Spike Weaver

Spike Weaver

Creature — Spike

Spike Weaver enters the battlefield with three +1/+1 counters on it.

, Remove a +1/+1 counter from Spike Weaver: Put a +1/+1 counter on target creature.

, Remove a +1/+1 counter from Spike Weaver: Prevent all combat damage that would be dealt this turn.

Browse Alters View at Gatherer

Trade

Have (3) Mortiferus_Rosa , Azdranax , pskinn01
Want (1) MarkTaylorTSax

Printings View all

Set Rarity
Battle Royale Box Set (BRB) Rare
Exodus (EXO) Rare

Combos Browse all

Legality

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

Spike Weaver occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Spike Weaver Discussion

KayneMarco on Atraxa Planeswalker

2 weeks ago

The 3 I would remove myself are:

The 3 I would add would be:

Circle of Despair would be great as well but the only thing I could think of removing for it is one of your proliferate cards. That’s up to you on that one. The Wanderer is more of a meta dependent card. If your playgroup uses a lot of direct damage then I would add it. Dawnstrider is the weakest link of all of them so if you feel the need to add it you’ll have to figure out that one. Other than that I would definitely add the 3 and if possible the circle as well. They truly are game winners, at least they really work for my walker deck. I used to run Atraxa as well but I switched to Sisay, Weatherlight Captain once that set was released.

dzapf2008 on Atraxa Planeswalker

2 weeks ago

KayneMarco, out of those 5 cards, which ones would you add? I'm leaning towards Spike Weaver because it fits with the Atraxa proliferate ability, or Knight-Captain of Eos because of the synergy with Elspeth planeswalkers. What should I remove to include these cards? Take out one of my other removal cards, like Duneblast, Supreme Verdict, or The Elderspell? Or do I have some weak cards that don't quite fit the deck?

KayneMarco on Atraxa Planeswalker

2 weeks ago

Here’s a few other cards that are great for protecting your walkers:

WarpedZerghead on Kraj-Maga Tap Dancing

3 weeks ago

I really like the benefits from Plaxcaster Frogling, Spike Weaver and Sporeback Troll and am considering adding those functions to the deck. Viridian Joiner and Marwyn, the Nurturer are great ramping options but I am trying to get lower a turn-count to get Kraj out faster - though they are great rampers, they kick off later. You''l notice how all but 1 of my ramping creatures costs 2 mana and just 1 for less: at 3CMC Gyre Engineer brings a blue and green into play immediately. But, this does not mean theres value to test out so I'd give Marwyn a shot since she is able to get a +1/+1 counter on herself fairly easily.

The 'untap' creatures I have considered but I am trying to link full synergy into creatures that are viable Kraj components; the way I see it is the most important unction to untapping Kraj is if it can do so itself, although I can see how the 'untap creature' capability can offer additional ramp by untapping a ramper rather than Kraj using the ability otherwise. A Ramp-Ramper.

In the case of Seedborn Muse and Intruder Alarm (sick card btw), I do not feel as concerned about being able to untap my stuff each turn since Kraj can and will handle everything. With Intruder Alarm I don't want to give my opponents the option to untap although this mechanic can absolutely be busted in the right deck. Writing this I noticed the Murkfiend Liege in the deck and is probably something I can be flexible with to replace too. I'm not sure if you've "Playtested" the deck but you'll notice that Kraj is the absolute center of it all, he ramps and kills everything the moment he has a tap and untap source. The way the cards are selected for this deck is that the odds of getting the winning combo - through either luck of draw or tutor - are very high. I just added a Combo Breakdown section to the description, basically match any of the two ('Tap' and 'Untap') and go from there.

Looking at your suggestions makes me realize that the deck needs a creature benefit at 3 CMC or less, some 4 CMC can be useful but I want Kraj up and dancing ASAP.

WarpedZerghead on Kraj-Maga Tap Dancing

3 weeks ago

I really like the benefits from Plaxcaster Frogling, Spike Weaver and Sporeback Troll and am considering adding those functions to the deck. Viridian Joiner and Marwyn, the Nurturer are great ramping options but I am trying to get lower a turn-count to get Kraj out faster - though they are great rampers, they kick off later. You''l notice how all but 1 of my ramping creatures costs 2 mana and just 1 for less: at 3CMC Gyre Engineer brings a blue and green into play immediately. But, this does not mean theres value to test out so I'd give Marwyn a shot since she is able to get a +1/+1 counter on herself fairly easily.

The 'untap' creatures I have considered but I am trying to link full synergy into creatures that are viable Kraj components; the way I see it is the most important unction to untapping Kraj is if it can do so itself, although I can see how the 'untap creature' capability can offer additional ramp by untapping a ramper rather than Kraj using the ability otherwise. A Ramp-Ramper. From those I could add 2 of the 2 CMC ones, probably Kiora's Follower and Seeker of Skybreak because I want to rely on 0 tap artifacts in the deck

In the case of Seedborn Muse and Intruder Alarm (sick card btw), I do not feel as concerned about being able to untap my stuff each turn since Kraj can and will handle everything. I'm not sure if you've "Playtested" the deck but you'll notice that Kraj is the absolute center of the deck, he ramps and kills everything the moment he has a tap and untap course. Writing this I noticed the Murkfiend Liege in the deck and is probably something I can be flexible with to replace. The way the cards are selected for this deck is that the odds of getting the winning combo - through either luck of draw or tutor - are very high. I just added a Combo Breakdown section to the description, basically match any of the two ('Tap' and 'Untap') and go from there.

Raging_Squiggle on Reyhan and Ishai's Counterattack

1 month ago

Spike Feeder and Spike Weaver both provide fun shenanigans when lots (thousands) of counters are placed on them.

KayneMarco on SupER DuPer FrIEnds :)

1 month ago

Some of the best walker defenses are fog effects from:

Your win rate with these abilities protecting your boardstate would increase dramatically. Speaking from experience running them in my superfriends deck.

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