
Secret Identity – Marvel’s Spiderman
Date Reviewed: October 3, 2025
Ratings:
Constructed: 3.50
Casual: 4.00
Limited: 3.75
Multiplayer: 3.25
Commander [EDH]: 3.50
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
Much like having a real secret identity, this card offers some interesting tradeoffs. The hexproof mode removes the creature’s combat prowess, and we’re more accustomed to using this class of card to fizzle removal spells as a complete upside. The flying mode grants desirable keyword abilities, but works best on smaller creatures, meaning you can’t always use it to end the game in one hit. That mode does, however, work well with saboteur creatures, and it’s still enough to make a difference occasionally in a back-and-forth creature race. It’s rarely going to be the center of major memories and stories, aside from its epic art; but it has enough potential to be worth considering in various decks.
Constructed: 3
Casual: 3.5
Limited: 3.5
Multiplayer: 3
Commander [EDH]: 3
Secret Identity is a pretty interesting sort of combat trick, able to play offense or defense as the case calls for. Granting something hexproof is a good way to blunt a kill spell, and modifying power and toughness can let you escape a tricky combat situation (with the upshot of letting you break bast blockers). Notoriously, this pairs very well with the notorious black mage ruining Standard, but there are plenty of other uses for this. Neither mode is phenomenal…but, again, being able to choose which mode is most helpful in the then and there can give you a lot of leverage from just one blue mana.
Constructed: 4 (it has a good amount of upside with a specific piece, but there are other creatures this can help)
Casual: 4.5
Limited: 4 (stopping a kill spell can win you the game in a pinch)
Multiplayer: 3.5
Commander [EDH]: 4
The art of Secret Identity does have a cute reference to an older card, one that was intended by the artist, and I think that’s also worth mention.

Thijs
As a kid, I used to see rk post art everywhere. Around Prophecy and Invasion block, his artworks were on tons of iconic cards.
Secret Identity’s art is an homage to Unmask, from Mercadian Masques. In many ways, I love this little easter egg into Magic’s rich history. Universes Beyond sets are increasingly intended for new players, but the old faithfuls will look at this and go ‘remember Masques?’.
Secret Identity is well-built to reflect the card’s name and subject. You either ‘conceal’ a creature, making it a 1/1 with hexproof (protecting it, basically); or you ‘reveal’ a creature, making it a 3/4 hero with flying and vigilance. Whereas I like the first ability, the second ability feels a bit ‘meh’. I mean, it’s basically a lesser version of so many combat tricks we’ve seen before, and even in this set there’s Spectacular Tactics, which is a common! This card is decent enough, but only because it’s blue, costs 1 and offers you two choices. Otherwise, it’s the art that makes this one memorable. Well done, rk!
Constructed: 3,7
Casual: 4
Limited: 3,8
Multiplayer: 3,5
Commander [EDH]: 3,5
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