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Miles Morales // Ultimate Spider-Man

Miles Morales

one generic manaone green manaLegendary Creature — Human Citizen HeroPower and toughness1/2

Card text

When Miles Morales enters, put a +1/+1 counter on each of up to two target creatures.

three generic manaone red manaone green manaone white mana: Transform Miles Morales. Activate only as a sorcery.

"You can't call yourself Spider-Man without taking a leap of faith. It's a lot to live up to. But I'm creating an all-new legacy."

Ultimate Spider-Man

three generic manaone red manaone green manaone white manaLegendary Creature — Spider Human HeroPower and toughness4/3

Card text

First strike, haste

Camouflage — two generic mana: Put a +1/+1 counter on Ultimate Spider-Man. He gains hexproof and becomes colorless until end of turn.

Whenever you attack, double the number of each kind of counter on each Spider and legendary creature you control.

Showing Marvel's Spider-Man#108

Price

3.17 $

Foil 5.03 $

21 printings · up to 9.14 $

Daily estimate from Scryfall, not a shop quote.

Miles Morales // Ultimate Spider-Man rulings

  • 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.

  • 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.

  • 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.

  • 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.

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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

Miles Morales // Ultimate Spider-Man keyword rules

Transform Rule 701.28

To transform a permanent, turn it over so that its other face is up. Only transforming tokens and permanents represented by transforming double-faced cards can transform. (See rule , “Double-Faced Cards.”)

Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.

If a spell or ability instructs a player to transform a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens.

If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens.

Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule ) and has the specified characteristic immediately after it does so.

If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored.

Some spells and abilities refer to a “transformed permanent.” This phrase refers to a permanent on the battlefield with its back face up that’s also a transforming double-faced card or a transforming token. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously.

First strike Rule 702.7

First strike is a static ability that modifies the rules for the combat damage step. (See rule , “Combat Damage Step.”)

If at least one attacking or blocking creature has first strike or double strike (see rule ) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).

Multiple instances of first strike on the same creature are redundant.

Haste Rule 702.10

Haste is a static ability.

If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule .)

If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule .)

Multiple instances of haste on the same creature are redundant.

Double Rule 701.9

Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule .

To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.

If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.

To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.

To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.

To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.

To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.

Miles Morales // Ultimate Spider-Man format legality

Constructed

  • StandardLegal
  • PioneerLegal
  • ModernLegal
  • Future StandardLegal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulNot legal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyLegal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlLegal
  • Competitive BrawlLegal

Other

  • TLRNot legal

All printings of Miles Morales // Ultimate Spider-Man 21

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Card data

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