Silklash Spider

Silklash Spider

Creature — Spider

Reach (This creature can block creatures with flying.)

: Silklash Spider deals X damage to each creature with flying.

Latest Decks as Commander

Silklash Spider Discussion

DreadKhan on Saryth, natural partner of Fynn

4 weeks ago

Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!

First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.

I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).

Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.

Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.

DreadKhan on Beledros Witherbloom's Pest Control

1 month ago

Nantuko Elder is a mana dork insect if you're interested. Mazirek, Kraul Death Priest is a good insect in Golgari creature decks, especially if you can make a few tokens. Demon of Dark Schemes can go infinite with your Underworld Hermit (or other Hermit family cards), but it would wipe out your smaller creatures (and get energy for it, with your Commander you could then reanimate at your leisure) when it's played. It's ability to grab stuff from any graveyard is quite notable though. Ohran Frostfang is amazing in anything aggro.Ogre Slumlord is pretty good with rats, and it can be triggered a lot if other people run creatures.

For control I have a few ideas, if you want some flying hatred that's on flavour, Silklash Spider is a repeatable flyer wipe, scalable to protect your Commander as needed. If you want some Golgari control options, you could consider Null Rod (or Karn, the Great Creator), Root Maze, Hall of Gemstone which hates on multicoloured decks hard, Defense Grid, Manglehorn, maybe Tangle Wire, Winter Orb and Freyalise's Winds because you can untap your lands as needed. Even Static Orb could work for you, not sure if you have enough life gain as is, but you probably won't need to use the ability a ton of times if nobody else can untap.

Hope this stuff helps, cool deck! I built a rat deck using the Drop rat cards, Harmonious Celestial Rat Farm, neat to see some other ways to use these cards.

twechsler on Insane ramp idea - please help

8 months ago

Okay, quick update. I decided not to get Seedborn Muse because I would rather get some other cheaper cards instead. Maybe I will get it in a few months because it can work in almost any green deck I feel like. Still waiting to get Ghalta, Primal Hunger Goreclaw, Terror of Qal Sisma and 4 Utopia Sprawl . Ive just been adding in a bunch of high mana stuff in the meantime because it fun with all of the mana generated. Also, I changed the sideboard to all of the cards I actually have that I think could work well and the maybeboard for wishful cards. Even when I do get those other cards, there are still 3 open spots because I feel like the Prowling Serpopard aren't always necessary. Currently, I put Artisan of Kozilek Elvish Piper and Vivien, Monsters' Advocate just to promote putting out creatures and getting one back if needed. Im not sure about keeping these 3 though so I was wondering if anyone thinks there are better options among my sideboard. I like the idea of using non tap activated abilities because of the excess mana so because those 6 cards arent here yet, I have been playing Ant Queen and Scavenging Ooze , also I just found a Savageborn Hydra that follows the same concept of using massive mana. Also could swap Silklash Spider with one of those so I can ease the flying in some cases. Polis Crusher Ruric Thar, the Unbowed are kind of more defensive cards for preventing the scary instants/enchantments/sorceries my friends have. The only thing holding me up about this is that annihilator will get rid of this stuff anyways eventually but polis targets it faster and ruric makes them doubt using it at all. Ulamog's Crusher Breaker of Armies are just other huge things but not sure they beat out the other 8+ mana creatures in the deck already. Yorvo, Lord of Garenbrig is another one I am on the fence about because it could be huge if I get it early but its unlikely that will happen and I would almost always rather get a different legendary with Time of Need . Endbringer is kind of a nice one because of the constant damage and/or draw ability. Toski, Bearer of Secrets can also be used for drawing cards but I think I may have that covered at this point. ALSO, thinking of either trying to throw together a pauper or edh deck. Never tried edh but it seems really fun with the extra life and just having more variety because of the diversity of cards. Pauper also just seems like a fun and cheap way to balance the playing field so you never know what's going to happen. Also, I feel like it would eliminate really overpowered stuff so that would extend games too. Im sure Ill need help again so look out for that! Thank you guys again for the feedback :)

bamichinees on The old ways

1 year ago
  1. Staples:
  2. Maybe:
    • Protection:
      • Sylvan Safekeeper : Creature protection.
      • Veil of Summer : Counterspell protection. Protection against blue and black removal. Most common cards with removal (although meta dependent).
  3. Cut:

Staple cards are cards I recommend obtaining and using, since they are almost always good cards to have in any green deck. The rest is up to preference and should be taken with a grain of salt. I hope I could be of some use to you.

beakedbard on Ezuri's Elven Warfare

1 year ago

Are you avoiding infinite mana combos? Because its very easy to go infinite with untappers like Umbral Mantle and Sword of the Paruns if you have enough elves. There's also Temur Sabertooth if you can give Elvish Archdruid or ones like him haste and have enough elves. Its the reason i run Lightning Greaves as well as Swiftfoot Boots. Concordant Crossroads is also good for that as well considering most of the time you'll be faster than people so it doesn't matter if they have haste as well. Castle Garenbrig should be in most mono-green deck and Wirewood Lodge in most elves decks. Thespian's Stage is good for copying both of those or Nykthos. Silklash Spider might be helpful for extra flying removal but that seems to come in and out of the maybeboard for me. Lastly Vivien, Champion of the Wilds does wonders extra flash is always better. I hope this helps infinite mana makes Ezuri disgusting.

Spell_Slam on Spoidahs

1 year 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.

Since you're in Green I think you should take advantage of the great ramp. Sakura-Tribe Elder, Cultivate, Kodama's Reach, Sol Ring, etc. would help you a ton.

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!

RiskyBiznu on Glissa Sunseeker (F**k Your Artifacts)

1 year ago

Profet93 and nlaz123 , thanks for the sweet recommendations! They're all far better than Locust Swarm so I think I'll be taking him out. Of the options, think I gotta go with Silklash Spider, that's a gnarly blocker with some Hurricane-like utility. Spidersilk Armor was a close second, my only issue being the extra toughness would turn off Skullclamp on my elves.

nlaz123 on Glissa Sunseeker (F**k Your Artifacts)

1 year ago

I am a fan of Silklash Spider as anti-flying tech or maybe Whiptongue Hydra.

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