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.
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Spike Weaver Discussion
1 week ago
@Vininn126 paaanie za jednego Spike Weaver to kupie p decku
1 week ago
Kurwo to zajebiste dobra robota ale polecam Spike Weaver
1 week ago
I see 4 obvious ways to build Atraxa:
Good stuff. You have an insane card pool and a keyword-heavy Commander. Pick a general direction and play all the solid-to-busted cards that support it.
Infect. Pretty cutthroat--some groups will hate it--but totally legal and not as broken as much as people believe. But with Atraxa it is very dangerous. Ichor Rats and pillow fort (Ghostly Prison, Propaganda, Spike Weaver, etc.) or just plain aggro.
Planeswalker super-friends. Absolutely not my style (nor, in my opinion, very good) and not budget. But if you want to show off an overpriced and unfocused pile of mythics, at least the Commander is directly synergistic.
For building out from the pre-con, your deck will likely fall somewhere between the first two. There are a ton of respectable budget cards that will do work with such a powerful card in the Command zone. Fertilid, Spike Weaver, Carnifex Demon, Black Sun's Zenith, and so on.
2 weeks ago
hmm I'm thinking of cutting out Phyrexian Reclamation, Bone Shredder, Spike Weaver or Spore Frog ((not sure if I need both)), and Jarad's Orders for mana dorks listed in the maybe pile, mana rocks such as Mana Crypt or a Sol Ring, or for Fierce Empath he has 8 targets as of now and a Necromancy.... cuts are tough at this point.
2 weeks ago
MrKrabs, Hi, thanks for your recommendations. I have found the white recruiter to be on theme. It is a flex slot option for sure. Just preference I'd say. My reasoning right now for opting against it is that often times I pod into recruiter, so in that sense, you really only need one, and the red one is the best of course.
I like Peacekeeper a lot as a strategy and as a card itself. This list is definitely tuned for casual and for fun. The Peacekeeper and all similar card options in a fog-stick slot are great choices. I like Spore Frog, Spike Weaver, Empyrial Archangel or Protector of the Crown a lot. I like the Protector of the Crown a lot for casual games. You can also use Cryptic Command, Turnabout or Orim's Chant for that slot. Turnabout would be perfect for me, however, even though we use a house rule of only being able to repeat an infinite loop once per turn in order to create complexity and reward strategic play, I don't put infinites into my decks which is also why I couldn't consider Phyrexian Altar for this list, in response to your recommendation, bobbyboo. If I was to add a repeatable sac outlet, I would probably choose Goblin Bombardment since it interacts with the board when necessary. Cheers to both of your great recommendations and insight into this strategy.
3 weeks ago
Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.
I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.
I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.
Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.
These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.
Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.
Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.
Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
1 month ago
While I don't have a 100% competitive list (my playgroup and I prefer to keep things at 75%), Ezuri, Claw of Progress is a surprisingly powerful and consistent commander.
He doesn't deal in true infinite combos (minus the one with Sage of Hours, but I'm sure with 3 extra turns you can get out of almost anything) but has crazy powerful options.
Spike Weaver/Spike Feeder
Cultivator of Blades
And then of course a whole host of token generators to do well vs creature decks and tech options like Glen Elendra Archmage, Acidic Slime, etc. against more spell heavy strategies.
You're welcome to check out my ezuri list if you'd like, just know that it's missing some big players like Survival of the Fittest and Sage of Hours.