Spider-Byte, Web Warden - Illustration by Thanh Tuan

Spider-Byte, Web Warden | Illustration by Thanh Tuan

Jumping into a new Draft set can be daunting, and most of us will also play our first Pick-Two drafts with Marvel’s Spider-Man. Sometimes, you open your first pack and look at 13-14 brand new cards with a lot of text to read through, and you know you’ll probably pick something that ends up bad.

Here, I’ll go over my picks for the best commons and uncommons in each color to arm you with a bit of extra information to guide your Draft picks. There are far fewer cards in SPM than usual, so I’ll highlight a few other cards too.

Let’s get started!

Commons

White

#3. City Pigeon

Whether you’re modifying it or returning it to your hand, City Pigeon stands out as one of the set’s most versatile cards. It’s cheap and aggressive, and it’s annoying to have to deal with, just like a real pigeon! Like Healer's Hawk in the past, this just looks like an integral part of what white is doing in Marvel’s Spider-Man, so it should be a high pick.

#2. Spider-Man, Web-Slinger

The web-slinging deck looks really fun to play, and Spider-Man, Web-Slinger is at its core. Costing only 1 mana to bounce one of your creatures while making a 3/3 is an excellent deal. This is also white’s only common with web-slinging, so it would have been very important to pick up even if it had worse stats.

#1. Web Up

It’s not uncommon (get it?) for Banishing Light to be among the best white commons in a set, so with only nine options to choose from, it looks even stronger than usual. Web Up is simply good, clean removal, and you’ll always play it if you’re drafting white.

Blue

#3. Spider-Man No More

Blue doesn’t get much removal, but it needs some, and Spider-Man No More is pretty decent. Past cards like Kasmina's Transmutation have been laughably weak, but I think this neutralizes a creature enough to be worth playing. It can’t attack, won’t have any abilities, and there’s no real sacrifice theme in the set to make use of the creature later.

#2. Unstable Experiment

In most sets, draw two and discard one would be fine but not all that exciting. What sets Unstable Experiment apart from its predecessors is the extra +1/+1 counter you can get. This actually allows it to function as a combat trick in some cases. While a little situational, it’ll feel so good when it finally does work.

#1. Whoosh!

Not only is interacting with a creature while you draw a card an incredibly good thing to do, but the templating of Whoosh! gives you a lot of flexibility in case you need to cast it on the cheap. We’ve seen this exact card (with strictly worse names) many times in the past, and it’s always been phenomenal.

Black

#3. Swarm, Being of Bees

I think most of black’s common creatures are good enough to take this slot, but Swarm, Being of Bees is just a tiny bit better than the others. A mayhem cost of 1 mana really is exceptional, which makes this equally important in both of black’s Draft archetypes. Other commons can’t quite boast about that.

#2. Venom’s Hunger

I’m not too hyped on this one, but black doesn’t look like it has many better commons than Venom's Hunger, at least until each of the archetypes begins to take shape and we know how they’re supposed to look. This is still 3 mana to kill any creature enough of the time, but I just know I’m going to hate it when it’s 5 mana and I can’t change it.

#1. Scorpion’s Sting

Cheap, efficient removal is the name of the game in black, and Scorpion's Sting delivers that in spades. Whenever they print a variant on Last Gasp, it’s pretty much always guaranteed to be the best black common, and I doubt that changes now.

Red

#3. Masked Meower

Cheap, aggressive, and enables discard. What more do you want from a common creature? I said in my SPM Limited review how Masked Meower is reminiscent of Insolent Neonate, an excellent common in its own right, and I’m sure this kitty will be just as good.

#2. Shock

While Shock isn’t quite as effective as Electro's Bolt when it comes to killing creatures, that efficiency can’t be matched. It’s also ever-so-slightly more likely to appear in a pack thanks to inexplicably appearing on the Source Material / Marvel Universe bonus sheet.

#1. Electro’s Bolt

From Obliterating Bolt to Molten Exhale, we already know that 4 damage to a creature for just 2 mana is a fantastic rate. But Electro's Bolt often gives you an even better rate than that because mayhem is seriously that good. By discarding it to some good ability, you get your perfect rate burn spell as well as whatever bonus you got with your discard. This is one of the better commons in Marvel’s Spider-Man, let alone just in red.

Green

#3. Kraven’s Cats

Threat of activation is a very powerful skill to leverage, and Kraven's Cats is great at doing that. While it’s a bit limited in scope, it’s just a 2-drop, so it’s a great way to affect the board in a meaningful way early on while still being quite annoying later.

#2. Kapow!

Yeah, I really wish this were a Rabid Bite and not a fight, but here we are. The simple fact is that green needs to remove creatures, and this is the only way it has to do that at common. I’m being a little harsh, and Kapow! isn’t that bad. I just wish it were a little better.

#1. Spider-Man, Brooklyn Visionary

I’m really high on the web-slinging mechanic, and Spider-Man, Brooklyn Visionary is green’s only card with it. That’s fine, because it’s a damn good card at that, and it’ll even excel in the red/green deck, too.

Others

#5. Steel Wrecking Ball

While I’m not sure how good Steel Wrecking Ball will actually be, I think it’s very much worth pointing out that this is a decent rate burn spell that every deck has access to. Red usually gets this kind of effect to itself (for example, Light of Judgment), but maybe opening access to it for white/blue will make it relevant. Only time will tell.

#4. Spider Manifestation

Spider Manifestation would be great if it were only a green creature that tapped for green, yet instead we get a hybrid red/green creature that can tap for two colors! This card is great and incredibly flexible. I expect to see it in a bunch of decks.

#3. Gallant Citizen

If you want to play web-slinging, you’ll need premium creatures to return to your hand, and Gallant Citizen is right up there. It might be tricky to tap it, but there are a few ways around that. Besides, it’s just a great card even if you never bounce it back to your hand.

#2. Subway Train

Time and time again, we’ve seen creatures like Civic Wayfinder and Borderland Ranger be extremely powerful. They fix main colors and splashes, all while being relevant creatures on the board that don't lose you any card advantage. Subway Train is remarkably similar, and while a vehicle is significantly worse than a creature, it may have some relevance, like to tap creatures for use with web-slinging.

#1. Pumpkin Bombardment

One mana for 3 damage is incredibly efficient, not to mention this is also one of the cheapest discard outlets for mayhem in the whole set. Pumpkin Bombardment stands out to me as possibly the best common removal spell, and its hybrid mana cost makes it even more flexible than it would be if it were a single color.

Uncommons

There are only seven uncommons in each color, so I’ll only highlight the top two of each, followed by a bigger group of multicolored cards.

White

#2. Silver Sable, Mercenary Leader

White looks to be a very aggressive color in Marvel’s Spider-Man because both of its archetypes are all about curving out and committing creatures to the board. While Silver Sable, Mercenary Leader looks tailor-made for the white/blue modified deck, it’s still perfectly reasonable in any white deck you build. It puts a lot of stats on the board and does a great job of helping you win damage races.

#1. Spider-UK

Yeah… I swear I’m not biased here. Spider-UK may be adorned with the Union Jack, but my national identity doesn’t factor in here. The card is just great. I like the web-slinging mechanic, and this is a great build-around for it. Drawing cards is always great, and this also affects the board and keeps you alive when you’re behind. It just does a lot for an uncommon.

Blue

#2. Flying Octobot

This set looks to be fairly aggressive, or at least a good mana curve is going to be important. Blue has some very decent uncommons, but here I’m favoring the cheapest option. A turn-2 Flying Octobot in a good villains deck is going to become a powerful threat extremely quickly. This might be the 2-drop I’ll be most afraid to see on turn 2 when I lack removal for it.

#1. Spider-Byte, Web Warden

Spider-Byte, Web Warden is pretty easy to evaluate. It’s basically just Man-o'-War, a card design that we see a lot and that basically never fails to be impressive. The biggest downside Spider-Byte has is that it doesn’t enable either of blue’s archetypes, but it’s still a phenomenal card that you’ll play in every blue deck regardless of that.

Black

#2. Tombstone, Career Criminal

Gravediggers are always really powerful. Tombstone, Career Criminal is a bit restrictive, but both of black’s archetypes should be full of villains anyway. There are also some great enters triggers on some villains, and I really hope I get to recur them. A second Black Cat, Cunning Thief sounds particularly enticing.

#1. The Spot’s Portal

Cleanly dealing with any creature for 3 mana at instant speed is very strong. Better yet, The Spot's Portal gets around a lot of annoying things like death triggers or indestructible, so I’m sure it’ll play out well, and you should pick it early.

Red

#2. Superior Foes of Spider-Man

The red/green deck doesn’t look especially good, but if it comes together then this card will likely be one of the reasons. Superior Foes of Spider-Man comes down on turn 3, the turn before you typically cast your 4-drops, and then it gives you some great value just for casting your spells as normal. As a powerful build-around, this card deserves some attention here.

#1. Wisecrack

As I mentioned in the main SPM Limited review, Wisecrack kills around 70% of the set’s creatures, which seems very reasonable for a burn spell. The extra 2 damage that you get every now and again is bound to be relevant when you’re trying to win a damage race, too. Above all else, your deck will just need removal, and that alone puts this at the top of this list.

Green

#2. Spiders-Man, Heroic Horde

Spiders-Man, Heroic Horde is kind of a weird-looking card, but I bet it plays really well. It’s the perfect build-around for web-slinging as both a great spell to cast with the mechanic and also a great creature to return to your hand with another one. It’s even good to cast on turn 2: Your opponent is unlikely to block a 2/3 the following turn, and then you can web-slinging off of it.

#1. Damage Control Crew

While this is technically a build-around card for the red/green archetype, Damage Control Crew just reads like a card I’d be happy to play in any green deck. All my green decks are going to have cards that cost 4 or more in them, so why would I not want to buy them back? This card is just awesome.

Others

#5. Scarlet Spider, Kaine

Scarlet Spider, Kaine is a really cool card here. As both a mayhem payoff and enabler, it pigeonholes you very cleanly into a mayhem deck but gives you access to some very cool sequences if you get to mayhem this into another mayhem spell.

#4. Web-Warriors

Web-Warriors offers an extremely powerful ability that crosses over into all three of the green and/or white archetypes. That level of flexibility is what earns it a spot on this list. I think you’ll be happy with this in basically any deck that can cast it, even though 5-drops are usually on the weak side.

#3. Rhino, Barreling Brute

Rhino, Barreling Brute is my dream build-around for an aggressively-slanted ramp deck. A 6/7 with vigilance, trample, and haste hits so incredibly hard, and you can even draw a card by attacking with Rhino right away. It’s just a big, dumb guy who hits extremely hard, which I suppose is perfectly on point for Rhino’s character.

#2. Morbius the Living Vampire

Morbius the Living Vampire is just a very strong card. It’s a blue/black villain, but it doesn’t do anything to pay you off for being a villains deck. That’s absolutely fine because it’ll basically always give you a two-for-one swing, and you can’t complain with that.

#1. Spider-Girl, Legacy Hero

Yes, the top slot has to go to Mayday Parker herself. Spider-Girl, Legacy Hero is such a nice, simple design, and it’s very powerful. It’s most clearly a build-around for web-slinging, but what deck wouldn’t be interested in a 2-drop 2/2 flier that leaves behind a 1/1 when it dies?

Wrap Up (in Webs)

Steel Wrecking Ball - Illustration by Michele Giorgi

Steel Wrecking Ball | Illustration by Michele Giorgi

I hope this helps even just a little bit. We’re all delving into uncharted waters with this Pick-Two Draft concept, and I’ve seen a lot of negativity surrounding this set online. I’m personally skeptical about the Pick-Two idea, but I’m definitely willing to try it out. I also just love the look of Marvel’s Spider-Man, and I think it’ll play out nicely in Draft. WotC has stuck to good gameplay mechanics that we know work well, so we’re bound to have fun with it in some way. The idea that the other Marvel sets will continue the heroes and villains themes is also a big win for this. Enjoy your prereleases, and stay positive!

If you liked this SPM preview, please follow us on X/Twitter @draftsim and join our Discord server too. Share the article with your friends and help drive the conversation further. And if you plan to draft Through the Omenpaths on Magic: The Gathering Arena, remember that Draftsim’s Sealed Pool Generator and Arena Tutor are your best tools before, during, and after your drafts!

Until next time, take care of yourselves!

Follow Draftsim for awesome articles and set updates:

Add Comment

Your email address will not be published. Required fields are marked *