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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Silklash Spider
Creature — Spider
Reach (This creature can block creatures with flying.)
: Silklash Spider deals X damage to each creature with flying.
DreadKhan on Aquaman, Lord of the Fishies
1 year ago
In Simic there are options like Koma, Cosmos Serpent which can just overwhelm tables by itself, especially if you can protect it. Not the cheapest card though, some cheaper options are Overwhelming Stampede, which can help close games by making your creatures a lot bigger, even if you don't have a huge number of them, as long as you have a creature with decent power out you'll be good. There is also Blossoming Bogbeast, this wants ways to gain life, but Green has some out there, Primal Command is a great budget card IMHO, solves problems and has pretty impressive synergy with the Bogbeast. You might like using Spawning Kraken, any time an appropriate creature gets in you get another big token. Finally, not sure if you have enough Islandwalk, but Stormtide Leviathan is a big unblockable attacker that makes you fairly hard to attack. Resolving any of those cards tends to end games pretty quickly in my experience, and most reward you for simply having a big board, a thing you always want to be doing.
I also like some of Blue's fairly nasty interaction, one alternative to making your guys big is to make someone else's guys way smaller, Mass Diminish is frankly an absurd amount of value in more Casual pods, such as lower budget games. Note it has Flashback and the effect lasts an entire turn cycle, meaning it can also eliminate an archenemy that's gotten ahead. Since you're running higher MV stuff, you might try out Curse of the Swine, this can make your opponent's defenses quite paltry, and it also can deal with problem creatures (like the aforementioned Koma) since it's an Exile effect. Another way to chip away at your opponent (and empower yourself) is to use something like Mass Diminish, I don't know how long your games go, but if you expect to end up with +10 mana available, this card starts looking interesting. I'd skip it if people run a lot of counterspells though, it's a 'go big or go home' kinda card but by all means hold up your own Negate.
Green has some interaction of it's own, if people run flyers in your meta and you're losing to them there are many ways in Green to wipe them, I like Squallmonger and Silklash Spider, but there are a ton more including Hurricane. If you don't have many flyers, this does nothing to you. Green also has Ezuri's Predation if people like to make lots of tokens that are usually smaller than 4/4 (if you run anthem effects that affect the beasts the card is much better obviously).
Just a general point, in Simic it's nice to avoid artifact ramp because you have so many amazing options to ramp with, artifacts tend to die more easily than lands, so effects that get extra lands into play are better than Command Sphere, especially in a 2 colour deck I'd argue. Myriad Landscape and Blighted Woodland are both fairly interesting ramp cards, you can always leave them as lands until you need them. Another feature of land ramp is that you can run cards like Rampaging Baloths and Scute Swarm, either gets a lot better if you're getting more landfall trigger, artifacts rarely have synergy with Simic game plans.
DreadKhan on Gnoll Patrol
1 year ago
I also think Gnolls are cool and approve of this premise! Here are my thoughts about the deck, hope they're helpful.
If you ever want to raise your budget a bit, Pathbreaker Ibex has huge synergy with your deck.
When I was testing out your deck I found that you seemed to be short of creatures for a deck that runs lots of creature payoffs and generally can't win without them. In a deck that's very creature centric I like to run closer to 40, if not more, Gruul has really, really good creatures to choose from. For example, you can run Wood Elves, Farhaven Elf over artifact ramp, these give you a creature body while also permanently ramping you (land ramp is much more stable than artifact ramp anyways). Creature buffs can be stapled to a creature, there are options like Thunderfoot Baloth, Goreclaw, Terror of Qal Sisma or maybe Blossoming Bogbeast or Kamahl, Heart of Krosa. You can use creatures as a great source of removal with options like Thorn Mammoth, Ulvenwald Tracker, Kogla, the Titan Ape, Gruul Ragebeast, Steelbane Hydra, Viashino Heretic, and Outland Liberator Flip are all pretty decent at getting things off the table for you while also offering a physical presence. Not sure if they quite fit, but depending on your meta Silklash Spider and Squallmonger are pretty nasty surprises for decks that use Flying a lot, Squallmonger can even kill huge flyers with another player's help, or allow several players to quickly eliminate an archenemy that is lower in life.
There are a few good ways to double your power in Gruul, the new Two-Handed Axe is very interesting, the surprise Double Strike ability works well with your Commander, and the power doubling effect definitely does. Inquisitor's Flail is an incredible equipment if your Commander is either very big or has First Strike, yours can easily get big enough to justify the risk. Berserkers' Onslaught is really strong, even if it's 5 mana, Enchantments tend to stick around for awhile.
I think you should run more sources of Trample in here (there are some listed above as well), but with a budget restriction that does make it more of a challenge. Your Commander is really strong if he has Trample, but can be chumped by a 0/1 goat token without it (funny image, maybe he got hungry?). Garruk's Uprising is a really good card if you have enough creatures with power 4 and up, but the Trample is the real perk here arguably. Kessig Wolf Run might do the trick, and it's on a land. Brawn is pretty budget, but it can be hard to get it killed. War Cadence isn't exactly Trample, but it can easily let you swing with unblockable creatures if someone is tapped out, but remember this can also be used to create chaos on other people's attacks if you've got nothing better to do. It's also not Trample technically, but Siege Behemoth can bypass blockers for your attackers.
With a relatively low budget in Red, I feel like Rite of the Raging Storm is a very underrated card. Those 5/1s are never coming your way, but they will swarm anyone who can't deal with it on their opponent's turns, and yours gets the buff from your Commander fwiw. Breaker of Armies is a good way to clear out potentially a whole board worth of stuff of a vulnerable player, it can deter attacks vs you if their defenders are all going to be stomped by an Eldrazi.
If you can get your creature count high enough, you could sneak stuff like Lurking Predators in, which is pretty impressive card advantage over time in many metas. There is also Heartwood Storyteller, which is very good if you don't run many non-creatures.
DreadKhan on Xyris just wants to Make Snakes
2 years ago
If you want to mill people and can count on having a pretty big army of blockers, Court of Cunning can put a lot of cards in people's graveyards, and Monarch is a fun mechanic in most games.
If decking yourself once in awhile sounds fun, Kindred Discovery was recently reprinted, and you can name 'Snakes'.
If you really like the idea of seeing your opponents draw a ton of cards, you might like Teferi's Puzzle Box. I use it as a lock piece with effects that skip my own discard phase (and limit card draw), but if sowing some Chaos and making snakes is your goal, this card does serious work in that regard. A lot of decks like to sculpt their hand to varying degrees, so the effect can also be valuable in a deck where your Commander itself does so much work, and isn't dependent on any specific cards being in your hand.
Mikokoro, Center of the Sea is a land that can feed people cards, Geier Reach Sanitarium can also feed cards without growing people's hands. Really weird idea I just had, but Silklash Spider might be useful to clear any smaller flyers that can block Xyris, and can do it as necessary, without killing any precious snakes. Less weird, but Arcane Denial might be a nice interaction option that feeds a few cards. 1U to Counter anything is pretty decent, and people often like running it because it's not really a 1 for 1 play, it's much closer to neutral. I see you run none atm, not sure if one would be one too many! If your snakes can't get in, you could use Kyren Negotiations to sneak damage in.
Slashdance on Forest Tribal, LoL
2 years ago
Thanks for the comment, SmirkyDog593. =)
For Mortarpod to work, it seems we'd need to also add haste. In order to equip it to a land, it would have to be a creature, in order to sacrifice it, it needs to be a creature, and in order for our commander to bring it back, the land has to be a creature. So, if we have a continuous effect that turns our lands into creatures to do all that, then come back into play with summoning sickness. Thus, we are unable to tap the new lands for mana to continue to equip Mortarpod and going near-infinite enough to kill everybody. Unless, of course, we initiate an infinite mana effect prior to do doing so, so there's a lot more moving pieces to get that concept working. Unless I'm wrong, lol.
Spitting Spider honestly doesn't excite me for the cost, and it absolutely requires our basic commander/enchantment combo in play in order for it to work. That's not necessarily bad, but if I were that concerned about flyers I'd rather the removal not be as conditional. I think I'd prefer a good old fashioned Hurricane or maybe Arashi, the Sky Asunder that's the same cost as the spider. Silklash Spider is pretty efficient, too.
I do like your suggestion of Perilous Forays, thank you!
I also like Nemata, Grove Guardian, but the cost is high. I know we can get a ton of mana, but it's at the expense of maybe not doing something else. I'll have to think on it, but I like it!
Evolutionary Leap is pretty great, yeah! Thanks!
Altar of Dementia was already in the Maybe pile, so I agree. ;)
Kamerot on The Cheating Green Monster
2 years ago
Sorry it took longer to respond than I intended. I love the premise and have a couple suggestions.
I don't know if you want to get heavy into combos or not, but if you do, a buddy of mine has an awesome deck you should check out. It's a mono green deck that plays like a blue deck. I can throw you a link if you'd like.
DreadKhan on green machine
2 years ago
Elves of Deep Shadow are a bit more money than Elvish Mystic, but give you access to Black mana instead, if you're concerned your ramp is mostly in Green.
Vs flying heavy metas, I do like Spidersilk Armor, but I also like Silklash Spider and Squallmonger as repeated answers to as many flyers as they have. I also run Sandwurm Convergence, and am back and forth on Katabatic Winds, which is much less mana but is a Reserved List card, the makers of Magic have 'promised' way back they wouldn't reprint any Reserved List cards (they stopped putting cards on the Reserved List in 1999 IIRC). I haven't fit Winds in anywhere yet, but it's a strong enough effect to look at. If you like the effect, I'd buy it sooner rather than later, it's price could 'spike' hard at any time, because there are so few copies of it that were printed compared to any Modern playable cards. Most Reserved List cards aren't super-good, but the odd effect was underpriced enough to be playable.
Still, Dreadlord is pretty neat, and if you can hit 7 mana it's a pretty good wipe to have around. I think that's a stronger card than Findbroker, which feels really bad when you have no synergy pieces out.
Guerric on The competitive meter wont acknowledge awesomeness
2 years ago
Thanks for reaching out and for running this great site! The meter thing is a bit weird. I was honestly playing around with a single card to see how it affects the competitive meter. It was at 65% competitive, which is probably about right (I don't play cEDH, but its a super fast deck at the top end of casual, which they usually say is at 70%). I took out Silklash Spider, which is definitely not a competitive card and replaced it with Thorn Mammoth, which would be better removal for the deck and more relevant. Then I switched that with Natural Order, which should be a more competitive card. I put Silklash Spider back in, but at some point it dropped to 29% competitive, which is a huge swing for one card, and, of course, it is back to the place it was when it consistently listed the deck as being at 65%. The deck is here- Elfpocalypse Now! (Under Construction). I disabled the meter for now, which is what I usually do when I don't think its accurate, but I can turn it on if you need me to. Thanks so much! I do feel its been pretty good for more of my decks lately, and while it would be impossible to hit every deck perfectly (since its hard to rate synergy and theme), this does seemed a weird shift. Thanks again!
DreadKhan on Saryth, natural partner of Fynn
2 years 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.
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