The post The Hobbit MTG: Every Product, Price, and Release Date (2026) appeared first on The Casual Planeswalker.
]]>Magic: The Gathering’s second Universes Beyond visit to Middle-earth arrives August 14, 2026 — this time adapting J.R.R. Tolkien’s The Hobbit. This is the first Universes Beyond set legal in Standard, marking a significant shift for the game. This guide breaks down every product, its confirmed contents, MSRP, and release date — nothing more, nothing less.
| Detail | Value |
|---|---|
| Set codes | HOB (Standard-legal main expansion) / HOC (Commander/eternal-legal cards) |
| Release date | August 14, 2026 |
| Prerelease | August 7–13, 2026 |
| MTG Arena launch | August 11, 2026 |
| Format legality | First Universes Beyond set legal in Standard. HOC cards legal in Commander, Legacy, and Vintage. |
| Primary mechanic | Adventure (returning from Throne of Eldraine) |
| Number of cards | ~300+ (main set) plus eternal-legal Scene Box cards |
Source: Wizards of the Coast — Collecting The Hobbit. All prices are MSRP. Actual street prices vary by retailer.
| Spec | Value |
|---|---|
| Price per pack | $6.99 |
| Box contents | 30 Play Boosters + 1 Traditional Foil Box Topper (Middle-earth Classic Artist card) |
| Pack contents | 14 cards: 7 common, 3 uncommon, 1 wildcard, 1 rare/mythic, 1 foil, 1 basic land + token/ad card |
| Best for | Drafting, sealed play, building a collection |
| Spec | Value |
|---|---|
| Price per pack | $37.99 |
| Box contents | 12 Collector Boosters + 1 Box Topper |
| Pack contents | 15 cards: 5 foil common, 3 foil uncommon, 1 foil/surge uncommon, 1 foil land, 2 foil rare/mythic, 2 non-foil booster fun, 1 foil booster fun rare/mythic |
| Chase cards | Gold Smaug (~500 copies worldwide), Dwarven Language cards, Book Cover frame, Dragon Horde frame |
| Best for | Collectors, investors, players chasing special treatments |
| Contents | Quantity |
|---|---|
| Play Boosters | 9 |
| Traditional Foil Seasonal Basics | 4 |
| Non-foil basics | 15 |
| Foil basics | 15 |
| Promo card | 1 |
| Spindown life counter | 1 |
Release: August 14, 2026 (same as global launch)
| Contents | Quantity |
|---|---|
| Play Boosters | 9 |
| Collector Boosters | 1 |
| Surge Foil Seasonal Basics | 4 |
| Non-foil basics | 15 |
| Foil basics | 15 |
| Promo card | 1 |
| Spindown life counter | 1 |
| Premium packaging | Gift-ready box |
Release: September 4, 2026 (3 weeks after main launch)
Scene Boxes are a new product type debuting with The Hobbit. Each contains 3 Play Boosters + 6 borderless eternal-legal cards that form a displayable panorama. The cards in Scene Boxes use the HOC set code and are legal in Commander, Legacy, and Vintage — but not Standard.
| Scene Box | Theme | Price |
|---|---|---|
| Crack the Plates | Barrel scene — dwarven hospitality | $41.99 |
| Treasures of Smaug | Dragon’s hoard — Smaug’s treasure chamber | $41.99 |
Key note: The Hobbit does not have traditional Commander precon decks. Scene Boxes are the primary entry point for multiplayer-legal cards from this release. Wizards has announced a Battle of Five Armies Co-Op Kit planned for 2027 to fill this role.
| Contents | Quantity |
|---|---|
| Play Boosters | 12 |
| Collector Boosters | 1 |
| Basic lands (50/50 foil/non) | 90 |
| Tokens | 10 |
Best for: Pods of 4 players running a draft night at home or at an LGS
| Date | Event |
|---|---|
| July 17–19, 2026 | MagicCon: Amsterdam — spoiler season begins |
| July 30 – Aug 2 | Gen Con appearance |
| Aug 7–13 | Prerelease events at local game stores |
| Aug 11 | MTG Arena release |
| Aug 14 | Global tabletop launch / Standard Showdown begins |
| Aug 21–27 | Commander Party (Round 1) — Bilbo, Luckwearer promo |
| Aug 28–30 | Magic Spotlight: Brisbane (The Hobbit-themed Modern event, $50K prize pool) |
| Sep 4 | Gift Bundle release |
| Sep 4–10 | Magic Presents: Heart of the Mountain — An Unexpected Party promo |
| Sep 18–24 | Commander Party (Round 2) |
| Treatment | Count | Availability |
|---|---|---|
| Gold Smaug — Gleaming gold foil treatment of Smaug, the Magnificent | ~500 worldwide | Collector Boosters only. English regardless of pack language. |
| Middle-earth Classic Artist — 40 borderless cards with classic MTG art style | 40 cards | Box Toppers (Play & Collector boxes). Non-foil & Surge Foil in Collector Boosters. |
| Dwarven Language — Cards printed entirely in Khuzdul script | 5 cards | Collector Boosters only (Non-foil & Traditional Foil) |
| Book Cover — Storybook aesthetic showcase frame | 10 cards | Play & Collector Boosters (Non-foil & Trad Foil). Surge Foil in Collector only. |
| Dragon Horde — Smaug-inspired frame with missing scale | 25 cards | Play & Collector Boosters. Surge Foil in Collector only. |
| Middle-earth Journey Basics — Full-art lands showing the adventurers traveling | 5 lands | Non-foil & Trad Foil in Play. Trad Foil in Collector. |
| Seasonal Hobbit Basics — 4 seasonal Plains (spring, summer, fall, winter) | 4 lands | Prerelease (Non-foil), Bundle (Trad Foil), Gift Bundle (Surge Foil) |
Data-driven, based on your primary goal:
| If you want to… | Buy this | Why |
|---|---|---|
| Draft or play sealed | Play Booster Box | 30 packs = 3 full drafts. $4.66/pack at box price vs $6.99 single. Best cost-per-pack. |
| Collect rare treatments | Collector Booster Box | Only place to pull Gold Smaug, Dwarven Language cards, and Surge Foil variants. ~$3.16/pack premium over play boosters. |
| Play Commander with new cards | Scene Box (either) | 6 eternal-legal cards + 3 boosters for $41.99. No Commander precons exist for this set. |
| Give as a gift | Gift Bundle | $20 premium over Bundle for a Collector Booster + Surge Foil lands + gift packaging. Available Sep 4. |
| Stock up for casual play | Bundle | 9 packs + 30 lands + spindown + promo at $69.99. Best value-per-item ratio. |
| Host a draft night with friends | Draft Night Kit | 12 packs + 90 lands for 4-player pod. $119.99 vs buying 12 packs individually ($83.88) + lands separately. |
| Try before committing | Single Play Booster | $6.99 entry point. Available at any LGS or big-box retailer. |
Disclosure: As an Amazon Associate I earn from qualifying purchases. This page contains affiliate links.
Card treatment counts and product specifications sourced from Wizards of the Coast’s official “Collecting Magic: The Gathering | The Hobbit” article (July 2026). Set legality information from Scryfall.
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]]>The post How to Build a Control Deck: A Casual Player’s Guide appeared first on The Casual Planeswalker.
]]>If aggro is the sprinter, control is the chess player. Where aggressive decks aim to end the game as quickly as possible, control decks take the opposite approach: survive the early game, neutralize every threat your opponents present, and then close out the game on your own terms once you have total command of the battlefield.
There is something deeply satisfying about playing control. Every counterspell, every board wipe, every carefully timed removal spell is a decision point — a moment where your understanding of the game determines the outcome. Control does not reward impatience. It rewards the player who waits, watches, and strikes at exactly the right moment.
This guide will walk you through every piece of a well-constructed control deck, from the essential card categories you need to the common mistakes that trip up new control players. Whether you are building for Standard, Modern, or Commander, the fundamentals remain the same.
At its core, a control deck is built around one principle: deny your opponent’s game plan while advancing your own. Rather than racing to deal 20 damage before your opponent can respond, a control deck methodically dismantles the opponent’s strategy. Counterspells stop their key cards from ever reaching the battlefield. Removal handles whatever slips through. Board wipes reset the game when things get out of hand. And card draw ensures you always have more answers than they have threats.
The original Casual Planeswalker’s deckbuilding guide put it this way: the control deck prefers to “clear the board, extinguish its opponent’s resources, and establish a dominant board position before doing much else.” That description holds just as true in 2026 as it did in 2009.
Control colors tend to sit on the opposite side of the color pie from aggro. While red, green, and white dominate aggressive strategies, blue, black, and white form the backbone of most control decks. Blue brings counterspells and card draw. Black offers discard and creature removal. White contributes board wipes and exile-based removal. When these colors combine, the results can be devastating.
You will hear experienced players reference “draw-go” when discussing control. The name describes exactly how a control player’s turn often looks: draw a card for the turn, play a land, and say “go” — passing priority to the opponent without casting a single spell.
This is not laziness. It is strategy. By leaving your mana untapped on your own turn, you keep your opponent guessing. Do you have a Counterspell? A removal spell? A combat trick? As the flavor text of Browbeat reminds us: “Even the threat of power has power.”
Your opponent might hesitate to play their best creature, worried you will counter it. They might hold back an important spell for a turn when they think you are tapped out. This psychological pressure — the threat of what you could do — is one of control’s greatest weapons. You are controlling the game not just with the cards in your hand, but with the cards your opponent thinks are in your hand.
Modern draw-go control has evolved considerably. You no longer have to sit there doing nothing on your turn. Cards with flash, instant-speed abilities, and activated abilities on lands mean you can advance your game plan entirely on your opponent’s end step, keeping your mana open for responses during their turn.
Every control deck needs cards from several key categories. The balance between them will shift depending on your format and metagame, but a well-built control deck touches all of these areas.
Counterspells are the signature tool of the control player. Nothing demoralizes an opponent quite like watching their best spell fizzle on the stack. The goal is not to counter everything — that is impossible — but to stop the spells that matter most.
Here is the good news for modern control players: Counterspell itself is legal in Modern again, giving the format access to the clean, efficient two-mana counter that defined the archetype for decades. Beyond the classic, you have a range of options depending on your format:
The key to running counterspells well is understanding what to counter and what to let resolve. New control players often burn their counters on the first spell they see. The experienced control player saves them for the threats that actually matter. That six-mana creature might be scary, but it is the four-mana planeswalker that will grind you out of the game.
No counter suite is perfect. Threats will hit the battlefield, and you need efficient ways to handle them. Targeted removal fills the gaps your counterspells leave behind.
Spot removal deals with individual threats:
The best control decks diversify their removal to handle different threat types. A creature-only removal spell will not save you from an enchantment that is winning the game. This is where the toolkit approach from the original deckbuilding guide comes in: include answers for different problems, and use card draw to find the right answer at the right time.
Board wipes are what separate control from midrange. When your opponent spends the first four turns developing a board full of creatures, one well-timed board wipe can undo all of that work in a single card. This is card advantage at its most dramatic — trading one of your cards for three, four, or even more of theirs.
The best board wipes available today:
Timing your board wipes is one of the most important skills a control player can develop. Wipe too early and you only catch one or two creatures — your opponent rebuilds easily. Wait too long and you might be dead before you get to cast it. The sweet spot is when your opponent has committed enough resources to the board that the wipe is truly devastating, but before those resources have dealt enough damage to put you out of the game.
Control decks live and die by card advantage. You need to see more cards than your opponent so you always have the right answer available. Running out of cards as a control player means running out of answers, and running out of answers means losing.
Card draw is what separates a control deck that sputters out from one that maintains its grip on the game from start to finish:
The pattern here is important: most of these cards are instants, or can be activated at instant speed. Control players want to draw cards on their opponent’s turn, after they have decided they do not need to use their mana for a counterspell or removal spell. This is the draw-go rhythm in action — pass the turn, react if necessary, draw cards if not.
Here is the part that new control players often neglect: you still need to win the game. It is not enough to stop everything your opponent does. Eventually, you need a way to actually reduce their life total to zero (or achieve some other win condition).
Control win conditions tend to share certain qualities. They are resilient, difficult to interact with, and often do double duty as both a threat and a source of value:
The best control win conditions share one trait: they are difficult to interact with. Man-lands dodge sorcery-speed removal because they are only creatures when you want them to be. Flash creatures come down when your opponent has already used their mana. Planeswalkers demand an immediate answer or they take over the game.
Control decks across formats tend to settle into recognizable patterns. Here are the archetypes you are most likely to encounter or want to build.
The quintessential control deck. White provides board wipes (Supreme Verdict, Farewell) and removal (Swords to Plowshares, March of Otherworldly Light), while blue handles counterspells and card draw. Azorius Control has been a top-tier strategy in Standard, Modern, and Pioneer for years. If you are building your first control deck, Azorius is the most natural starting point.
Adding black to Azorius gives you access to hand disruption (Thoughtseize, Duress), premium creature removal (Fatal Push, Go for the Throat), and powerful threats. The trade-off is a more demanding mana base — you need all three colors reliably, which means investing in dual lands and fetch lands.
Blue-black trades white’s board wipes for black’s hand attack and creature removal. Dimir Control tends to play a grindier game, relying on discard to strip the opponent’s hand while using counterspells as a backup plan. Cards like Thoughtseize on turn one into Counterspell on turn two is a classic Dimir opening.
Commander presents unique challenges and opportunities for control players. With three opponents instead of one, you have three times as many threats to deal with — but you also have three opponents who can help keep each other in check.
In a 1v1 game, a board wipe trades your one card for your opponent’s several creatures. In a four-player Commander game, that same board wipe might trade for a dozen creatures across three opponents. The card advantage math gets dramatically better.
However, counterspells get worse. You have one Counterspell in your deck. You have three opponents each casting multiple spells per turn cycle. You cannot counter everything. Commander control players learn to be extremely selective, saving their interaction for the threats that actually put them out of the game.
Beyond the format staples mentioned throughout this guide, Commander control decks lean heavily on:
The politics of Commander also work in control’s favor. You can negotiate — “I will not counter that if you agree to swing at someone else.” Control players in Commander often become kingmakers, and that political leverage is part of the strategy.
If you are ready to build your first control deck, here is a practical framework. These numbers work well for a 60-card constructed deck. For Commander, scale up proportionally to 100 cards and adjust based on your specific commander and playgroup.
Control decks run more lands than aggro decks because they need to hit land drops consistently for the first five or six turns. Missing a land drop as a control player is often fatal — you cannot cast your four-mana board wipe on turn four if you only have three lands.
For a two-color control deck, aim for 26 lands. Include a couple of man-lands as win conditions and make sure your mana base can consistently produce both colors by turn two.
Do not overload on counters. Four to eight is the sweet spot for most 60-card decks. Include a mix of cheap conditional counters (Spell Pierce, Make Disappear) and more expensive unconditional ones (Counterspell, Absorb).
A mix of spot removal and board wipes. Three to four spot removal spells for early threats, plus three to four board wipes to handle go-wide strategies. Make sure your removal can handle different permanent types, not just creatures.
This is what separates control from a pile of reactive cards. Consistent card draw ensures you find your answers and your win conditions. Prioritize instant-speed options to stay on the draw-go plan.
Two to three dedicated finishers plus a couple of man-lands. You do not need many — you just need to find one and protect it. Card draw will help you get there.
Use the remaining slots for additional interaction, card selection (like Consider or Opt), or flexible cards that serve multiple purposes.
New control players tend to counter the first threatening thing they see. A more experienced approach is to evaluate: “Can I handle this if it resolves?” If you have a board wipe in hand, letting that creature resolve is fine — you will deal with it later. Save your counterspell for the planeswalker or enchantment that your removal cannot touch.
A control deck with two win conditions in 60 cards is asking for trouble. If both get answered, you literally cannot win. Run at least three to five, and make sure some of them are resilient (man-lands, flash creatures, uncounterable threats).
The moment you tap out on your own turn, you lose access to all your instant-speed interaction. Sometimes tapping out is correct — you need to cast that Teferi or resolve that board wipe. But do it at the wrong time and you leave yourself exposed. Always ask: “What happens if my opponent has something I need to answer right now?”
Do not use a four-mana board wipe to kill one creature. That is what your spot removal is for. Board wipes should generate significant card advantage. If you are only catching one or two creatures, consider whether a targeted removal spell would have been better.
Your life total is a resource, not a score. Taking some early damage is fine — expected, even. Control decks often fall to 10 or lower before stabilizing. The only life point that matters is the last one. Do not panic and waste resources trying to stay at 20 when staying at 12 and keeping your cards would put you in a better position.
This sounds obvious, but it happens. Control players sometimes get so focused on answering threats that they never transition to winning the game. At some point, you need to deploy a win condition and start closing things out. Recognize when you have control of the game and shift from reactive to proactive.
White-blue (Azorius) is the most popular and well-supported control color pair across almost every format. Blue provides counterspells and card draw, while white brings board wipes and versatile removal. Adding black for Esper gives you even more options, but the two-color Azorius base is the easiest place to start.
Absolutely. The core of a control deck — counterspells, removal, board wipes, and card draw — includes many affordable options. Counterspell, Negate, Spell Pierce, Swords to Plowshares, Day of Judgment, and Fact or Fiction are all inexpensive. The cards that drive up cost are typically the mana base (dual lands, fetch lands) and specific win conditions. Start with a solid mono-blue or Azorius base using affordable staples and upgrade over time.
For a 60-card deck, four to eight counterspells is typical. Too few and you will not reliably have one when you need it. Too many and you will have hands full of reactive cards with nothing proactive to do. For Commander (100 cards), eight to twelve is a reasonable range, though you should lean more on board wipes and removal since you have three opponents.
Midrange decks play efficient threats and removal but do not typically run counterspells or try to control the entire game. They play powerful cards at every point on the mana curve and win through card quality. Control decks run fewer threats, more answers, and aim to dominate the late game. The simplest test: if your deck wants the game to go long and relies primarily on reactive spells, it is control. If it wants to curve efficient threats backed by some disruption, it is midrange.
Aggro is control’s classic challenge. Prioritize early removal and board wipes. Cards like Spell Pierce and cheap spot removal buy time until you can cast a board wipe on turn four or five. Once you stabilize, aggro decks typically run out of gas while your card draw keeps your hand full. The key is surviving the first five turns — after that, the game swings heavily in your favor.
Let’s be honest — not everyone enjoys watching their spells get countered. Control can make opponents feel like they are not getting to play the game. In casual settings, be mindful of your playgroup’s experience level and how much interaction feels fun versus frustrating. You can build control decks that focus more on board wipes and removal than counterspells, which tends to feel less oppressive at casual tables while still giving you that strategic, long-game playstyle.
This guide is part of our Ultimate Guide to Deckbuilding series, modernized from The Casual Planeswalker’s original 2009 guide for today’s game. If you have not already, check out our guide on building aggro decks to understand the other side of the coin — and why control exists to keep those aggressive strategies honest.
Next up in the series: How to Build a Combo Deck — where we explore the wildest, most creative strategies in Magic.
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]]>The post Wraith, Vicious Vigilante appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Legendary Creature — Human Detective Hero
Color: UW
Mana Cost: {1}{W}{U}
Converted Mana Cost: 3
Loyalty:
Power: 1
Toughness: 1
Artist: Nereida
Rarity: U
Wraith, Vicious Vigilante is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Enchantment — Aura
Color: W
Mana Cost: {3}{W}
Converted Mana Cost: 4
Loyalty:
Power: None
Toughness: None
Artist: E. M. Gist
Rarity: R
With Great Power . . . is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Instant
Color: R
Mana Cost: {2}{R}
Converted Mana Cost: 3
Loyalty:
Power: None
Toughness: None
Artist: Wayne Reynolds
Rarity: U
Wisecrack is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Creature — Human Mercenary
Color: W
Mana Cost: {2}{W}
Converted Mana Cost: 3
Loyalty:
Power: 2
Toughness: 3
Artist: John Tyler Christopher
Rarity: C
Wild Pack Squad is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Whoosh! appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Instant
Color: U
Mana Cost: {1}{U}
Converted Mana Cost: 2
Loyalty:
Power: None
Toughness: None
Artist: Nathaniel Himawan
Rarity: C
Whoosh! is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Web-Warriors appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Creature — Spider Hero
Color: GW
Mana Cost: {4}{G/W}
Converted Mana Cost: 5
Loyalty:
Power: 4
Toughness: 3
Artist: Thanh Tuấn
Rarity: U
Web-Warriors is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Web Up appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Enchantment
Color: W
Mana Cost: {2}{W}
Converted Mana Cost: 3
Loyalty:
Power: None
Toughness: None
Artist: David Palumbo
Rarity: C
Web Up is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Web-Shooters appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Artifact — Equipment
Color: W
Mana Cost: {1}{W}
Converted Mana Cost: 2
Loyalty:
Power: None
Toughness: None
Artist: Javier Charro
Rarity: U
Web-Shooters is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Web of Life and Destiny appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Enchantment
Color: G
Mana Cost: {6}{G}{G}
Converted Mana Cost: 8
Loyalty:
Power: None
Toughness: None
Artist: Jonas De Ro
Rarity: M
Web of Life and Destiny is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Wall Crawl appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Enchantment
Color: G
Mana Cost: {3}{G}
Converted Mana Cost: 4
Loyalty:
Power: None
Toughness: None
Artist: Alexander Gering
Rarity: U
Wall Crawl is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Vulture, Scheming Scavenger appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Legendary Creature — Human Artificer Villain
Color: BU
Mana Cost: {5}{U/B}
Converted Mana Cost: 6
Loyalty:
Power: 4
Toughness: 6
Artist: Kevin Sidharta
Rarity: U
Vulture, Scheming Scavenger is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Villainous Wrath appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Sorcery
Color: B
Mana Cost: {3}{B}{B}
Converted Mana Cost: 5
Loyalty:
Power: None
Toughness: None
Artist: InHyuk Lee
Rarity: R
Villainous Wrath is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Land
Color:
Mana Cost:
Converted Mana Cost:
Loyalty:
Power: None
Toughness: None
Artist: Wei Guan
Rarity: C
Vibrant Cityscape is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Venom’s Hunger appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Sorcery
Color: B
Mana Cost: {4}{B}
Converted Mana Cost: 5
Loyalty:
Power: None
Toughness: None
Artist: Dave DeVries
Rarity: C
Venom’s Hunger is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Creature — Symbiote Cat Villain
Color: B
Mana Cost: {2}{B}
Converted Mana Cost: 3
Loyalty:
Power: 2
Toughness: 3
Artist: Jessica Fong
Rarity: C
Venomized Cat is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Venom, Evil Unleashed appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Legendary Creature — Symbiote Villain
Color: B
Mana Cost: {4}{B}
Converted Mana Cost: 5
Loyalty:
Power: 4
Toughness: 5
Artist: Jesper Ejsing
Rarity: C
Venom, Evil Unleashed is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Urban Retreat appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Land
Color:
Mana Cost:
Converted Mana Cost:
Loyalty:
Power: None
Toughness: None
Artist: Jonas De Ro
Rarity: R
Urban Retreat is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
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]]>The post Unstable Experiment appeared first on The Casual Planeswalker.
]]>Flavor Text:
Card Information:
Set: Marvel’s Spider-Man (SPM)
Type: Instant
Color: U
Mana Cost: {1}{U}
Converted Mana Cost: 2
Loyalty:
Power: None
Toughness: None
Artist: David Palumbo
Rarity: C
Unstable Experiment is part of the Marvel’s Spider-Man set. Check out our Marvel’s Spider-Man Visual Spoiler
The post Unstable Experiment appeared first on The Casual Planeswalker.
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