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Gwen Stacy // Ghost-Spider

Gwen Stacy // Ghost-Spider

Legendary Creature — Human Performer Hero // Legendary Creature — Spider Human Hero

Gwen Stacy wants a deck that keeps making its creatures bigger turn after turn. It also suits a deck that steals its opponents' creatures and spells.

  • Mana cost1 genericred
  • White, Blue, Red ()
  • Power / toughness2 / 1
  • RarityMythic

When Gwen Stacy enters, exile the top card of your library. You may play that card for as long as you control this creature.

2 genericblueredwhite: Transform Gwen Stacy. Activate only as a sorcery.

//

Flying, vigilance, haste

Whenever you play a land from exile or cast a spell from exile, put a +1/+1 counter on Ghost-Spider.

Remove two counters from Ghost-Spider: Exile the top card of your library. You may play that card this turn.

Build a deck with Gwen Stacy Find it in the app

Archetypes
Themes

Cards That Fit Gwen Stacy

Picked for what they do in Gwen Stacy's deck. When two cards do the same job, the one with the lower comes first. All of them fit Gwen Stacy's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards
  • Sword of Hours 2 mana · shares ,
  • Walking Ballista 0 mana · shares ,
  • Cryptic Trilobite 0 mana · shares ,
  • Hopeful Initiate 1 mana · shares ,
  • Turtle Van 3 mana · shares ,
  • Shinewend 2 mana · shares ,

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Gwen Stacy

explain how Gwen Stacy works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 19 Sep 2025

A modal double-faced card can be transformed or be put onto the battlefield transformed. This is a change from previous rules. If an effect instructs you to transform a modal double-faced card on the battlefield, it transforms only if its other face has a permanent type (that is, if its other face isn't an instant or sorcery). If it doesn't, it simply won't transform. Similarly, if an effect attempts to put a modal double-faced card onto the battlefield transformed, it will enter transformed if its back face has a permanent type. If it doesn't, it will simply stay in its current zone.

Wizards of the Coast 19 Sep 2025

Each double-faced card has an icon in the top-left corner of each face. For modal double-faced cards in this set, these icons are a single black triangle for the front face, and a double white triangle for the back face.

Wizards of the Coast 19 Sep 2025

Each face of a double-faced card has its own set of characteristics: name, types, subtypes, abilities, and so on. While a double-faced card is on the stack or battlefield, consider only the characteristics of the face that's currently up. The other set of characteristics is ignored.

Wizards of the Coast 19 Sep 2025

Ghost-Spider's triggered ability will trigger even if the spell you cast isn't represented by a card. For example, if an effect copies a card in exile and allows you to cast the copy, casting that copy will cause Ghost-Spider's triggered ability to trigger.

Wizards of the Coast 19 Sep 2025

If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.

Wizards of the Coast 19 Sep 2025

If an effect allows you to put a card with particular characteristics onto the battlefield without instructing you to play or cast it, you consider only the characteristics of a modal double-faced card's front face to see if that card qualifies. If it does, it enters the battlefield with its front face up.

Wizards of the Coast 19 Sep 2025

If an effect instructs a player to choose a card name, the name of either face may be chosen. If that effect or a linked ability refers to a spell with the chosen name being cast and/or a land with the chosen name being played, it considers only the chosen name, not the other face's name.

Wizards of the Coast 19 Sep 2025

In the Commander variant, a double-faced card's color identity is determined by the mana costs and mana symbols in the rules text of both faces combined. If either face has a color indicator or basic land type, those are also considered.

Wizards of the Coast 19 Sep 2025

One or both faces of a double-faced card may include a reminder about what's on the other face. This reminder text has no effect on gameplay.

Wizards of the Coast 19 Sep 2025

The mana value of a modal double-faced card is based on the characteristics of the face that's being considered. On the stack or the battlefield, consider whichever face is up. In all other zones, consider only the front face. This is different than how the mana value of other double-faced cards is determined.

Wizards of the Coast 19 Sep 2025

To determine whether it is legal to play a modal double-faced card, consider only the characteristics of the face you're playing and ignore the other face's characteristics.

Wizards of the Coast 19 Sep 2025

Transforming Gwen Stacy doesn't cause her to leave the battlefield, which means that the card you exiled when she entered can still be played after she transforms.

Wizards of the Coast 19 Sep 2025

While a double-faced card isn't on the stack or battlefield, consider only the characteristics of its front face.

13 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Gwen Stacy, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWURPlayers write colors as letters: W for white, U for blue, R for red. Blue is U because B was already taken by black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine pageTheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the Theft pageTheftTakes something that belongs to an opponent: a creature, another permanent, or even a spell cast straight off the top of their deck. Act of Treason, Hellkite TyrantOpen the Theft pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageImpulse DrawExiles cards from the top of your library and lets you play them for a short time, usually only that turn. You have to use them or lose them. Act on Impulse Prosper, Tome-BoundOpen the Impulse Draw pageSpidersSpiders are mostly green, and most have reach, which lets them block flying creatures. Magic's Spider-Man cards count too.Open the Spiders page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters page