Spider-Man: The Draft Web
Set SPM · September 2025 · 193 cards plus the Eternal sheet

Spider-Man
The Draft Web

Five mechanics, five real archetypes and five traps, the alter egos, and the bombs worth building around. Consolidated from three expert guides and verified card by card against the set list.
A note on what this guide is not. Our other set guides carry win rates from hundreds of thousands of recorded games. This one cannot: Spider-Man never had a digital release, so no public game archive exists for it. Everything below is expert judgment rather than measured results, and it is labelled that way rather than dressed up as data.

The Powers

five mechanics

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.

Web-slinging newAn alternative cost: cast the card cheaper if you also return a tapped creature you control to hand. It discounts your best cards and re-triggers their entry effects, and the bounced attacker effectively gains pseudo-vigilance. Easiest enablers: attacking, crewing a vehicle, or tapping a mana creature.
Mayhem newCast a card from your graveyard, usually at a discount, if you discarded it this turn. A mayhem card is effectively a free extra card. Normal timing still applies, and you do not have to cast it immediately: play a land or go through combat first, as long as it happens that turn.
ConniveDraw, then discard; a nonland discard adds a +1/+1 counter. This is the set's bridge: it fuels Mayhem by discarding, feeds Modified with counters, and filters your draws. Do not auto-discard the nonland just for the counter.
ModifiedA creature carrying an Equipment, an Aura, or any counter. The modifications come from every color, but the payoffs are printed in white and blue.
CamouflageA repeatable ability that adds a counter and grants hexproof until end of turn. Hold the mana and there is almost no window to remove the creature.
Castable back facesThe alter-ego cards can be cast directly as their back face for that face's cost, rather than casting the front and transforming. You cannot flip back afterward, and you rarely want to.
The rules interaction worth memorizing: casting a big spell for its cheaper Mayhem or Web-slinging cost still triggers your mana-value-matters payoffs, because the card's mana value never changes. That is the engine of the red-green deck and the reason those discounts are so much better than they look.

Masks Off

the alter egosFront face, then the suit

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 MoralesMiles MoralesUltimate Spider-ManUltimate Spider-Man
The best of the five by consensus. Two mana for a body plus a counter, and the back adds first strike, haste, repeatable hexproof, and counter-doubling on attack.
Norman OsbornNorman OsbornGreen GoblinGreen Goblin
Just behind Miles. This is the one where you should genuinely try to be able to cast the back side.
Gwen StacyGwen StacyGhost-SpiderGhost-Spider
Also named just behind Miles among the excellent flip legends.
Peter ParkerPeter ParkerAmazing Spider-ManAmazing Spider-Man
Playable even if the front is all you ever cast.
Eddie BrockEddie BrockVenom, Lethal ProtectorVenom, Lethal Protector
The symbiote. Same rule: the front alone is a fine card.

The Heavy Hitters

bomb countdown

The expert top ten, in their order. Black is the deepest color in the set from commons through mythics, and it shows here.

1Behold the Sinister Six!
Behold the Sinister Six!Mass-reanimates up to six differently named creatures. Even two or three is a game-breaking swing, and it lets you make deliberately bad trades early knowing you will buy them all back.
2Mysterio, Master of Illusion
Mysterio, Master of IllusionA 3/3 illusion per nontoken villain, so with a couple out it is a four-mana 9/9 spread over bodies. Also the set's biggest removal magnet, so protect it.
3Miles Morales // Ultimate Spider-Man
Miles MoralesStrong on the front, game-ending on the back.
4Agent Venom
Agent VenomFlash menace that draws whenever another nontoken creature you control dies. A near-guaranteed two-for-one they must answer first.
5Lizard, Connors's Curse
Lizard, Connors's CurseA 5/5 trampler that also turns one of your small creatures into a 4/4, or strips a problem creature's abilities.
6Friendly Neighborhood
Friendly NeighborhoodThree bodies plus a land that pumps every turn. Almost nobody has enchantment or land removal, so it just snowballs.
7Sandman, Shifting Scoundrel
Sandman, Shifting ScoundrelRecurs itself with a land from the graveyard, surviving everything short of exile. Wants self-mill or discard to keep a land down there.
8Biorganic Carapace
Biorganic CarapaceFree-attaching equipment that draws per modified creature on damage. Turns anything into a must-answer threat.
9Scarlet Spider, Ben Reilly
Scarlet Spider, Ben ReillyWeb-slung for two it enters with counters equal to the returned creature's mana value, and re-triggers that creature's entry on the way.
10Doctor Octopus, Master Planner
Doctor Octopus, Master PlannerPumps your villains and refills you to eight cards at end step, usually drawing four or five at once. Unanswered, the game is over.
Also named as bombs across the guides
Black Cat, Cunning Thief
Black Cat, Cunning ThiefNamed alongside Agent Venom among black's incredible rares.
Villainous Wrath
Villainous WrathRounds out black's top tier.
Kraven's Last Hunt
Kraven's Last HuntCalled one of the best monocolored rares in the entire set.
Silk, Web Weaver
Silk, Web WeaverA best-of-the-best gold pick, aligned with the green-white plan.
Anti-Venom, Horrifying Healer
Anti-Venom, Horrifying HealerBusted if you can cast it, but five white pips means only the heaviest white decks get there.
Gwenom, Remorseless
Gwenom, RemorselessPart of black's excellent second tier.

Five Lanes, Five Traps

the archetypesAll five are ALLY pairs

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.

Web-slinging
Bounce and redeploy

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.

Spider-Man, Brooklyn Visionary
Spider-Man, Brooklyn Visionary
Spider-Girl, Legacy Hero
Spider-Girl, Legacy Hero
Supportive Parents
Supportive Parents
Modified
Counters, auras, equipment

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.

Wraith, Vicious Vigilante
Wraith, Vicious Vigilante
SP//dr, Piloted by Peni
SP//dr, Piloted by Peni
Web-Warriors
Web-Warriors
Villains
Connive and grind

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.

Prowler, Clawed Thief
Prowler, Clawed Thief
Morbius the Living Vampire
Morbius the Living Vampire
School Daze
School Daze
Mayhem
Discard, then cash in

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.

Pumpkin Bombardment
Pumpkin Bombardment
Green Goblin, Revenant
Green Goblin, Revenant
Risky Research
Risky Research
Big Spells
Mana value four or greater

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.

Rhino, Barreling Brute
Rhino, Barreling Brute
Superior Foes of Spider-Man
Superior Foes of Spider-Man
Kraven, Proud Predator
Kraven, Proud Predator
The other five pairs
Not archetypes

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.

Ominous Asylum
Ominous Asylum
Vibrant Cityscape
Vibrant Cityscape
Professional Wrestler
Professional Wrestler
Colors are not equal here. Black is the deepest from commons through mythics, so lean into it when your pool is close. White is the weakest for bombs, and red's top end is a step down from black's. Every enemy-color gold rare is powerful, though: if you open one, build the ally pair that touches one of its colors and splash the other.

Top Commons

ranked by color
White
1Web Up
Web UpCatch-all removal in a set with very little enchantment removal, so it reliably answers whatever matters.
2City Pigeon
City PigeonA one-mana flier that is trivially easy to tap, making it a web-slinging enabler from turn two, and it leaves a Food behind.
3Daily Bugle Reporters
Daily Bugle ReportersCounters on two creatures, or graveyard recursion when you need resources instead of board.
Blue
1Whoosh!
Whoosh!Resets your own permanents, dodges removal, and re-triggers entries. The kicker replaces itself, so it is tempo without card loss.
2Beetle, Legacy Criminal
Beetle, Legacy CriminalA Villain flier whose graveyard ability pays you even when it is connived, milled, or discarded.
3Mysterio's Phantasm
Mysterio's PhantasmVigilant flier that mills on attack to fuel the graveyard payoffs.
Black
1Scorpion's Sting
Scorpion's StingEfficient instant removal that kills most things above two mana and doubles as a trick.
2Venom's Hunger
Venom's HungerTwo cheaper with a Villain out, and nearly every black creature IS a Villain.
3Swarm, Being of Bees
Swarm, Being of BeesA fine flash flier that mayhem returns for a single mana.
Red
1Electro's Bolt
Electro's BoltFour damage at a good rate, and mayhem makes it far better with discard outlets.
2Shock
ShockOne mana, two damage, any target. Kills two-drops and closes games.
3Angry Rabble
Angry RabbleA trampler that pings on every big spell and sinks mana late, so it never goes dead.
Green
1Professional Wrestler
Professional WrestlerA 4/4 that makes a Treasure for a double-spell turn or a splash, and cannot be gang-blocked.
2Kapow!
Kapow!Green's removal: a counter plus a fight, so you KEEP the size boost afterward.
3Kraven's Cats
Kraven's CatsA pump they must respect, so it often goes unblocked and gets tapped, which is how green enables web-slinging.

Watch the Mana

tricks to play around
White
  • 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.
Blue
  • Secret Identity: hexproof, or a vigilant 3/4 flier out of nowhere
  • Unstable Experiment: instant-speed connive that leaves a permanent counter
  • Robotics Mastery: expensive, but a lasting pump plus two fliers. A full blowout.
Black
  • Scorpion's Sting: nominally removal, but instant speed makes it a trick too
  • Any black deck is a mayhem deck: assume the card they discarded is coming back this turn
Red
  • Stegron the Dinosaur Man: a trick hiding in a creature slot, discardable for a pump
  • Shock and Electro's Bolt: count your life against the burn
Green
  • Grow Extra Arms: +4/+4 for two, and as little as ONE mana on a Spider
  • Terrific Team-Up: removal that also buffs, wrecking a multi-creature combat
Any deck
  • Camouflage: two open mana on a creature that has it means your removal is dead
  • Web-slinging: a tapped attacker can vanish and come back as something bigger

Getting There

mana and fixing

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

Ominous Asylum
Ominous AsylumThe common dual. The more you open, the easier a red mayhem splash becomes in blue-black.
Vibrant Cityscape
Vibrant CityscapeThe common Evolving Wilds for a splash.
Daily Bugle Building
Daily Bugle BuildingUsable fixing in a pinch, at the cost of tapping an extra source.
Spider Manifestation
Spider ManifestationTaps for red or green AND doubles as a web-slinging enabler.
Subway Train
Subway TrainLoved in green: crewing it taps a creature, which is exactly what web-slinging wants.
Spider-Mobile
Spider-MobileA vehicle you crew with the very creature you intend to bounce.

With Great Power

build and play

Sealed build, in order

  1. Sort by color, commons apart from the rest, then by mana value. The uncommons tell you which lane your pool supports.
  2. Lean black when it is close. It is the deepest color in the set at every rarity; white is the thinnest for bombs.
  3. Two colors beats three unless the fixing is genuinely there. You lose more games to color screw than you gain from power.
  4. Hybrid cards travel. They run in either of their colors, so take them earlier while your lane is still open.
  5. Draft enablers and payoffs together. Discard outlets are worthless without mayhem cards, and mayhem cards are worthless without outlets.

Playing the turn

  • Find taps that are not attacks. Mana dorks and crewing vehicles let you web-sling on defense without risking your fodder.
  • Sequence mayhem loosely. Discard, make your land drop, go through combat, then cast it. Same turn is the only requirement.
  • Point bounce at yourself. Web-slinging and Whoosh both re-trigger your own entry effects and dodge removal.
  • Spread your modifications across bodies so one removal spell cannot undo the whole plan.
  • Hold two mana for camouflage and their removal spell simply stops working.