pie chart

Mono Green Spider Deck

Casual Casual Mono-Green Tribal

Buderus


Maybeboard

Creature (3)

Sorcery (1)

Enchantment (1)

Instant (2)


My mono Green Spider Deck

...Who doesn't love spiders? <3

I love making tribal decks, and was planning on doing spiders for a while. Then, after I saw Arachnus Spinner for the first time I knew what had to be done.

My thoughts revolved around this lord-fatty and how to get him on the battlefield asap and making some use out of the smaller spiders you get on the way. First I was thinking of color splashing for red, but it felt too forced and I went back to mono green. This deck was built a while back before all the black/green spiders showed up, maybe I'll take a look into that as well.

The playstyle of the deck kind of resembles the way a spider would battle: You slowly build up your web of dangers and then hit the enemy with a swoop. If something get's too dangerous you watch closely and act on it appropiately, only to strike back again later.

So let's get into the card choices (the ones in brackets were switched out):

Lands:

  • 20x Forest: Combined with Wild Growth and Garruk this amount should satisfy our needs to cast spells

Enchantments:

  • 4x Wild growth: The only real first turn drop which spiders sadly don't have; boosts mana for bigger spiders and likes to be abused by Garruk.

  • 4x Descendant's Path: We play mostly Spiders and want to see as much on the field as possible; gives a good card advantage since we don't play any card-draw.

  • 4x Arachnus Web: Is kind of a given with the Arachnus Spinner, wonderful pacifism which can be reused on high-power creatures and with it's tutor ability gives us even more card advantage

Creatures:

  • 4x Arachnus spinner: Lord of the deck, can hit hard on its own and the tutor ability can be used instantly

  • 3x Sentinel Spider: It's Serra's Angel with 8 legs. Also one of the tankier spiders in the deck, vigilance gives great choices to attack, defend or combine it with Spinner's tap ability. only 3x cause I switched it one time with the next fellow.

  • 1x Silklash Spider: High toughness and a flying-wrath can make this quite useful at times, survives lots of attacks and be pumped lateron... to be honest I had him at home so why not use him? ;) But 1 should be enough.

  • 4x Deadly Recluse & Juvenile Gloomwidow: The little minions of the pack, both are good for keeping damage away early on and can be used as removal.

  • 2x Kessig Recluse: The big brother of Deadly Recluse, this gives the deck more Deathtouch (6x) which will be used later.

  • 2x Penumbra Spider: This spider let's you still have another spider on the battlefield after removal or boardwipe, which can greatly help you get Descendant's Path back into gear. Only 2x because it shares the slot with Kessig Recluse

Instanst & Sorceries:

  • 3x Prey Upon: All spider have more Thoughness than many critters so Prey Upon should most likey keep them alive while picking out the weaklings. For bigger dudes you have the deathtouch in the deak which should get rid of most threats.

  • (1x Overrun: The typical finishing move in green, Overrun works very well with the high toughness of the spiders. The opponent must decide if he wants to let all through for massiv damage, or if he should block and lose alot of creatures while most of the spiders should survive. Combining this with the steady input of Descendant's path and Spinner's ability to shoot webs and to immobilize the annoying creatures in the way, this should be a good bet to hit hard. I used to have more while testing, but getting two on your hand was just frustrating, and Garruk has Overrun stapled on him. I kept a one off in the deck to keep my opponent on his toes, he can never be sure if removing that Garruk was enough.)

  • (2x Relic Crush: This one seems a bit awkward, but in my playgroup we don't play with sideboards, so I always have to be prepared for everything (especially for that friggin enchantment deck my friend likes to play.... grrrr...). I chose this version of disenchant since we should be able to get the mana early on and it's kind of like 4 disenchants packed into two cards... I'm still not quite sure with this one, there could be better choices, maybe a cycle-disenchant or the one where you could also destroy a land...too lazy to look them up right now :P )

Planeswalker:

  • 2x Garruk Wildspeaker: The big papa bear of the forest, he allows us to abuse the wild growths to produce massive amount of mana and help to cast spinner early on. If the board is in your favour you can pump your critters and attack with all your might. And if all fails - hey - at least Garruk can poop a beast token (which can also be used for Prey Upon). Slots were getting pretty rare and having the hand full with Garruk wasn't my choice so 2 have to do.

Now to give an example of some combos that could occure:

  • Garruk and 2 Wild Growth + 2 Forest can gain you 8 Mana in one round for Spinner or other expensive spells
  • Prey Upon combos well with deathtouch and wither, or you trade with Penumbra Spider for it to be replaced
  • Arachnus Web + trample makes your opponent worry
  • Descendant's Path lets you use the spiders put in right away for Spinner to tap.

...And probably more i can't think of right now.I hope you like my deck, if you have suggestions how to make it more efficient or something I may have totally overseen feel free to leave a comment :)

Thx for reading,

Buderus

Suggestions

Updates Add

I was looking around and found some neat cards that would fit really nice into the deck:

Mwonvuli Beast Tracker: Lets us tutor any creature in our deck and combos well with Descendants' Path. Also gets Acidic Slime to remove threats instead of Relic Crush, it's deathtouch is useful for Prey Upon.

Assault Formation: Permanent boost to our thoughness-heavy guys with a additional ability to firebreath, untapping enchanted lands with garruk can make this devastating.

To get these cards into play some need to leave the deck, 3 Arachnus Spinner should be enough since it has high cost and can be tutored. through this combo chain you can also tutor Arachnus Web, so one could be removed to make some room.

Overrun can hit hard, but I'd rather have a permanent boost through Assault Formation than one single chance, the trample can be compensted by the webs and by pumping up unblocked creatures (and Garruk can also give trample).

Since I still would need some space I'd have to remove a creature or two, not sure which one I should pick, either Juvenile Gloomwidow or Kessig Recluse. For now I'll go with -2 Juvenile Gloomidow, deathtouch is better than wither (but it also costs less...hmm...).

So for now we got:

-1 Arachnus Spinner

-1 Arachnus Web

-2 Relic Crush

-1 Overrun

-2 Juvenile Gloomwidow

= -7

+3 Mwonvuli Beast Tracker

+2 Assault Formation

+2 Acidic Slime

Comments