crew

common · Instant · Marvel Super Heroes
$0.07
Low
$0.08
Market
$0.10
High

Oracle Text

Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.)

Card Details

-/-Power / Toughness
{2}{R}Mana Cost
1Prints

Character Background

Hire a Crew is a clean, aggressive instant that clearly wants to push a tempo or go-wide aggro plan, with a little bit of midcombat trickery baked in. For three mana, you get immediate board presence in the form of a 2/1 black Villain with menace, which is already awkward for blockers and helps pressure life totals or trigger sacrifice, graveyard, and token-matter synergies. The temporary teamwide +1/+0 often turns a harmless attack into a real clock, especially when cast after blocks are declared or in response to an effect that rewards damage output. In deckbuilding, it pairs well with token makers, cheap evasive creatures, and any anthem-style effects that stack with power boosts; it also likes sacrifice outlets that can cash in the Villain token after combat. The card feels like recruiting mercenaries for one decisive strike, and on the table it plays exactly like that: fast, flexible, and best when you’re already ahead on board.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.07 - $0.10
At the current market price of $0.08.
Average Time to Sell
3 days
At the current market price of $0.08.

Public Decks Using This Card

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Character Background

Hire a Crew is a clean, aggressive instant that clearly wants to push a tempo or go-wide aggro plan, with a little bit of midcombat trickery baked in. For three mana, you get immediate board presence in the form of a 2/1 black Villain with menace, which is already awkward for blockers and helps pressure life totals or trigger sacrifice, graveyard, and token-matter synergies. The temporary teamwide +1/+0 often turns a harmless attack into a real clock, especially when cast after blocks are declared or in response to an effect that rewards damage output. In deckbuilding, it pairs well with token makers, cheap evasive creatures, and any anthem-style effects that stack with power boosts; it also likes sacrifice outlets that can cash in the Villain token after combat. The card feels like recruiting mercenaries for one decisive strike, and on the table it plays exactly like that: fast, flexible, and best when you’re already ahead on board.

Generated using gpt-5.4-mini · Updated at 2026-09-05 20:20:47 UTC

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