Last updated on September 15, 2025

Spider-Man 2099, Miguel O'Hara | Illustration by Thanh Tuan
It's time to sling into action with Spider-Man! Magic sets are coming fast this year, but Marvel's Spider-Man has a lot of potential as the first of several planned Marvel Universes Beyond sets.
Blue's offerings include exciting new interaction and a strong buildaround or two for Commander. Let's Ponder the webs and figure out which are best!
What Are Blue Cards in Marvel's Spider-Man?

Lyla, Holographic Assistant | Illustration by Nereida
Blue cards in Marvel's Spider-Man have a mono-blue color identity, and they’re printed in Marvel's Spider-Man (SPM) or Marvel's Spider-Man Eternal (SPE). I'm also ranking the borderless Source Material (or Marvel Universe) cards with the MAR set code, reprints with art from the Spider-Man comics. This gives us a sense of how the new cards stack up to the existing card pool.
#16. Impostor Syndrome
Commander players will be all over Impostor Syndrome. When I think of EDH at its purest, I think of cards like this that have no immediate impact and a high cost but an astronomical ceiling if things work out. It might be impactful enough for Standard with Yuna, Hope of Spira to reanimate all manner of enchantments.
#15. Future Flight
Most auras are held back by the risk of a two-for-one, but Future Flight is the two-for-one. Between Panharmonicon effects, copy spells, and flicker effects, you can construct powerful engines around this—or just beat an opponent to death with a big flier. I don't see this as a competitive pick, but casual Cubes and Commander decks get a lot from this.
#14. The Clone Saga
The Clone Saga is probably good. It works as roundabout counter protection since you get two copies of one spell on the stack, and Clone effects let you double down on powerful spells like Aether Channeler and Ravenous Chupacabra. The fail case of your opponent removing it before the second chapter looks miserable, but that should happen infrequently enough for this to work.
#13. Spider-Man 2099, Miguel O'Hara
I wish I could get excited about Spider-Man 2099, Miguel O'Hara. Coastal Piracy stapled to Man-o'-War is a fine blue card and has a place in casual play, but I can't help but wish it had a more inspired design. Still, it's a solid playable.
#12. Traumatize
Traumatize mostly works as a combo piece. You can one-shot a player if you pair it with a way to double the number of cards a player mills, like Bruvac the Grandiloquent, or burn them with Bloodchief Ascension or something. Few other cards mill your opponents enough to make these combo kills possible.
#11. Mindbreak Trap
Free interaction always has a place in competitive Magic, and Mindbreak Trap primarily sees play in high-powered formats like Legacy, Vintage, and cEDH. It shuts down storm decks since it exiles all cards on the stack, including copies of Tendrils of Agony, and it's useful in the wake of big counter wars in cEDH. Though narrow, nothing can replace Mindbreak Trap when warranted.
#10. Chameleon, Master of Disguise
Chameleon, Master of Disguise distinguishes itself from the average clone in two ways. Since it keeps its name, you can copy legendary creatures without regard for the legend rule. The mayhem cost allows you to cast it for 1 mana less than the average Clone. It doesn't break the mechanic by any means, but it has a place.
#9. Clever Impersonator
Clever Impersonator is one of Magic's best Clones because of its scope. Most clones only copy creatures, artifacts, or stuff you control, but the Impersonator becomes anything controlled by any player. The best card, regardless of who owns it or what it is, becomes yours. It works especially well in Commander with all its awesome threats.
#8. Lyla, Holographic Assistant
Lyla, Holographic Assistant might look fair as a 4-mana 2/2, but it's anything but. You could use it fairly by spreading counters around as you draw cards with wheels and stuff, but its best use is alongside cards like Fathom Mage, Benthic Biomancer, or Fetid Gargantua to draw most of your deck and win from there. Fair or not, it distributes counters at a staggering rate.
#7. Hide on the Ceiling
Hide on the Ceiling has an incredible, uh, ceiling. You can protect your best creatures from board wipes or spot removal, but its potential is much higher: Blue has powerful enters abilities to retrigger, and this flickers as many creatures as you want. This is a slam dunk for blink decks in EDH where it scales with the game, serves as a protection spell, and can even mess with opponents' permanents if you need it to.
#6. Spider-Sense
Spider-Sense is a narrow counterspell, so it’s probably regulated to the sideboard. The web-slinging cost effectively makes it draw a card on cast, so it has immense upside. The narrow range of legal targets probably restricts it to the sideboard, but I expect it to be awesome against decks like Pioneer Arclight Pheonix that are mostly instants and sorceries. Be aware of this in Standard!
#5. Lady Octopus, Inspired Inventor
Lady Octopus, Inspired Inventor looks fantastic. In a Cube with cheap artifacts, you can play it turn 1 then dump cards like Currency Converter and Retrofitter Foundry into play the next turn.
Things become even more exciting in Commander. You have time to construct strong draw engines or utilize proliferate cards like Thrummingbird and Flux Channeler that are too narrow for other formats, all so the Lady can cast huge artifacts like Cityscape Leveler. This card has such staggering potential for a single-mana commander.
#4. Hydro-Man, Fluid Felon
Hydro-Man, Fluid Felon might be my favorite take on a shapeshifter in the game, and it's such a clever ramp spell for blue. I expect great things out of this in Cube; playing it turn 2 while you still hold up Spell Pierce is incredible, as is ramping into blue 4-drops like Memory Deluge and Cryptic Command—on opposing turns, of course. The pump ability means it hits reasonably hard as a creature.
#3. Mystic Confluence
Mystic Confluence is among blue's best expensive spells because of its flexibility. The most common mode is likely to counter a spell and draw two cards, but any combination can be game-winning. You're unlikely to lose the turn you hold this up, so it’s great top-end for blue decks in Cube and Commander.
#2. Ponder
Blue cantrips warp formats because they give you incredible control over the top of the library. When you can set up multiple turns' worth of draws to ensure you draw gas—or get rid of the chaff—you're more likely to make impactful plays than your opponent. Ponder is among the best blue cantrips because it lets you see up to four cards for a single mana. That amount of control breaks formats, and it has led to its ban in Modern.
#1. Counterspell
With a mere three words in its text box, Counterspell proves that simplicity is best. It denies any spell from the stack at an incredibly efficient rate, which offers the blue player unparalleled control over what resolves. Its ubiquity and efficiency make it one of the strongest counterspells—and spells—ever printed.
Wrap Up (in Webs)

Ponder | Illustration by Moebius
Marvel's Spider-Man looks like one of the weaker sets you've seen in recent years, and the blue cards reflect that. The reprints seem far stronger and more exciting than most of the new cards, which feel derivative of existing blue cards. Still, a couple of interesting buildarounds like Lyla and Lady Octopus ensure that the color has some spice.
How do you feel about the blue cards from SPM? Are there any you think I overlooked, or characters you wish that Wizards had adapted? Let me know in the comments below or on the Draftsim Discord!
Stay safe, and thanks for reading!
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