For nostalgia I turn to Giant Spider which was in the first deck I ever had, along with Blaze which I thought was the coolest thing ever. X damage straight to the other player! Wow! (I was a kid at the time, fyi!).
Then I grew up and so did my complexity with Magic decks, turning to new favourites like Pathrazer of Ulamog and Hand of Emrakul. The Eldrazi set was what got me & my then-girlfriend-now-wife back into playing.
I remember when a colleague of mine started playing as well, and we discovered the Quicksilver Amulet card. Damn, we thought we'd found the best thing ever and proceeded to make decks with huge creatures which made for some great matchups.
Lately I'm favouriting Kiora, the Crashing Wave even though everyone else seems to hate her, Goblin Rabblemaster because token spam ftw, and Terra Stomper because 8/8 with trample that can't be countered makes for some nervous opponents especially when put out on turn 5. Yay.
I wonder if this will really be the last Core Set. I know the decision's been made and all, but some fair distance down the road, they may decide that it's worth printing them again. I doubt it, but it's possible, I suppose.
But seriously. Giant Spider .
I really like the theme, but even as a casual deck there's a few things I'd recommend changing.
1) The mana curve is far too top-heavy for the type of deck that this is. In playtesting I struggled immensely in reliably getting creatures out, which seems to be what this deck is dependent on doing if it is to be at all successful. I would suggest you either look at adding mana ramp options (Nykthos, Shrine to Nyx is a great and affordable start) in order to get your monsters out quickly, or cut down on the amount of big gribblies altogether - you don't need 11 creatures over 5 CMC, as you're rarely going to able to play more than one at a time, and every time you draw one before turn 5 you're slowing the deck down...and that's bad in mono-green.
2) Lack of removal options severely hurts this deck. When this deck goes up against anything that either has bigger creatures or is capable of getting it's creatures out faster, it gets bullied very easily, which is a problem. Decent removal options are admittedly scarce in Green, but you would definitely benefit from dropping a couple of creatures and running a few of the cards with the "Fight" mechanic - they combo excellently with your Deathtouch-ey spiders, and can help thin the opponents field whilst buffing your own stuff. Examples of cards like this are Hunt the Weak , Pit Fight and Prey Upon , but that's by no means an exhaustive list. Most of them are commons too, making them pretty easy to get hold of (in the last five KTK boosters I've opened, I've pulled three Savage Punch es, for instance). Enlarge and Giant Growth are also mono-green staples that would compliment Phytoburst very well, as dropping one or more of those at the right time can be absolutely devastating.
3) As cool as it is having all these different spiders to use, the problem that using just one or two of each causes is that you end up with very loose card synergy, and makes it increasingly unlikely that you won't pull the exact one you need right when you need it. Condense your 12 different spiders into 5 or 6 4-card playsets of the same spider, and not only will you find your spiders becoming more effective at what you want them to do, it also adds redundancy, since you've then got backups for any that get killed/milled/countered/otherwise incapacitated - if your lone Arachnus Spinner gets Murder ed before you can make use of t's ability, what then?
Couple of quick ideas for this: since you're running mono-green anyway, Kessig Recluse is strictly better than Giant Spider , so spring for a playset of those and drop the Giants. Also, Plummet or Aerial Predation are instant-speed upgrades over Stingerfling Spider that can be used far more situationally than the spider can, and finally Silklash Spider doesn't do anything that Windstorm or Skyreaping can't do better, so there's another couple of suggestion to help refine your creature base whilst also dealing with the removal issue.
Oh, and just as a general rule of thumb, any basic Magic deck wants to run about 40% land. While it's by no means a requirement, this ballpark figure more often than not balances the spells you want to cast with the spells your manabase actually allows you to cast, and adhering to it will help in mitigating the frequency of games in which you are mana-screwed (another problem I consistently encountered in playtesting).
I understand that you may not want to make so many changes to a deck that is purely for casual use, but trust me when I say that most of these will make the deck a lot more deadly, efficient, and better equipped to win - and winning is fun in it's own right :)
Towering Indrik was the deck's Giant Spider -- a versatile reacher meant to try to give it an answer for everything -- but I found I wasn't using him that way, so I rotated a couple out for two Primal Huntbeast s. You're absolutely right though; I'm gonna swap those out. Thanks for the suggestion!
a 2/2 for 2 is sometimes called a bear because of Grizzly Bears
a 2/2 for 3 is sometimes called a Gray Ogre
a 2/1 for 2 is sometimes called a piker because of Goblin Piker
a 2/4 for 4 is sometimes called a Giant Spider
hexproof was called trollshroud before it was given an actual keyword because of Troll Ascetic (the mirrodin version)
many players use older cards with relatively well known stats as a baseline when talking about newer cards. for example, Leonin Arbiter is a hatebear because it's a Grizzly Bears (2/2 for 2) that hates on one aspect of an opponent's gameplan. Burst Lightning was described as a Shock with upside.
it kinda makes you feel cooler and sometimes shortens descriptions when you can speak the special language. but it makes it a little harder to catch on if you haven't been around as long and have to learn all of these older cards and phrases to understand the references.
for what it's worth, sorry for my abbreviated comment earlier. i just thought you were looking for a primer on the modern deck, not looking for a more in-depth history.
However, that is not exactly true. While they trigger separately, you cannot pay the cost (sacrificing the creature) for both triggers. Also, Ib Halfheart, Goblin Tactician is legendary so outside of some Sakashima the Impostor or Mirror Gallery shenanigans, it is very hard to do have more than 1 on the field.
However, lets ignore the legendary thing. For example:
2/ Both Ib Halfheart, Goblin Tactician trigger and are put on the stack.
3/ You sacrifice the goblin to satisfy the cost of the first trigger (Note: It is not a may ability, so you are obliged to do so.)
4/ The ability resolves and you deal 4 damage to Giant Spider , killing it in the process.
5/ The second trigger goes off, but there is no longer a creature to sacrifice. The part that says "If you do" in the text is put in there for exactly that reason. The ability will fizzle.
tl;dr - You will only get 4 damage per goblin, even with 2 Ib Halfheart, Goblin Tactician .
|0.02 TIX||0.02 TIX|
|Power / Toughness||2/4|
|Avg. draft pick||7.9|
|Avg. cube pick||8.83|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Classic Sixth Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|