Preview season for Magic: The Gathering - Marvel's Spider-Man is in full swing, and this set is jam-packed with sweet new cards, especially for Commander. One of my favorite new commander options is Peter Parker // Amazing Spider-Man, a card that shows off one of the set's new mechanics while also being one of the game's first transforming modal double-faced cards. The front side is Peter Parker, a two-mana 0/1 that creates a 2/1 spider token when it enters and can transform into the back side, Amazing Spider-Man, for ![]()
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. You can also choose to cast the spell on this side for the same cost, but however you choose to play it, Amazing Spider-Man will be a 4/4 with vigilance and reach that gives all your legendary spells with one or more colors web-slinging ![]()
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. This new mechanic gives spells with the keyword ability an alternate casting cost if you can return a tapped creature you control to your hand as an additional cost.
There are some interesting things to be done with Peter Parker, but the alternate casting cost on legendary spells provided by Amazing Spider-Man is the strongest aspect of the card by far, especially when you can play big legendary creatures and planeswalkers for only three mana. For today's article I'll mostly be focusing on how to take advantage of the back half, so if you're interested in bouncing your own creatures and slamming down big legendary creatures ahead of schedule, here are some suggestions for your Spider-Man deck!
Tyvar, the Pummeler
While the web-slinging mechanic feels quite powerful, especially when reducing the cost of big legendary spells, it does come with the slight downside of needing to bounce a tapped creature. We won't always have safe attacks, especially with our smaller utility creatures, but luckily Tyvar is here to help! Tyvar's first ability can tap another creature and itself to give itself indestructible until end of turn; an ability that thankfully isn't limited to once each turn. In the late game, Tyvar's other ability to pump our creatures equal to the greatest power among them can help close out games quickly, especially when activated multiple times.
Enduring Vitality
Mana dorks are great in any Green deck, but they are particularly good with Spider-Man for their ability to tap themselves to provide mana and a tapped creature for web-slinging costs while only costing one or 2 mana to recast. Enduring Vitality simply asks the question: "what if all of our creatures were mana dorks?" For three mana, this elk glimmer gives all our creatures the ability to tap to add one mana of any color, and if it dies as a creature, it comes back as an enchantment with the same abilities. It is a fantastic ramp spell that also allows us to web-sling freely.
Helpful Hunter
While I wouldn't call Amazing Spider-Man a blink commander, the best creatures to bounce through web-slinging are the cheap creatures with good enter abilities, so a lot of blink staples are also good in the deck. Helpful Hunter is one of those cards, being a 1/1 cat for two mana that draws you a card when it enters. It isn't the flashiest effect but it's reliable, offering cheap, consistent card advantage for the early- and mid-game.
Dour Port-Mage
Speaking of blink staples, Dour Port-Mage might be the cutest card draw engine ever when combined with Amazing Spider-Man. This two-mana 1/3 frog draws us a card whenever one or more creatures we control leave the battlefield without dying and has an activated ability for one generic and one Blue mana to return a creature we control to its owner's hand.
The activated ability is decent, saving a creature from removal and tapping itself to be bounced for web-slinging costs, but we're mostly playing it for the static ability. Because casting spells with web-slinging requires us to return creatures to our hand, Dour Port-Mage will turn all our legendary spells into cantrips.
Venat, Heart of Hydaelyn // Hydaelyn, the Mothercrystal
Like our previously discussed croaking friend, Venat, Heart of Hydaelyn is another card that offers a bit of card draw and some added utility. For three mana, you get a 3/3 that draws you a card once per turn when you cast a legendary spell and can transform for seven generic mana, exiling a nonland permanent in the process.
This turns it into Hydaelyn, the Mothercrystal, a 4/4 with indestructible that puts a counter on another creature you control at the start of combat, giving that creature indestructible until your next turn and drawing a card if it's legendary. While the card draw is limited to once per turn on both sides, it will still provide consistent card advantage while also acting as removal and a protection piece for our other legendary creatures in the late game.
Koma, Cosmos Serpent
Amazing Spider-Man's web-slinging ability only changes the cost of legendary spells that are one or more colors. So as fun as it would be to play cheap eldrazi titans and get their cast triggers, we're going to have to find other big legendary spells to cheat out early.
In EDH, very few legendary creatures are as scary as Koma, Cosmos Serpent, a seven-mana 6/6 that can't be countered and makes a 3/3 serpent token at the beginning of each player's upkeep. It can then sacrifice those tokens to tap permanents and temporarily shut off their activated abilities or give itself indestructible until end of turn. It can make a very large board quickly, is hard to interact with and is especially back-breaking for the table if we manage to slam it down on turn four with a good draw.
The Sixth Doctor
One of the four Universes Beyond: Doctor Who Commander preconstructed decks was built around historic cards, so of course that set had some broken legends for our deck. The Sixth Doctor is the best by far; this 3/3 legendary creature makes non-legendary copies of the first historic spell we cast each turn.
The effect is simple yet absolutely broken, allowing us to double up on our legendary creatures while bypassing the legend rule. It also works on all our legendary spells, including legendary sorceries like Karn's Temporal Sundering or legendary planeswalkers like Tamiyo, Field Researcher or Teferi, Hero of Dominaria. The best part is we can play The Sixth Doctor at half price thanks to web-slinging, getting the value train running ahead of schedule.
Surrak and Goreclaw
While Bant decks have a ton of options for ramp, card draw and removal, one of the things it doesn't have many options for is mass haste. The last thing we want is to play our big legends and have them get removed or swept away before they can make an impact, and that is why we need a card like Surrak and Goreclaw.
This six-mana 6/5 Human Bear has trample and gives our other creatures trample. It also gives our other non-token creatures a +1/+1 counter and haste when they enter, and the combination of evasion and immediate attacks will really help our deck push damage through. Like most of our big creatures, it is also legendary, so if we cast it for half price using web-slinging we can use the rest of our mana to cast another creature and attack with it in the same turn.
Prime Speaker Zegana or Tishana, Voice of Thunder
I'm combining these last two cards into their own entry, as both serve similar functions for different strategies. Zegana and Tishana are both high-mana-value legendary creatures that draw a bunch of cards when they enter, with Zegana drawing cards equal to the highest power among creatures you control plus one and Tishana drawing cards equal to the number of creatures you control and giving you no maximum hand size.
You can pick them based on your preferred playstyle, with Zegana good in go-tall decks and Tishana good in go-wide decks, but either one can act as a huge burst of card advantage in the late game, helping us find our finishers while helping pressure our opponents.
And those are my suggestions for anyone looking to build around Amazing Spider-Man. If, like us, you're excited about the upcoming set and want to look at other new cards, check out this article to learn more about some of the set's other legendary creatures.
















