Marvel's Spider-Man (SPM) Limited Primer — Green

Marvel's Spider-Man (SPM) Limited Primer — Green

Chennel
September 17, 2025·Limited > SPM·- views

Note: This article was translated from Chinese by AI and may contain errors. Read the original Chinese version.

Marvel’s Spider-Man (SPM) will hold its prerelease events on September 19, 2025, and officially launch one week later on September 26, 2025. Want to learn more about single-card ratings and recommendations in Limited? Then check out this SPM Limited primer series!

Also, due to licensing issues, the physical cards and the digital cards online (MTGA, MO) in this set will have different card names and different art, though the same rules text (with a few proper nouns still differing); therefore, this Limited primer shows both versions of the card art for readers to compare.

  • For the mechanics, see this article: Marvel’s Spider-Man Mechanics Breakdown
  • The physical set is named Marvel’s Spider-Man (SPM)
  • The online set is named Through the Omenpaths (tentative translation; English set name: Through the Omenpaths, OM1)

Rating Scale

5.0: Must-take, unconditionally; gives you a near-winning advantage
4.5: Must-take if you’re in the right colors; gives you a huge advantage
4.0: Worth a first pick, with excellent synergy with the color pair’s theme; can be the deciding card for splashing, switching colors, or moving into a color pair
3.5: The best uncommons and commons in the set and other cards of sufficient strength, with good synergy with the color pair’s theme; can be the key card for moving into a color pair
3.0: Important cards for a color pair’s theme and other above-average cards; you’ll want them in your final deck
2.5: Average, usually a decent curve filler
2.0-1.0: Below average; you generally prefer not to play them, but they can be filler when necessary (not too many)
0.5-0.0: Unplayable; basically never play them, as they will only help you lose

Ratings


Score: 3.0
Comment: The body is middling, but the enter-the-battlefield effect is flexible and can be chosen based on the game situation. Whether you return a card with mana value 4 or more from the graveyard to your hand for reuse, or use it as removal for an artifact or enchantment, both are high-quality abilities, and it’s nearly a good 2-for-1 card.


Score: 2.5
Comment: A 3/5 body with reach makes it a good blocker. At the beginning of your combat, it gives one Spider +2/+2, a nice boost on offense that pairs well with the countless Spiders in this set.


Score: 2.5
Comment: An instant-speed +4/+4 is a very powerful combat trick, and if the target is a Spider you only need a single green mana to cast it. Pay close attention to this card when creatures trade.


Score: 2.5
Comment: An ability that produces mana of any color suits powerful multicolor cards well. Besides serving as a fixing mana dork, it has an ability that puts a +1/+1 counter on a Spider, so even late in the game you can get value by growing other creatures.


Score: 2.5
Comment: An ordinary green fight-style removal spell; sorcery speed and costing three mana makes it a bit clunky, with the upside of putting a +1/+1 counter on your own creature.


Score: 2.5
Comment: A 2/2 body for two mana is on the small side, and the ability to grow itself can only be activated once per turn; an ordinary curve creature.


Score: 3.0
Comment: Chapter I is a somewhat unreliable removal effect: if your graveyard already has a high-power creature it’s fine, but if you have nothing you can only gamble that one of the 5 cards you mill has enough power. Chapter II gives a creature +2/+2 to add board pressure; Chapter III returns a creature card from your graveyard to your hand. It’s an enchantment that combines removal, board pressure, and hand refill, and brings a nice resource advantage in Limited.


Score: 4.5
Comment: A four-mana 5/5 with trample is already very strong on its own, and when it enters it can also make another creature lose all abilities and become a 4/4 vanilla, which effectively handles opposing creatures with powerful abilities. It can’t remove them outright, but it significantly lowers the threat level. You can also choose one of your own other creatures, which together with the body gives 9 power of attackers in total, which is terrifying too. If the opponent can’t deal with it in time, they’ll soon be crushed by this board.


Score: 2.5
Comment: A 1/3 body suits early blocking, and whenever you cast a spell with mana value 4 or more it puts a +1/+1 counter on itself, so it can gradually grow as the game goes on, and with trample you don’t have to worry about failing to break through the opponent.


Score: 4.5
Comment: When played front-face, it puts a +1/+1 counter on each of up to two creatures, greatly boosting board pressure. The back face is a Terminator-class powerful threat: a 4/3 with first strike is basically very hard to trade off with creatures; an activated ability that puts a +1/+1 counter and grants hexproof makes it hard to remove; and an ability that doubles all counters on all your Spiders and legendary creatures whenever it attacks lets your total power easily shoot through the roof. Whether it arrives early or late, front or back, it gives the opponent a huge headache. A very powerful top-tier bomb.


Score: 2.5
Comment: For three mana, its enter-the-battlefield effect looks at five cards and takes up to two creatures into your hand, a decent way to refill resources. For one mana you can sacrifice it to create a Treasure token, which can be used to jump ahead on mana or fix colors.


Score: 3.0
Comment: A 4/4 body for four mana is pretty good, and it gives you a Treasure token on entering, handy for ramp or fixing. Its ability of being blockable by only one creature makes it good at attacking.


Score: 3.5
Comment: Deathtouch and reach for one mana makes it an excellent blocker. Later you can pay two mana and sacrifice it to tutor another Spider Hero from your library straight to your hand.


Score: 4.0
Comment: Both its power and toughness depend on the number of lands you control, so it gets bigger the later the game goes. It also can’t be blocked by creatures with power 2 or less, giving it a degree of evasion. Its built-in recursion ability is super strong: for five mana it crawls back from the graveyard to the battlefield tapped together with a target land card, and you need a land card in the graveyard to activate this ability. If you build with other cards that put lands into the graveyard, you can keep recurring it forever.


Score: 3.0
Comment: Mill three and return a permanent card to hand and gain three life, or remove a flying creature; both are practical effects, and you can choose flexibly based on the state of the game.


Score: 3.5
Comment: A lord effect with very wide coverage: roughly a third of all creatures can benefit from the boost, and it gives you a Food token on top.


Score: 3.0
Comment: If it comes in with Web-slinging, it’s a three-mana 4/3 that also finds a land for ramp, which is very comfortable for tempo. If hard-cast for five mana, it can still find a land, but the body is rather poor.


Score: 3.5
Comment: An excellent 6/6 body, with reach good for blocking, trample good for attacking, and ward 2 to protect itself; a powerful late-game threat.


Score: 3.0
Comment: A 2/3 body is pretty good among this set’s two-drops, and if it enters via Web-Slinging it additionally gains three life and makes two 2/1s, suddenly spreading the board out.


Score: 3.0
Comment: A nice protection spell, and if a creature has taken damage it can also put an equal number of +1/+1 counters on it to grow it, which can create an opening in creature combat.


Score: 3.0
Comment: Tapping just two creatures produces one mana of any color; as long as you have enough creatures on the battlefield, it can produce several mana at once, and its 3/3 body can also take part in offense and defense.


Score: 3.0
Comment: A powerful green instant-speed removal spell that costs only two mana if you control a permanent with mana value 4 or more. After targeting one or two of your own creatures to give each +1 power, it deals damage equal to its power to a target opposing creature, which both clears the way and adds to your damage output, which is very strong.


Score: 2.5
Comment: At worst it’s four mana for a 3/2 and gaining 1 life. It’s an enchantment that relies heavily on your own Spiders, and if your deck has a lot of Spiders, it would be great as a lord effect.


Score: 4.0
Comment: Because of convoke, if you spread out the board smoothly early on, you can slap it down early. The effect is very powerful, and looking at five cards is a great depth, so you nearly always freeload a creature, and since it triggers at the beginning of your combat, putting a creature with haste onto the battlefield lets it join the attack immediately. If it isn’t removed after landing, it easily snowballs and rolls the opponent to death.

Conclusion

The green themes this time include Web-Slinging and Large Spell. Large Spell checks the mana value of a spell you cast; spells cast via Web-Slinging or Mayhem still trigger it as long as their mana value exceeds 4, so keep that pairing in mind when building.
This set’s color fixing is relatively weak, and green has four common and uncommon cards that help with fixing in total, an important source of fixing in this set. If you want to put multicolor bombs in your deck, green is a great choice as a secondary color.

Chennel
Chennel
A constructed player who follows the RC formats. I've played a full round of Standard, Pioneer and Modern, and after all that I still love Pioneer the most (even though there are no events for it, QQ). I love tempo decks with unfair combos, especially Izzet. Besides playing, my favourite thing is dragging friends into the game and watching them buy more and more cards.
The d20 of fate has never stopped spinning since it was first rolled. So it is today, and so it will be; it keeps turning, pushing me onward along this road.
Title
Marvel's Spider-Man (SPM) Limited Primer — Green
Author
Chennel
Created at
September 17, 2025
License
This work is licensed under CC BY-NC-SA 4.0 .

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