Gwen Stacy // Ghost-Spider
Gwen Stacy // Ghost-Spider (back)

Gwen Stacy // Ghost-Spider

Color Identity

R mana
U mana
W mana

Details

Mana Value

2

Special Set

Universes Beyond

Popularity

#1,593

of 3,466 commanders · via EDHREC

Card Text

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

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}{U}{R}{W}: 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.

2/1

Playstyle

Midrange · Steady · Minimal interaction · Wins by combat

Aggression
3 of 5
Speed
3 of 5
Interaction
1 of 5
Combat
4 of 5
Engine
4 of 5
Complexity
3 of 5

Card Price

€1.99CardMarket
as of 2026-10-02

Strategy Guides

+1/+1 Counters Strategy Guide

+1/+1 counter decks are for players who want small creature upgrades to become permanent pressure across the board. This strategy wants to grow creatures over several turns, using +1/+1 counter commanders, counter doublers, and counter payoffs, to win through combat damage from creatures that keep getting larger. Unlike Tokens, Counters grows creatures over time instead of making many bodies, and unlike Voltron it spreads power beyond one attacker; unlike Proliferate, it focuses on +1/+1 growth rather than every counter type, while Infect is a separate poison plan. Counters matter decks reward pilots who sequence early creatures, multipliers, and protection so each trigger converts into lasting board presence.

Learn more about +1/+1 counters strategies

Spellslinger Strategy Guide

Spellslinger decks are for players who want each instant and sorcery to advance the board, refill the hand, or pressure life totals. This strategy wants to cast cheap spells across every turn cycle, using spellslinger commanders, magecraft payoffs, and copy effects, to win through accumulated damage, spell-made tokens, or card advantage. Unlike Storm, it does not need one huge chain turn, and unlike Combo it is not waiting for specific pieces to end the game at once. The best instants and sorceries decks reward steady sequencing and careful use of interaction.

Learn more about spellslinger strategies

Aggro Strategy Guide

Aggro decks are for players who want to commit threats early, attack often, and make combat math matter every turn. This strategy wants to pressure all opponents with efficient attackers, using anthems, haste, attack triggers, extra combats, and aggro commanders, to win through repeated combat damage before slower engines stabilize. In Commander that still means pushing through 120 total damage, so go-wide aggro EDH decks need refueling and scaling damage rather than only fast starts. Aggro differs from Tokens because it focuses on attacking with the bodies, from Voltron because it spreads pressure across many creatures, and from Infect because it deals life-total damage instead of poison.

Learn more about aggro strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

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