Hey, everyone, how's it going?
It's September, and we have the full spoiler for the newest Magic the Gathering set. Our friendly neighborhood Spider-Man has officially been adapted to Magic in Marvel's Spider-Man.
In this article, we'll cover everything you need to know about the set's Limited format, with a focus on the pre-release event. We'll cover mechanics, archetypes, mana fixers, and removals.
On Marvel's Spider-Man and Through the Omenpaths
First things first, here's a reminder that, for online play, the Set will actually be hyperlink (Through the Omenpaths), the digital version of Spider-Man. Throughout the article, we'll reference the tabletop set, with the digital equivalent in parentheses.
In Marvel's Spider-Man, we have some new mechanics, specific to the set, but we also have the return of some familiar mechanics.
We'll start our analysis by looking at some of the set's mechanics, but if you want a more in-depth look, we have an excellent article by Judge Antônio Faillace, that you can read here.
Mechanics
Modified
Modified was introduced in Kamigawa Neon Dynasty, consisting of modifications to creatures (whether through equipment, auras or counters).

Connive
Connive is a mechanic that appeared in the Streets of New Capenna set, and consists of drawing and discarding a card. If a nonland card is discarded, a counter is added to the permanent with the ability. It's also an ability that synergizes with the Modified mechanic.

Harness
Harness is one of the set's new mechanics, and appears on only one card. It's a status acquired by the permanent, and in the case of The Soul Stone (The Terminus of Return) there's an activation cost. While it has the Harness, it gains another ability.

Mayhem
Mayhem is another new mechanic, very similar to Madness, with one of the main differences being the need to respect the spell's timing. The spell, when discarded, can be cast this turn for the Mayhem cost from the graveyard.

Web-Slinging
Web-Slinging is an alternative cost, similar to others like Evoke, Warp, and so on. What sets Web-Slinging apart is its cost: in addition to paying mana, the ability requires returning a tapped creature you control to its owner's hand.
Important: Because it's a cost, you can't remove the tapped creature in response to a casting with Web-Slinging. By the time the web-slinging card is put on the stack, the tapped creature will have already been returned to hand.

Double-Faced Cards
It's a mechanic that allows you to use either side of a card, each one with different characteristics.
The set includes five legendary creatures with the ability to transform, which are the set's DFCs:

Archetypes
In Marvel's Spider-Man, we don't have defined archetypes for every color pair, but we do have some combinations that can also splash other colors, and complement your strategy.
Reminder: The cards mentioned in the text are from the physical set. For the digital set, we will reference the card in parentheses ( ).
Azorius Modified
In white and blue, we have an archetype focused on modified creatures, so we'll want cards that care about this condition and cards that modify our creatures.
Biorganic Carapace (Angler's Shield) does both, allowing the creature to connect damage, and thus guaranteeing at least one draw.
Card advantage can be very significant, and helps your development.
Another card with similar characteristics is SP//dr, Piloted by Peni (Kumonosu, the Watchful), which places a counter when it enters, modifying the target creature. Even more relevant, it draws cards for each modified creature that deals damage to the opponent.
Silver Sable, Mercenary Leader (Generous Betty Wray) is another interesting option for the archetype, granting a counter to another creature. Furthermore, its triggered ability provides lifelink to modified creatures, greatly helping to offset the opponent's counterattacks.
Costume Closet is a very interesting addition, because it keeps everything running smoothly, improving our creatures with +1/+1 counters and keeping the counters even if we lose creatures. Keep in mind that this ability can only be activated at sorcery speed, so it cannot be used as a combat trick.
Creatures that enter with a counter or distribute counters are also interesting. Daily Bugle Reporters, Selfless Police Captain, Beetle, Legacy Criminal (Principled Referee, Crime-Scene Instructor, Arala, Hedron Scaler) are some examples.
Skyward Spider (Wonderweave Aerialist) is a good target to be modified, since it gains evasion.
Wraith, Vicious Vigilante (Margot, On the Case) can be decisive with its evasion and double strike. If you can increase its power, it can be very useful, especially combined with Biorganic Carapace (Angler's Shield).
Another line we can follow is blue cards with Connive, allowing us to have counters and, therefore, modify that creature. Doc Ock's Henchmen (Obscura Alleylurkers) is an example.
Another strategy is to use cards with Web-slinging (Enweb) on creatures that add counters to other creatures when they enter the battlefield, increasing the number of modified creatures. Spider-Man, Web-Slinger (Darval, Whose Web Protects) is a great example.
We should prioritize creatures that place counters to avoid unbalancing the deck and having a bad ratio between creatures and non-creature spells, such as equipment and auras. Ideally, use a maximum of three slots to fulfill the mechanic's requirement, and try to utilize creatures that have synergy.

Best Commons

Best Uncommons

Selesnya Web-Slinging
In Green and White, we have an archetype focused on the Web-Slinging ability.
We'll want to use creatures that have their cost reduced, or great bonuses when cast this way. We'll also want other creatures that have ETB (Enters the Battlefield) effects.
Spider-Man India (Alessos and Pras, Acrobats) and Silk, Web Weaver (Alenni, Brood Recruiter) are the archetype's main cards, having excellent effect as we cast them, and being able to enter on turn three.
Spider-Man, Brooklyn Visionary (Zan, Tunnelweb Explorer) is a way to ramp and correct our colors.
Spider-UK (Sarn of the Silken Throne) works very well with Silk, Web Weaver (Alenni, Brood Recruiter), guaranteeing resources and life.
Spider-Man, Web-Slinger (Darval, Whose Web Protects) is a very aggressive card, allowing you to return another creature for just one-mana.
Arachne, Psionic Weaver (Yera and Oski, Weaver and Guide) is very interesting because it taxes a card type after looking at the opponent's hand. It can later be returned to hand and once replayed you can choose a new type, if need be.
Other cards with relevant ETB: Daily Bugle Reporters, Flash Thompson, Spider-Fan, and Professional Wrestler (Principled Referee, Basil, Cabaretti Loudmouth, and Favored Fighter).
It's also interesting to look for cards that tap creatures. Vehicles, for example, allow us to use the Web-Slinging mechanic without attacking.
Supportive Parents is also a good way to use this mechanic. Aunt May (Zora, Spider Fancier) is an interesting addition to the archetype, as we'll have a significant number of spiders.
Mary Jane Watson (Demera, Soul of a Spider) is another card that interacts with spiders, providing an interesting card advantage.
Spider-Girl, Legacy Hero (Janai and Hoppy, Roofskippers) is an excellent option to return to hand with Web-Slinging (Enweb); its leaves-the-battlefield ability provides a few extra tokens, in addition to evasion, which allows for good attacks and a tapped creature.
With some interesting combinations, we can create a meaningful board, making Web-Warriors (Diligent Webkeepers) an excellent top-of-the-curve that will strengthen all creatures on the field.

Remember: Vehicles are another good way to tap the creatures we want to use to pay for Web-Slinging.
Best Commons

Best Uncommons

Dimir Villains
In this archetype, we have a midrange game plan that has synergies with the Villain creature type. In this game plan, we'll use, in addition to villain-type creatures, type-matters spells and targeted removal.
Mysterio, Master of Illusion (The Watcher on the Road) is the key card we're interested in. Its ability to create tokens for each villain we control allows us to grow the board far beyond what our opponent can handle. However, we must be careful when attacking, as the tokens go away when Mysterio leaves the field, potentially turning a lethal attack into a board wipe.
Flying Octobot (Vexed Bots) allows us to hit with evasion, while contributing with a relevant creature for the archetype.
The Spot's Portal (Remorseless Coup) is an excellent way to remove a creature without interacting with the graveyard.
Tombstone, Career Criminal (Nill, Vessel of Valgavoth) not only returns a villain but also provides a cost reduction. It's excellent for recovering a creature used to trade, and it also speeds up our game.
Chameleon, Master of Disguise (Vazin, Two-Faced Trickster) is quite versatile, replicating a creature we control, allowing us to take advantage of ETB effects or have more triggered abilities.
Doc Ock, Sinister Scientist (Ozor, Chronicler of Collapse) is an excellent top-of-the-curve for the archetype, since we should already have some cards in the graveyard when he's cast. Cards with Connive help speed up the process, allowing Doc to enter as an 8/8, along with other villain-type creatures on the board, and with hexproof.
Norman Osborn (Goben, Gene-Splice Savant) is another interesting option for the archetype, helping to connect damage and have card selection with Connive. We can also splash for red, in order to make use of its transformation.
School Daze (Outsmart the Amateur) is very good to replenish resources spent in the early game, but we must be careful with the ratio of higher-cost cards to avoid having an ineffective hand in the early game.
Morlun, Devourer of Spiders (Luis, Pompous Pillager) can be a way to make good use of excess mana, also remember that the damage dealt by the ability will have lifelink, thus granting some extra life points.
Prowler, Clawed Thief (Carlo, Suave Schemer) plays a good role in a more creature-focused strategy, being able to increase its power with Connive or find a response to an opponent's creature.
Morbius the Living Vampire (Tearle, Entropic Hunger) is an option to conserve some life points, being able to connect some damage with evasion and still having the possibility of trading with opponent's creatures.
Amazing Acrobatics (Drix Interception) is very versatile for a counterspell, in addition to being able to open up opportunities for good attacks after countering a spell in evenly matched boards.
Venom's Hunger (Damning Caress) is a good removal for the archetype, providing an extra life gain for only three mana.
Scorpion's Sting is also another interesting removal with a low cost, helping your early game against faster decks.
Doctor Octopus, Master Planner (Neach, Pinnacle Pariah) is the best card for the archetype, enhancing other creatures and filling your hand, allowing you to have all the needed resources to deal with your opponent and close out the game. However, its 7-mana cost is tricky, requiring very good control of your opponent to pull off this play.

Best Commons

Best Uncommons

Rakdos Mayhem
In red and black, we have an archetype that focus on the Mayhem mechanic. We'll look for permanents that help us discard, cards with Mayhem, and cards that give us advantages when discarding.
Shadow of the Goblin (Quint's Insight) is an excellent enabler: its first ability allows us to cycle cards from hand, which synergizes with Mayhem. The second ability puts pressure on the opponent's life points when we cast spells with Mayhem.
Hobgoblin, Mantled Marauder (Cam and Farrik, Havoc Duo) is a very aggressive option, with evasion, haste, and good synergy with discards. Combined with Inner Demons Gangsters (Caldaia Brawlers), we can close out games and mess up the opponent's calculations.
Electro's Bolt (Deathflame Burst) is good removal for our deck.
Swarm, Being of Bees (Wekhdu, Midnight Hunter) is a good option to discard, since it has low cost and is a good creature to harass the opponent's life points.
Green Goblin, Revenant (Nu and Sumi, Career Criminals) is perfect to generate value plays, gaining card advantage through Mayhem. Carnage, Crimson Chaos (Desecrex, Gift of Servitude), on the other hand, is more aggressive, boosting the board and putting pressure on the opponent.
J. Jonah Jameson (Lazlo, Enthusiastic Accuser) is another creature that strengthens the aggressive plan, providing evasion for one of your creatures or preventing an opponent's creature from blocking.
Scarlet Spider, Kaine, and Shriek, Treblemaker (Kivni, Orb Weaver and Crash, Reckless Endrider) are other aggressive options that help develop the archetype and generate value.
Pumpkin Bombardment (Knife Trick) is an excellent removal, activating Mayhem by itself and having a very low cost.
Ultimate Green Goblin (Ruzic, Booed but Victorious), besides having extremely aggressive stats for its mana cost, has a disadvantage that actually works nicely with Mayhem cards, and increases our mana pool with Treasures, accelerating our game. We must be very careful with this card, as without Mayhem options, we can deplete our resources and become susceptible to removal.

Best Commons

Best Uncommons

Gruul Big Spells
In green and red, we'll have a strategy focused on casting high-cost spells. Therefore, we'll need an early-game setup to accelerate this strategy.
Cards like Guy in the Chair, Spider Manifestation, and Supportive Parents (Eccentric Arachnologist, Leyline Weaver, and Supportive Parents) are some examples, as well as Spider-Man, Brooklyn Visionary (Zan, Tunnelweb Explorer).
We'll also need cards that care about high-cost spells, such as Kraven, Proud Predator and Scarlet Spider, Ben Reilly (Dreadfang, Loathed by Fans and Borys, the Spider Rider).
Rhino, Barreling Brute, Spider-Rex, Daring Dino, and Shocker, Unshakable (Xecau, Predation's Shadow, Chizak, Apex Arachnosaur, and Kazuo, Ruthless Rival) are some of the late game options.
With that in mind, our game plan is to increase mana availability and cast spells that care about spells that cost four or more, followed by the high-cost spells.
Another interesting high-cost card is Web of Life and Destiny (Through the Omenpath), which can be used both as a ramp, and as a boost on a bord full of creatures, using convoke to play it quickly.
An unanswered Web of Life and Destiny (Through the Omenpath) will likely spell game over for your opponent, as its effect allows for constant board buildup, draining your opponent's resources.
Cheering Crowd is an interesting early-game piece, progressively increasing mana availability and getting stronger each turn, becoming a true threat to the opponent's life points.
Angry Rabble (Galvanized Workforce) allows us to sap the opponent's life points while developing the board. With a significant number of higher-cost spells, direct damage can be an option to close out games.
Heroes' Hangout (Fire-Brained Scheme) is a way to find cards and allow a streamlined strategy.
Molten Man, Inferno Incarnate (The Infernus) is an option to increase the number of lands, but we run the risk of wasting them if it's removed. Another consideration is that its aggressiveness is directly linked to the number of mountains, which means you should use it when the base deck is predominantly red.

Best Commons

Best Uncommons

Removals
Removals are always a key point in any Limited, so let's addres the most important ones in each color.
Colorless

The only colorless removal in the set, [[Steel Wrecking Ball] (Temple Trap) deals with 96.46% of the set's creatures. While its cost is high, the fact that it deals with almost anything in the set and doesn't depend on color makes it a very interesting option.
White

In white, there's nothing that really stands out; all removals are pretty standard stuff.
Spectacular Tactics is the exception, providing protection and removal for creatures with 4 or more power. It's effective on 9.73% of the format's creatures, which means it's more of a strategic removal.
Blue

In blue, we have Hide on the Ceiling (Spectral Restitching), which isn't removal per se, but a way to remove the opponent's available blockers to make an attack.
If you choose to remove creatures during your opponent's turn, remember to do so after the beginning of the end phase; otherwise, the creatures return to the battlefield before your turn starts.
Amazing Acrobatics (Drix Interception) is both a counterspell and a tempo play, and can eventually do both effects simultaneously.
Black

Villainous Wrath is the most significant black removal card, being a global removal that can close out the game alongside burn spells.
Venom's Hunger (Damning Caress) is very good for situations where we have Villain-type creatures on the field.
Scorpion's Sting can answer even indestructible creatures. Another consideration is that it can be used as a combat trick, preventing our creatures from dying while removing a large creature.
The Spot's Portal(Remorseless Coup) is a very good removal, dealing with the creature permanently, unless the opponent has a way to tutor or shuffle the deck.
Red

Shock deals with, impressively, 41.59% of the set, and Electro's Bolt (Deathflame Burst) deals with 87.61%. These are both good options for early turns.
Wisecrack is a very interesting removal, since it deals with large creatures that in red you would normally struggle with. Defensive creatures can be a problem, requiring a bit more damage to finish them out.
Green

Scout the City is a versatile option, allowing you to develop the game by digging a card and gaining life, or removing a flying creature.
Terrific Team-Up is a removal that combines the damage of two creatures and also grows them, perfect for supplementing the damage needed to close out the game and remove a blocker.
Multicolored

Among the multicolored ones, we have Pumpkin Bombardment (Knife Trick), a very effective removal with Mayhem that can deal with 73.45% of the creatures in the set for just one mana.
Rhino's Rampage is more of a classic fight removal found in the green and red combination, with the added bonus that if there is excess damage, we can destroy an artifact costing 3 or less.
Mana Fixers
Artifacts

Hot Dog Cart (Treat Trolley) is your classic 3-mana rock that fixes all colors.
Subway Train (Vinewoven Chariot) is green dependant, but fixes our curve and guarantees a land in the color we need.
Lands
For lands, we have Multiversal Passage that lets us choose which basic type we need when we play it.
Daily Bugle Building (Fearsome Ridgeline) is the set's mana filter, often a life saver, great for splashes, and with a useful activated ability.
We have lands that generate color pairs from each of the set's archetypes, as well as two lands that generate three colors:
Oscorp Industries (Exclusive Nightclub) generates Grixis () and Urban Retreat generates Bant (
).
Also, we have Vibrant Cityscape that searches for a basic land.

The set has little support for combinations outside its five main archetypes, so when using more than two colors, it's best to use green as the main color and the others as support. This way, you can access several pieces that correct your color or search for lands.
Conclusion
Within the set, we still have rare pieces outside of the color combinations, which can be a major challenge when building a deck. However, if we can build a proper combination for them, our deck will be significantly strengthened.
The Spot, Living Portal (Qoneus, Horizon Splicer) is a great fit for a midrange deck, for example. Spider-Man 2099 (Uharis, the Stormspinner) has a design that fits with Mayhem decks, and can benefit from blue's Connive to develop its strategy.
These are the ones I see as easiest to use.
Otherwise, I'm really looking forward to the set. I found the mechanics quite fun and engaging, although I feel the cards are a bit low in power level.
Para vocês, qual arquétipo pareceu mais interessante?

Among the archetypes, Rakdos Mayhem really caught my attention. I'm also interested in Selesnya Web-Slinging (Enweb). But my penchant for red will probably means I'll lean towards Rakdos.
See you in the next article!












— Comentarios 0
, Reacciones 1
Se el primero en comentar