So I really want to make some sort of "WTF" deck (and yes that stands for what your thinking). I really wanted to make something that was off the wall and completely deviant from the norm. Unfortunately I got stumped at that point and ended up thinking about a spider deck.
Listed below are all the spider cards I have and thats pretty much where I got stuck. 1) Should I ditch the 2 spiders that require (red) and go mono green? 2) Do I wanna control my opponent and just poke him slowly to death or should I go for the buffs and make my spiders super kick ass. 3) is green the only colour that has spiders?
Well, I am not exactly great at giving advice. But I can atleast try to give you a few ideas. If anyone has a suggestion that contradicts mine, its more likely that his is correct.
First, you can only have four of the same card in your deck at a time excluding basic lands. For example, you would have to cut yoru Somberwald Spider and Giant Spider down to four. Though honestly there are better spiders than Giant Spider, so I recomend removing that one all together. I would also condiser cutting down the amount of spiders in favor of additional spells.
I am not sure what you are revolving your deck around, so I will recomend what creatures you should keep.
Now, you are going to need spells to help you, as of right now, I see no way to turn a game around in your favor. I am going to try and determine what spells would work with this combonation of creatures.
I wouldn't really call this a great deck, and I would recomend you listen to other peoples advice as well. My suggestion is closer to a themed spider deck, this deck will work great against flying decks, but I question how useful it would be against other deck types. I really wouldn't recomend the deck I am presenting you, but it atleast might give you an idea on where to start.
Spiders lack the tribal focus you might find with fish, elves, or slivers, so you are going to have to add some non-spider junk to complement them. (Do this with all tribal decks that have very little tribal support.)
There are several routes you could take. I personally like using Infect (something about poisonous spiders...idk) with cards like phyresis , triumph of the hordes , glistening oil , along with lots of the useful spiders and pump. There are spells that give creatures flying, like wind dancer , so you can use the abilities of some spiders to remove your opponent's creatures. Finally, there is meekstone . Since most spiders have a power of 2, you can use tap abilities, like from icy manipulator , to lock-down your opponent. There are red and white spiders too, so you might be able to utilize outrageous cards like titanic ultimatum , which can be frighteningly flavorful if you really think about it.
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Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is.
One-Shot Mill spells are something you should avoid. You can toss tome scour s at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour , you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral . Try to find more permanent styles of milling, like memory erosion , hedron crab , and curse of the bloody tome , so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements.
Traumatize Rant. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes . You can mill more than 24 before turn 5...which you can then cast the echoes.
If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt . The problem is that there is no mill card that can do that...except hedron crab , over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome , are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy.
There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 x post to pay for X on sands of delirium or for ambassador laquatus . Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment[/c], it is easier to ramp in multiplayer, allowing for big X spells, like mind grind , to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it . There are always new strategies coming out with each new set, so check gatherer for any new mill cards that you find to be the most fun for you!
Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
: Order, Law, Faith. : Knowledge, Artifice, Control. : Corruption, Death, Self-Interest. : Freedom, Destruction, Victory. : Nature, Growth, Life. : Progressive, but too controlling. : Focused, but short sighted. : Skilled, but hypocritical. : Unified, but without a sense of self. : Cunning, but devious. : Inquisitive, but incautious. : Rational, but impulsive. : Powerful, but spiteful. : Instinctive, but selfish. : Fearless, but reckless.
you have an opportunity for viciousness here. many spiders have death touch (any amount of damage kills) so if those critters are given trample the blockers die after the first point of damage and the rest goes threw. and green is good at giving things trample. I'd look closely at rancor , overwhelming stampede , overrun , giant growth , and titanic growth . these are staples of green fatty decks and will probably serve you just as well here. ring of kalonia + basilisk collar is another potentially fun option. I would intermediately drop the infect from this deck. you won't be able to hit often enough for the poison counters to kill so it is at best an expensive chump blocker. add in the arachnus web and fetch lands like cultivate and caravan vigil and you should be set.
you really don't need red to make this deck work. you could probably have it and run fine but I don't know what to suggest if that's how you want to play this.
I was at a draft tournament last weekend, and someone pulled a Silklash Spider ... it was definitely a nasty card and I would DEFINITELY suggest it as an option for absolute killing of all things airborn.
So I thought the suggestion of poison/infect was totally cool, but turns out I have no cards that give my creatures poison/infect and only one card that gives deathtouch, guess I need to go with the idea of just making my spiders uber super.
So here is what I came up with, I need to trim 8cards from it though as it currently sits at 68. And I realize they aren't spiders but I need some low cost creatures to get started with and the elves were the best I could think of.