- Thwip!: one mana for +2/+2. The baseline on any open white.
- Spectacular Tactics: a counter plus hexproof, OR removal. It beats both your removal spell and your block.
Two of these are new and both change how you sequence a turn. Learn Web-slinging and Mayhem properly and the rest of the set falls into place.
Five transforming legends, each a civilian identity on the front and the hero or villain on the back. Every guide agrees on the same two rules: run them even when you can only cast the front side, but build so you can flip them at least some of the time.
Miles Morales☽
Ultimate Spider-Man
Norman Osborn☽
Green Goblin
Gwen Stacy☽
Ghost-Spider
Peter Parker☽
Amazing Spider-Man
Eddie Brock☽
Venom, Lethal ProtectorThe expert top ten, in their order. Black is the deepest color in the set from commons through mythics, and it shows here.
















This set was built with only five draftable pairs, and they are all ally-colored. The other five have no gold uncommons and no synergy support at all, which makes an early off-lane rare genuinely dangerous: it will tempt you into a deck that does not exist.
The pair with the most web-slinging cards. Pair the discounted heroes with good bounce fodder, so every cast is cheaper and re-triggers an entry effect. Evasive creatures survive combat to be bounced, and non-combat tap outlets let you web-sling even on a clogged board.



Stack modifications on cheap evasive creatures and cash them in with the payoffs. Spread them across several bodies rather than stacking one target, or a single removal spell undoes the deck, and prefer evasive recipients: two power in the air beats three on the ground.



Nearly every black creature and many blue ones are Villains, so the typal payoffs are close to free. A grindy control deck of card selection and efficient interaction that filters to the right card each turn. Connive doubles as a discard outlet, so play every mayhem card you open.



Repeatable discard outlets fill the graveyard, then you cast those cards back at a discount the same turn. Line up your outlets with mayhem cards you can actually cast that turn. Both colors are loaded with removal, so pack card advantage or you run dry after trading one-for-one.



Ramp with dorks into oversized threats while payoffs convert every four-plus cast into damage or cards. Early plays and cheap removal are vital, because the failure mode is dying with expensive spells still in hand.



White-black, black-green, green-blue, blue-red, and red-white have no multicolor uncommons and no synergy support in this set. You can still build one if that is genuinely where your power is, especially in sealed, but never let a single early rare pull you there. Treat off-lane rares as splash-or-pass.


















Five common dual lands, one per supported pair, plus a common fetch. Count them before you commit to a splash.





