Jungle Weaver


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shards of Alara (ALA) Common

Combos Browse all

Jungle Weaver

Creature — Spider

Reach (This can block creatures with flying.)

Cycling (2) ((2), Discard this card: Draw a card.)

Jungle Weaver Discussion

PickleNutz on

2 years ago

That's my suggestion, sometimes tutoring mana in decks like this can be super important for cycling. I would also replace some of the lands with actual dual named shock lands because Valley can Tutor those dual lands, which can save you from playing fetchlands.


mrs.whatsit on My Living End

2 years ago

Snap157 that Wurm is nice but the issue is it doesn't handle fliers.. Jungle Weaver can block flyers and with Archfiend of Ifnir cycling for 2, the Wurm is outplayed by the Spider and whatever Archfiend is.

Snap157 on My Living End

2 years ago

Hobbez9186, Waste Not wouldn't work due to the possibility of cascading into it rather than Living End, and Dark Deal doesn't really refill your hand, because cycling cards already replace themselves, and once you've got no more cycle creatures, you've already spent your mana casting the previous ones.

With that being said, have you tried Greater Sandwurm as a better Jungle Weaver? Looks amazing dude, thanks for uploading it!

Spirits on You can't Touch That! Under 50$ format

2 years ago

Deckstats.net TCG Mid-Price $47.59, still have $2.41.

If you trying to get a big reach spider, maybe Jungle Weaver with his Cycling: might be better, that way he's still playable in the early turns, instead of the Skysnare Spider.

Perhaps get a Tainted Wood or Llanowar Wastes or a Commander's Sphere in to assist with your mana sourcing. A couple times now you've had that problem because of the limited draw / fetch. Evolving Wilds & Terramorphic Expanse are good in this format too for mana fixing.

Mycosynth Wellspring can also help. Or a Skullclamp to consume the 1/1 Snake tokens for 2 cards.

Snap157 on The End is just the middle

2 years ago

Have you thought about Greater Sandwurm instead of Jungle Weaver/Pale Recluse? Also, Desert Cerodon would be fantastic replacement for Twisted Abomination and some other cycling creatures. Hope this helps!

sylvannos on Amonkhet Spoilers and Speculation.

2 years ago

That archfiend is gonna be insane in Living End. Jungle Weaver is now obsolete.

If they print any 1-mana cycling creatures in Jund colors, I'm calling it now that Living End is going to shoot up in price, along with anything else in the deck. If the card is good enough, it would likely even be worth splashing the or for it.

MrSableye on Living End Scapeshift

2 years ago

I missed the tombs before i posted, i am sorry. Architects of Will should replace 2 main board Kari Zev's Expertise and 2 main board Ingot Chewer. Ingot chewer is a great card, but it should stay in the side board, it is 100% dead vs Jund, Abzan, Ad Nauseam, Eldrazi, Burn, Hate Bears, Zoo, Grixis, Jeskai , Derdge, Valakut, and Infect. Also you need to cut the deck down to 60 cards to make it consistent. cutting 2 Jungle Weaver , the last Kari Zev's Expertise , a single Scapeshift , the last Ingot Chewer , and 1 other non cycling non Faerie Macabre card. While I am at it, what is the reason for including Search for Tomorrow and not Pale Recluse ?

TristanTaylorsVoice on Living End

2 years ago

Source: Played deck since 2011

After playing this deck extensively for over half a decade, I have concluded that your plan B of landing threat after threat is far more reliable than comboing as fast as possible and spamming Ricochet Trap out of the board. Because we are not the fastest combo in modern (infect/affinity), I prefer a more resilient approach to Living End that focuses on larger cyclers.

On Architects of Will:

Architects of Will is the third one mana cycler available in jund and allows Living End the most consistency into getting 10 power into play by turn 3. In addition it can stack your opponent's deck to hope you can make them dead draw or help you find even more of your redundant deck.

While it does provide 10 power on turn 3, a cheated 3/3 into play is far less powerful than a 3/4, you fail the Lightning Bolt test, the new Fatal Push test, and now lose against many more creatures in combat than before. Because it's feebler and is easily killable, in practice it only increases your clock against decks with 0 interaction. Also, a turn 4 attack would still enable a defacto kill by turn 5 (with the exception of multiple Simian Spirit Guide, so a turn 3 Living End can provide the same amount of damage as a turn 4 Living End on average. Therefore, I would argue that Architects of Will speed bump is irrelevant, but overall makes your kill more vulnerable.

Compare Architects of Will to Pale Recluse or Jungle Weaver. The latter cost 2 whole mana, so a turn 3 living end would provide 1-2 less power overall and be on less bodies, however spiders are huge! Imagine a Tarmogoyf or Celestial Colonnade trying to go toe-to-toe with these in combat (reach is awesome!). Now imagine it's late in the game, the game has grinded down to the point where you're low on, out of, or unable to cast Living End safely. An Architects of Will can't even be hardcast, let alone present a late game threat. But what does your opponent do against a hardcast Jungle Weaver? No creature gets past it aside from unreasonably large Tarmogoyf, they have to kill it. Jungle Weaver is more than capable of killing the opponent on its own.

Tldr Play Big Creatures, they'll do you wonders

On Ricochet Trap:

The problem with Ricochet Trap is that it doesn't stop spells that can target multiple permanents, such as Cryptic Command targeting your spell and bouncing a land, nor does it interact with opposing graveyard or cascade hate. A more effective plan against the expensive interaction of modern is to simply hold Violent Outburst on their turn, fire it, and then use Demonic Dread or a second Violent Outburst while their mana is overloaded to force your dudes into play. Fulminator Mage, Beast Within and Simian Spirit Guide all play well into this mana denial plan.

Another way for you to beat countermagic is to play draft commons every turn. Once you get 2-3 monsters into play it's going to force your opponent's hand: they're either going to have to wrath your board and tap out or pick them off one at a time when you slam another one next turn.

Tldr Ricochet Trap is not necessary to beat control, forcing their mana or not comboing off and playing fair beat countermagic just as well without dead cards.

IN CONCLUSION my best experience with Living End has the occasional derp turn 3 draw but true mastery of the deck comes from knowing when to hold your cards, forcibly constrain the opponent's mana, and when to pretend you're not a combo deck and slam draft commons. I hope my write up was worth your read, here is my current list for reference (pro tip: Urborg, Tomb of Yawgmoth makes Street Wraith unblockable).


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