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Cosmic Spider-Man

Cosmic Spider-Man

Legendary Creature — Spider Human Hero

mythic

Flying, first strike, trample, lifelink, haste At the beginning of combat on your turn, other Spiders you control gain flying, first strike, trample, lifelink, and haste until end of turn.

5/5

$3.65 ✦ $4.27View on Scryfall →

Semantic Tags

Aggressivemechanical

Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.

Evasivemechanical

Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.

First Strikemechanical

A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”

Has first strike or double strike — trades favorably in combat.

Flyingmechanical

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Hastemechanical

A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.

Life Gainmechanical

Gains you life. Relevant for lifegain-matters strategies and general survivability.

Lifelinkmechanical

A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Tramplemechanical

A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardlegal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemylegal

Price history

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Printings (4)

SetRarityTCGplayerCard KingdomCardmarket
Marvel's Spider-Man#271mythic···
Marvel's Spider-Man#127mythic···
Marvel's Spider-Man Promos#127smythic···
Through the Omenpaths#154mythic···

Related Concepts

Flying

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Haste

A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.

Lifelink

A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”

Trample

A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.