No more than two creatures can attack you each combat.
|Have (2)||Forkbeard ,|
Printings View all
|Commander 2013 (C13)||Rare|
|Urza's Legacy (ULG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Crawlspace occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
6 days ago
Good start. I think Spiders can be pretty scary when they get set up. The real advantage of this tribe is the defense they offer, making it very hard to attack you.
You are really low on lands. I think 36 would be a minimum, but 37-38 might be ideal considering how slow spiders are. I would recommend Oran-Rief, the Vastwood to make your spiders bigger. Bojuka Bog could also easily make an appearance here. A few more dual and tri-lands to smooth out your mana wouldn't hurt, either.
You're missing a few spiders I would consider important, notably Silklash Spider, Spider Spawning, Arachnogenesis, Hatchery Spider, Nyx Weaver, Jungle Weaver (cycling and a fatty is nice) and Blightwidow. There are also the anti-flying spiders Oran-Rief Recluse and Stingerfling Spider that will often have good targets. In a format where Lightning Greaves is a staple, I like having access to Acid Web Spider.
In terms of synergy with Thantis, Obscuring Haze seems great, Crawlspace seems good at directing combat elsewhere, and Sight of the Scalelords gives your team vigilance and they also get pretty beefy.
In terms of cuts, I would start with the large amount of tricks you are playing. They are okay 1v1, but start to look a lot worse in multiplayer. Some number of Dark Dabbling, Undying Evil, Without Weakness, Kaya's Ghostform, and Minion's Return would be fine.
You also have a series of instants and sorceries that don't offer enough value in my opinion, such as Crash Through and Pyretic Ritual. Explore won't work too well with only 32 lands, either.
I would also think about cutting Viper's Kiss and Atarka's Command.
I don't know if you mistook her for a spider, but Xira Arien is an insect. You could be playing much better card draw instead of her.
Hope this helps!
2 weeks ago
I like your deck and plan to make one that's similar. Do you plan to update it with the Impetus set of cards like Shiny Impetus? I'm considering going with a set of unblockable cards like Aqueous Form or Spirit Mantle that grant both unblocks let and protection from creatures so they are great blockers as well. My current setup has a large number of pillow fort cards like Teysa, Envoy of Ghosts, Michiko Konda, Truth Seeker, Windborn Muse, No Mercy, Crawlspace, and others that you still have in your deck. Have you found it better to go with just the ones you show as the rest are overkill? I also am running a suite of cards to promote my opponent attacking someone else like Crown of Doom, Gahiji, Honored One, Gisela, Blade of Goldnight, Marisi, Breaker of the Coil, and Duelist's Heritage. It sounds like you have playtested several versions and I'm just starting out. I appreciate all advice you have.
1 month ago
I’ve played Phenax mill for a while, and he works really well as a defensive deck with Wall creatures and milling at the end step. Creatures such as Wall of Frost, Glacial Wall, Guardians of Meletis, Wall of Junk, etc. Slap a Slagwurm Armor on one of those puppies and someone’s deck will be hurting. Illusionist's Bracers then make a creature double mill, which could mean game over if on your Consuming Aberration.
Other cards that get stupid powerful in this kind of deck are Wight of Precinct Six, Mortivore, and Eater of the Dead who can mill potentially infinitely (especially with the aforementioned equipment cards).
Best part is most of these are very affordable, others look like they've gone up in price a bit since I got them, and even adding just a few can beef up Phenax because they all synergize with him alone.
1 month ago
Honestly, the Storm mechanic is something that has to be built around as a core theme within the deck for it to work. Unfortunately, being in Naya and having a non-engine commander (the usual suspects are commanders like Elsha, and Jhoira) I don't think you can actually make it work. When you're casting a Storm spell that's supposed to end the game, with 6+ spells on the stack, that would only deal about 7 damage to target player - once.
Additionally, in terms of a significant Storm spell you are limited only to Grapeshot or Empty the Warrens for a potential killshot/game ending spell. I don't think either spell would be worth the slot to be honest. Instead, i'd focus on making the deck more consistent, pack in more interaction, and focus on shoring the deck up against what I perceive to be it's greatest weakness: being swarmed by creatures/aggro.
I don't know your meta, and I don't know how your deck normally performs - but I do have a friend who has a Sigarda Voltron deck, which always falls victim to either having it's commander removed too many times, not having consistent draw, or just gets swarmed or combo-ed out by faster decks. A few more cards come to mind that I think could help, such as:
- Crawlspace: Same function as Dueling Grounds more or less.
- Krosan Grip: Being able to absolutely positively tell someone "No" you may not have an Aura Shards would feel nice - keeps them from playing their Heroic Intervention.
- Red Elemental Blast: This is entirely dependent on your meta, but it's good to be able to tell those stinking counterspell users to just stop.
1 month ago
Join our discord server, you will get much faster responses.
Nevermore is generally not a card you want to be playing, unless it is a tech card into a meta where people are running the same wincons or something. Otherwise, you really don't want to be paying 3 mana to make someone else not be able to play a card. The best way to counter the card is to add more artifact and enchantment removal spells, then it should be totally fine.
on Peacekeeper, Glacial Chasm, Crawlspace and Silent Arbiter: You don't really need these kinds of cards in cEDH, unless you are playing specifically against decks like godo, najeela, or other combat-centric commanders. You could then add one of those cards in accordingly. I also think that Orim's Chant does the jobs just fine. Peacekeeper hurts really bad because it is constantly costing mana on top of the already high price of 3. If anything, I would maybe go with Glacial Chasm since you can tutor it up.
Phyrexian Revoker being able to hit mana abilities is everything. It can stop Food chain combos and other mana producing combos which are starting to become a lot more popular.
1 month ago
1 month ago
Here’s some decent pieces to both help with the war theme and make life difficult for your enemies.
Fumiko the Lowblood because samurai
Warmonger Hellkite makes creatures attack and can be pumped
Grand Melee because open war
Goblin Diplomats because diplomacy is needed in every war
Prowler's Helm like a spy slipping through their defenses.
Outpost Siege card advantage and siege is referenced.
Dockside Extortionist because there is always people like that in war
Neheb, the Eternal is likely worth a spot.
Oni of Wild Places may not necessarily fit the theme but repeatedly bouncing varchild has its advantages
Iron Myr for mana
Downhill Charge seems pretty good.
Seize the Day is very war themed to me.
By Force implies hostilities
Burn at the Stake might be a big kill card after you’ve taken a bunch of survivors. 3 times the amount you tap gets huge quick.
Crawlspace so you can bottleneck their armies like Sparta did against the Persians lol.
Voyager Staff to remove varchild maybe?
That’s what stood out most to me with a quick glance through EDHRec. I’ll keep brainstorming for ya though!
1 month ago
I tried to take your advice as best I could with my budget.
- I removed a lot cards to add additional sea creatures, while also trying to find ways to add draw.
- In addition to Propaganda, I also added Crawlspace, Vodalian Illusionist and Vanishing. My hope is to benefit more than my OP.
Any other suggestions for me?