Spider-Man Noir wants a deck that piles armor and magic onto one creature and attacks with it. It also suits a deck that keeps making its creatures bigger turn after turn.
Mana cost
Black ()
Power / toughness4 / 4
RarityUncommon
Menace
Whenever a creature you control attacks alone, put a +1/+1 counter on it. Then surveil X, where X is the number of counters on it. (Look at the top X cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Picked for what they do in Spider-Man Noir's deck. When two cards do the same job, the one with the lower comes first. All of them fit Spider-Man Noir'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.Open the full glossary
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 glossaryBPlayers write colors as letters: B for black.VoltronVoltron decks load one creature, usually the commander, with Equipment and Auras until it can win by attacking on its own. In Commander, a player dealt 21 or more combat damage by the same commander over the game loses, so one huge commander can knock a player out.Open the Voltron pageVoltron CommanderA legendary creature that can carry the whole game plan by itself. It protects itself, grows with what is attached to it, or rewards attacking alone. The deck piles Auras and Equipment onto it and wins with commander damage, since 21 or more combat damage from one commander knocks a player out. Named for the toy robot built from smaller pieces. Zurgo Helmsmasher, Uril, the Miststalker, Sigarda, Host of HeronsOpen the Voltron Commander pageVoltron SupportHelps you stack Auras and Equipment onto a single creature: cheaper attaching, protection, or extra ways to suit it up. Hammer of Nazahn, Sigarda's AidOpen the Voltron Support pageExaltedRewards attacking alone: whenever one of your creatures attacks by itself, it gets +1/+1 for each exalted ability you control. The bonus lasts until end of turn, and several exalted cards add together on that one attacker. Sublime ArchangelOpen the Exalted pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page+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 pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger 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 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 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 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 page
Send Us Feedback
What works, what's confusing, what you wish the site did. We read every one.
Not signed in? That is fine. We only keep what you write.
Optional. We only use it to reply to you.
Can we use Google Analytics cookies?
They show us which pages help people. No ads.
Privacy Policy