Multiversal Passage
Multiversal Passage

Multiversal Passage – Marvel’s Spiderman

Date Reviewed:  September 10, 2025

Ratings:
Constructed: 3.60
Casual: 3.63
Limited: 3.75
Multiplayer: 3.53
Commander [EDH]: 3.58

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995
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Once in a while, you see a card that you feel there must be a very specific use for, as opposed to a broadly-worded removal spell or an efficient creature that can go in any deck. Multiversal Passage is one of those highly-specific-looking cards for me, though I must admit I’m not currently sure what its best use is likely to be. It’s clearly a color-fixing card, but not quite the same use case as dual lands, because it’s only one land type. It depends on you drawing it at the right time, because it only has a land type once it’s in play. It asks you to decide when having an extra untapped basic land is worth two life, which doesn’t sound like the best bargain to me – yet the meta will shift with both Spider-Man and Avatar: the Last Airbender this year, and again with Lorwyn and Strixhaven in a matter of months. One thing I am certain about after all these years is that you should never rule out a land that can fix colors and, more broadly, does something lands don’t usually do. I don’t yet know just what specific thing this card does, but if it finds that thing, it could well do it strongly.

Constructed: 3.5
Casual: 3.5
Limited: 3.5
Multiplayer: 3.5
Commander [EDH]: 3.5


 James H. 

  

Muntiversal Passage is a pretty intriguing card, basically able to serve as a basic of any type in a pinch. The caveats are that this is generally going to be a worse option than a shock land or even a regular basic; it lacks a land type until it enters play, so this can’t be tutored out, and it locks in on entry (making it hard to reset if you need another color). The upside, though, is obvious: it’s any land type you might have need of in that moment, and while the flexibility goes away when it gets played, it’s still a way to make sure you hit the mana demands you may have running around in that moment. Be mindful of what its limitations are, and this will be a nice way to keep decks of most kinds rolling, a nice way to help patch up a shaky mana base in a pinch.

Constructed: 3.5
Casual: 3.25
Limited: 3.75
Multiplayer: 3.5
Commander [EDH]: 3.75 



Thijs

When Duskmourn came out, it brought with it the Verge lands. They tap for a color and if you own a basic land of the other type, it also makes that color. With this card you always have the possibility to activate that second ability and that makes it a good addition in Standard. I mean, how many games have you lost by being mana screwed? This card may in some circumstances make a ton of difference.

On itself, however, it looks like a less friendly variant of a shock land. Because why just one land type? Why not two? And why 2 life? Why not one? All valid questions, I’d say. In formats like Modern this card is outclassed by Prismatic Vista unfortunately and since regular shocklands are legal again, I’m curious to see how this card will perform.

What it does do is fix your colors, and in an increasingly complicated playing environment this card will definitely have a purpose. Not to forget its potential in Limited formats, where it might just save you from some terrible draws.

Constructed: 3,8
Casual: 4
Limited: 4
Multiplayer: 3,6
Commander [EDH]: 3,5


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