At the beginning of combat on your turn, target non-Equipment artifact you control becomes an artifact creature with base power and toughness 3/3 until end of turn. Untap it.
At the beginning of combat on your turn, target non-Equipment artifact you control becomes an artifact creature with base power and toughness 3/3 until end of turn. Untap it.
TrampleWhenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature.
TrampleWhenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature.
During your turn, Sun-Spider has flying.When Sun-Spider enters, search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
During your turn, Sun-Spider has flying.When Sun-Spider enters, search your library for an Aura or Equipment card, reveal it, put it into your hand, then shuffle.
Menace (This creature can't be blocked except by two or more creatures.)When Scarlet Spider enters, you may discard a card. If you do, put a +1/+1 counter on him.Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Menace (This creature can't be blocked except by two or more creatures.)When Scarlet Spider enters, you may discard a card. If you do, put a +1/+1 counter on him.Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Choose one —• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Choose one —• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Choose one —• Date Night — Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.• Patrol Night — One or two target creatures each get +1/+0 and gain first strike until end of turn.
Choose one —• Date Night — Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.• Patrol Night — One or two target creatures each get +1/+0 and gain first strike until end of turn.
Equipped creature gets +2/+2 and is a Spider Hero in addition to its other types.Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +2/+2 and is a Spider Hero in addition to its other types.Equip (: Attach to target creature you control. Equip only as a sorcery.)