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Rules guide · Instant

ArachnogenesisHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic Arachnogenesis

Arachnogenesis is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.

Complete guide

Arachnogenesis is a powerful defensive instant that turns an opponent's aggression into a personal army. By generating tokens based on the number of attackers, it provides a sudden wall of blockers while neutralizing the threat of incoming damage.

What It Does

This spell has two primary effects that occur during the combat phase. First, it counts how many creatures are currently attacking you and creates that many 1/2 green Spider creature tokens with reach. Second, it sets up a prevention shield for the remainder of the turn that stops all combat damage from any source that does not have the Spider creature type.

Resolving the Spell Step by Step

When you cast Arachnogenesis, you must do so during the combat phase after attackers have been declared. Upon resolution, the game checks the number of creatures currently attacking you. You then create X Spider tokens. Finally, a continuous effect is applied to the turn: any combat damage dealt by non-Spider creatures—whether they are attacking you, your planeswalkers, or blocking—is reduced to zero.

Common Mistakes

A common error is assuming Arachnogenesis only prevents damage dealt to you. In reality, it prevents all combat damage from non-Spiders, meaning your own non-Spider creatures will also deal no combat damage to your opponent's creatures. Additionally, remember that the number of tokens is locked in when the spell resolves; creatures that were declared as attackers but left the battlefield before resolution are not counted.

When to Play It

The ideal time to cast this is during the Declare Attackers step. This ensures your new Spiders are on the battlefield in time to be declared as blockers during the Declare Blockers step. Because the damage prevention lasts the entire turn, your Spiders can safely block large threats without taking damage, while your opponent's non-Spider blockers will fail to deal damage back to your attacking Spiders if you cast this during your own turn.

Interaction examples

Building a Web of Defense

If an opponent attacks you with five creatures, you cast Arachnogenesis. You create five 1/2 Spider tokens. Even if those five attackers have massive power, the damage prevention clause ensures you take zero damage, and your new Spiders can block and survive the encounter.

Intervention and Protection

If you have a board of non-Spider creatures and cast Arachnogenesis, they will deal no combat damage. However, if your opponent tries to use a board wipe after combat to kill your new Spiders, you can follow up with Heroic Intervention to ensure your new token army stays on the battlefield for a counter-attack next turn.

Dealing with Tokens

Suppose your opponent attacks you with a single large creature. You cast Arachnogenesis to create one Spider and prevent the damage. If your opponent uses Beast Within to destroy your Spider token before damage, the damage prevention effect of Arachnogenesis still applies to the attacking creature because it is not a Spider, effectively 'fogging' the attack even though your blocker is gone.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Arachnogenesis

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

Related cards and tokens

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Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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