Creature — Spider
Reach (This creature can block creatures with flying.)
: Silklash Spider deals X damage to each creature with flying.
Combos Browse all
|Commander / EDH||Legal|
Silklash Spider occurrence in decks from the last year
Latest Decks as Commander
Silklash Spider Discussion
7 months ago
- Card draw:
- Sylvan Library : Card draw.
- Elvish Visionary : Cheap, cantrip, shaman.
- Mosswort Bridge : Pseudo cantrip.
- Growing Rites of Itlimoc Flip : Pseudo cantrip. Flip = better Gaea's Cradle.
- Blighted Woodland : Comes into play untapped. Ramp card mid-lategame.
- Path of Ancestry : Potential card filter.
- Strip Mine : Utility land.
- Gingerbread Cabin : Forest with minor upside. No reason not to play it in mono green.
- Fauna Shaman : Tutor, shaman.
- Noxious Revival : Manaless. Allows another shot for wincons.
- Scavenging Ooze : Manasink. graveyard disruption.
- Card draw:
- Lifecrafter's Bestiary : Card draw.
- Beast Whisperer : Green conditional card draw.
- Guardian Project : Green conditional card draw.
- Runic Armasaur : Card draw (meta dependent).
- Compost : Card draw (meta dependent).
- Sakura-Tribe Scout : Early game shaman. Mana acceleration.
- Genesis Wave : Pseudo card advantage.
- Arch of Orazca : Card draw.
- Win more:
- Myojin of Life's Web : Too expensive. Very likely that you do not have enough cards in hand to make this worthwhile lategame.
- Patron of the Orochi : Quest for Renewal is cheaper.
- Gigantomancer : Cute, but 8 mana is too much for this kind of effect.
- Archetype of Endurance : Win more card. No real synergy. Asceticism Is better (although also not recommended).
- Trolls of Tel-Jilad : This is a bad card.
- Soul of the Harvest : Beast Whisperer / Guardian Project, cheaper. Almost same effect.
- Sakiko, Mother of Summer : Too expensive. Doesn't do enough for mana cost.
- Sage of Ancient Lore Flip : Very likely that you do not have enough cards in hand to make this worthwhile mid-lategame.
- Wildheart Invoker : This is a bad card.
- Sakura-Tribe Springcaller : This is a bad card.
- Loaming Shaman : Not enough card draw that allows you to get your desired cards in you hand.
- Essence Warden : This is a bad card.
- Vines of Vastwood : Very situational card.
- Squall Line : Not very good card. Situational.
- Krosan Grip : Expensive situational removal.
- Gilded Lotus : Unnecessary ramp.
- Tranquil Grove : Unless your meta plays a lot of enchantments, not really necessary. Otherwise, recommmend Back to Nature instead.
- Beastmaster Ascension : Your creatures are not big enough for this to work consistently.
- Spidersilk Armor: No tutors, not enough card draw to obtain it. Unreliable flyer prevention. Silklash Spider Will hold off flyers with tutors.
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.
7 months 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.
9 months 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.
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!
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.
1 year ago
1 year ago
This is not bad at all. I have a couple of suggestions off the top of my mind though...
First off, I highly recommend using custom tags to sort your cards. To do this, go into the "edit" mode where you can see your card list. It will look something like:
You can then add tags by using #Category after a card. For example:
1xArbor Elf #Ramp
This will assign Arbor Elf to the "Ramp" category. Unsorted cards are assigned to "Other" by default.
I recommend these categories;
- Ramp (Aim for 12-16 of these. A card that costs more than 4 mana is too slow to be reliably called Ramp)
- Draw (At least 12)
- Removal (Around 8, make sure you can deal with other commanders/creatures!!!)
- Sweepers (Boardwipes, Green doesn't really have many it's okay)
- Support (Stuff that isn't obviously powerful but makes certain cards in the deck busted. Examples are your equipment)
- Lands (Obviously. Aim for 34-37. This deck wants 34-36)
The remaining cards can be categorized based on the specific inner-workings of your deck. For example, this deck might have a "Big Bois" category for creatures that are just huge.
Depending on your sorting preferences, it can by okay to tag one creature with multiple tags. For example;
1x Thorn Mammoth #Removal #Big_Boi
Onto my Card Suggestions:
- Soul of the Harvest is nice for card draw and comes with a big smashy body + Trample.
- Arbor Elf and Elvish Mystic are fantastic replacements for Leaf Gilder and Druid of the Cowl , assuming you want to go for efficiency.
- Beast Within and Acidic Slime are super helpful for dealing with nonsense of all kinds.
- If you are willing to pay $1.50 a pop for them, Cultivate and Kodama's Reach are good additions and could replace Explosive Vegetation and Circuitous Route in a pinch. -Other really nice Ramp includes Rampant Growth , Wild Growth , Fertile Ground and Utopia Sprawl . Ramp is life. - Fierce Empath is cheap and very effective at finding your creature answers. I run it in any deck that likes to use specifically powerful creatures, AKA green ones, lol.
- These ones are a tiny bit janky and unreliable, but Ezuri's Predation , Whirlwind and Monstrous Onslaught are green boardwipes.
- Swiftfoot Boots . Assuming you really like haste and hexproof on a 12/12 trampler, it is worth having another copy of Lightning Greaves by a different name. Also, this card is hilarious: Fleetfeather Sandals
- Apex Altisaur can cause some havoc. Often, getting rid of your opponents' engine pieces is the difference between life and death.
- Surrak, the Hunt Caller is an overlooked Green Haste Boi who could do work in this deck.
- Silklash Spider just because I'm very used to going toe-to-toe with flying decks. Granted, that's just my meta, but Silklash still does work as a defender in the case of no fliers. Heck, you're still happy even if you don't see any fliers - you want a ground game in the first place!
- Yeva, Nature's Herald is CRAZY. She effectively also gives Ghalta haste, which is all kinds of sweet.
- Rogue's Passage . It doesn't even take up a nonland slot!!! Free VALUE!!!!
- Zendikar Resurgent because cards + mana = happiness
Onto the cards I would suggest cutting:
- Elixir of Immortality . Your deck doesn't ever want to be in a game where this utility would be useful. This card simply doesn't do much. You already have Eternal Witness and if you really want a late-game reload, try Creeping Renaissance or Seasons Past .
- Gigantosaurus is alright, but I'm not in love with a 10/10 with no abilities. I know, I know, he makes Ghalta cost only 2, but I still think there are better options. Trust me when I say a creature with some sort of utility is preferable here. Ideas include the aforementioned Soul of the Harvest , Primordial Sage or a fight creature such as Thorn Mammoth or even another removal creature like Woodfall Primus or Terastodon (sorry, I know these are all really high CMC). Generally, cards that don't have some sort of utility are just not going to save your life when things get ugly.
- New Horizons and Gift of Paradise could be replaced with faster ramp. For the sake of having creatures (for cards like Guardian Project and Beast Whisperer , not to mention Ghalta, Primal Hunger ), it would even be better to run Wood Elves , Springbloom Druid , Yavimaya Dryad , or Farhaven Elf .
- Diamond Mare just isn't relevant. Sorry, but if you are in a position where gaining a small amount of life matters, odds are any other good green card would have done more to prevent you from being in such a bad spot. Your deck wants to be the aggressor, and quite honestly your offense will be so scary that most opponents wouldn't even consider attack out of fear of provoking you and simultaneously tapping their defenders. It isn't uncommon for a Green deck to retain the highest life total for a long time without the need for lifegain.
- I think you have a few too many artifacts. Remember that your commander LOVES having creatures on the field, so finding ways to turn your artifact utility into creature utility will go far.
- Staff of Nin is very slow and could be something like Garruk's Packleader instead.
All things considered, you've got a reasonably strong lineup. In a broad sense, I would recommend finding ways to include creatures with utility, since Ghalta appreciates bodies on the board and interaction allows you to curb your opponents' shenanigans as much as possible. Additionally and as I noted, there are fairly budget-friendly ramp options for the deck that are purely faster. Remember to keep a close eye on your Ramp and Draw, as these are the lifeblood of a commander deck, midrange especially.
It is worth mentioning that I never go below 34 lands. 35, and 36 are usually safe, so if you find yourself land-starved just add like 2 Forests and that should help.
Overall, you've done a good job though. Good luck making edits and please feel free to contact me about further changes/advice. I LOVE deckbuilding and Green is one of my colors ;)
1 year ago
We would like to recommend:
- Assault Formation / Wakestone Gargoyle : bit of redundancy in case Arcades is unavailable.
- Spidersilk Armor : provide all your defenders with reach (and a small toughness bonus).
- Tower Defense : instant, large toughness boost for all your creatures; can close out games in the right circumstances.
- Abzan Beastmaster : as your stuff is probably the toughest ...
- Indomitable Ancients : not defenders, but very tough and thus strong attackers if Arcades is present.
- Silklash Spider : tough creature AND a walking, repeatable Windstorm .
- Skinshifter : great value for a very versatile creature.
Some additional walls we would consider:
- Amaranthine Wall : because you can make it indestructible.
- Wall of Glare : fun if you can make this indestructible.
- Wall of Frost : because everyone hates facing it.
- Living Wall : because it regenerates and because it looks awesome (and disgusting).
Mrs. and Mr. NV_1980
1 year ago
I've found the best way to protect against a board wipe in my Marwyn build is to always have a bunch of cards in hand. Card draw on ETB or cast triggers like Vanquisher's Banner or Soul of the Harvest are great to load up on since you don't have to choose between building a board state and drawing cards the way Rishkar's Expertise / Collective Unconscious do. Also with the stupid amount of Mana you'll be generating with your general, you'll need to pack a ton of draw in your deck to not run out of gas.
I'd also swap out any non-elf creature you can for an elf if one exists with a similar effect since you essentially ramp every time you play an elf. So swapping out Silklash Spider for either Elvish Skysweeper or Jagged-Scar Archers might be worth considering. Also, I think swapping out some of the more situational cards like Seasons Past or Quest for Renewal in the deck for more cheap elves will give you more explosive turns and consistency.