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PostPosted: Sun May 31, 2015 4:31 am 
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:w::u::b::g: Witch-Maw :w::u::b::g:


:w::u::b::r::g: Multicoloured Card List :w::u::b::r::g:


:w::w::w: White Card List :w::w::w:


:u::u::u: Blue Card List :u::u::u:


:b::b::b: Black Card List :b::b::b:


:g::g::g: Green Card List :g::g::g:


Colourless


Non-Basic Land


Note: Please mark decks as "Premium" if you use Premium cards in your deck builds. Thank you.

If I left anything out or you see any errors please let me know.

There was no thread for my four colour deck, so I created a new one. I followed the previous threads' format, but if a mod or admin wants to remake this it's fine by me. I just needed somewhere to post for now.


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PostPosted: Sun May 31, 2015 5:03 am 
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My favorite version of spider spawning is blue-green base with self mill. Hedron crab is the best card in the deck. The deck's only weakness was that it didn't interact well with what the opponent was trying to do, and it could lose to burn/tokens before it got going.

With the new lands from the expansion, I can easily add a white splash to my black splash. Rhox War Monk was the card I was really after, winning most aggro match-ups single handedly, and white actually offers some reliable removal to boot.

The idea is to play out all your creatures that cycle for other creatures, cycling your deck and filling your graveyard while pressuring durdlers and staving off aggro. Whenever you cast spider spawning you win, but it is very possible to win without it.

[manapie 90 w u b -r g][/manapie]

Reliable Spider-Spawning

A deck for Magic 2015.

60 Cards (25 :creature: , 10 :instant: , 25 :land:)

Creature25 cards
■■■
Hedron Crab0/2
■■■■
Elvish Visionary1/1
■■
Quickling2/2
■■■■
Satyr Wayfinder1/1
■■
Elder of Laurels2/3
■■
Mentor of the Meek2/2
■■■
Rhox War Monk3/4
■■
Masked Admirers3/2
Vengevine4/3
■■■
Sultai Soothsayer2/5
Spell10 cards
■■■
Reprisal
■■
Treasured Find
Beastmaster Ascension
■■■
Angelic Edict
■■■
Spider Spawning
Land25 cards
■■■
Arcane Sanctum
■■■
Opulent Palace
■■■
Sandsteppe Citadel
■■■
Seaside Citadel
6
Forest
3
Island
3
Plains
1
Swamp


This isn't a firm decklist but a basic framework to modify depending on the meta. Angelic edit is a great answer to decks that rely on enchantments, but you can swap it out if you're not seeing any of those.

I haven't looked at the mana base too closely yet. I'm running a lot of green and blue to cast the important early cards reliably, but it might be too much. If I could add in a bit more black I'd be able to run Shadowborn Demon which would be amazing. Otherwise, removing at least 1 tap land for an untapped land would be a real help. I'm also considering the third Treasured Find and perhaps some Nemesis of Mortals, even though they dilute the theme of the deck.

Any advice would be appreciated.


Last edited by Spencer on Sun May 31, 2015 10:58 am, edited 2 times in total.

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PostPosted: Sun May 31, 2015 8:35 am 
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Spencer wrote:
My favorite version of spider spawning is blue-green base with self mill. Hedron crab is the best card in the deck. The deck's only weakness was that it didn't interact well with what the opponent was trying to do, and it could lose to burn/tokens before it got going.

With the new lands from the expansion, I can easily add a white splash to my black splash. Rhox War Monk was the card I was really after, winning most aggro match-ups single handedly, and white actually offers some reliable removal to boot.

The idea is to play out all your creatures that cycle for other creatures, cycling your deck and filling your graveyard while pressuring durdlers and staving off aggro. Whenever you cast spider spawning you win, but it is very possible to win without it.

[manapie 90 w u b -r g][/manapie]

Reliable Spider-Spawning

A one vs. one deck for Magic 2015.

60 Cards (26 :creature: , 9 :instant: , 25 :land:)

Creature26 cards
■■■
Hedron Crab0/2
■■■■
Elvish Visionary1/1
■■
Quickling2/2
■■■■
Satyr Wayfinder1/1
■■
Elder of Laurels2/3
■■
Mentor of the Meek2/2
■■■
Rhox War Monk3/4
■■
Masked Admirers3/2
Vengevine4/3
■■■
Sultai Soothsayer2/5
Spell9 cards
■■
Reprisal
■■
Treasured Find
Beastmaster Ascension
■■■■
Angelic Edict
■■■
Spider Spawning
Land25 cards
■■■
Arcane Sanctum
■■■
Opulent Palace
■■■
Sandsteppe Citadel
■■■
Seaside Citadel
6
Forest
5
Island
2
Plains


This isn't a firm decklist but a basic framework to modify depending on the meta. Angelic edit is a great answer to decks that rely on enchantments, but you can swap it out for reprisal if you're not seeing any of those.

I haven't looked at the mana base too closely yet. I'm running a lot of green and blue to cast the important early cards reliably, but it might be too much. If I could add in a bit more black I'd be able to run Shadowborn Demon which would be amazing. Otherwise, removing at least 1 tap land for an untapped land would be a real help. I'm also considering the third Treasured Find and perhaps some Nemesis of Mortals, even though they dilute the theme of the deck.

Any advice would be appreciated.


OK, I would do this:

[manapie 90 w u b -r g][/manapie]

4 colour spider spawn

A one vs. one deck for Magic 2015.

60 Cards (31 :creature: , 5 :instant: , 24 :land:)

Creature31 cards
■■■
Hedron Crab0/2
■■■■
Elvish Visionary1/1
■■■■
Lone Missionary2/1
■■■■
Satyr Wayfinder1/1
■■
Elder of Laurels2/3
■■■
Rhox War Monk3/4
■■
Graveborn Muse3/3
Vengevine4/3
■■■
Viscera Dragger3/3
Shadowborn Demon5/6
■■■
Sultai Soothsayer2/5
Craterhoof Behemoth5/5
Spell5 cards
■■
Beastmaster Ascension
■■■
Spider Spawning
Land24 cards
■■■
Arcane Sanctum
■■■
Opulent Palace
■■■
Sandsteppe Citadel
■■■
Seaside Citadel
4
Forest
2
Island
2
Plains
4
Swamp


First off, playing 4 colours in a spider deck is pretty ambitious.
I'd cut white as it really isn't helping your "theme". If you really want to keep white, however, and you are worried about aggro, take out the Quickling (which really doesn't fit theme) and put in Lone Missionary. Also, Masked Admirers, while a pretty decent card in this meta, is slow and not in theme. Same for Mentor of the Meek.

I'd replace it all with a full set of Beastmaster Ascension, both Graveborn Muses (those guys just give you so much gas), 3 of Viscera Draggers (alternately, you could put in Rescue from the Underworld or Treasure Find), the Shadowborn Demon and the Crateroof Behemoth (because if you've never delivered a HOOFING, you haven't really lived...that and it just wins games you shouldn't have).

That gives you 5 must-answer cards that don't even rely on you spawning and that are even better with them.

Personally, I'd drop the white at least and go no more than 3 colour. The Golgari Spawning decks are reliable, relentless, and consistent, where this deck will probably be less consistent overall.

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PostPosted: Sun May 31, 2015 9:54 am 
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1. The fact that every dual colour land we get is a triland means that 4 colour decks aren't actually much more difficult to play than 3 colour decks so long as you kep at least one colour down to a splash. With twelve tap-lands you get 9 sources of your fourth colour for free, so I think standard magic logic that 4 colour decks are ambitious doesn't really apply to this format. If I want to reliably cast Rhox War Monk then I kind of have to keep black my splash.

2. I don't like dropping all the removal in favour of more midrange creatures. In spite of it's low curve, this is not really an aggressive deck. Playing one mana 0/2s and two mana 1/1s isn't going to beat down anyone. The intent is to have a low enough curve to deal comfortably with highly aggressive decks and to finish off slower decks with spider spawning. The deck as it is has more than enough draw and cycle to fish out spider spawning every single game, so more late game isn't really necessary. You're correct that white isn't really necessary if you try to make the deck aggressive, but making the deck aggressive and also keeping cards like Hedron Crab and Soothsayer is a bit counter intuitive.

3. Although I haven't tested the card very much, I have a really big problem playing Craterhoof without reanimation or ramp effects. It's always seems like a dead card in my hand and hurts the reliability of the deck. I do often make it to seven mana to recast spider spawning, but I can do so because I don't have a hand full of dead cards. Treasured find into Beastmaster Ascension does pretty much the same thing for 3 mana less, and can actually tutor for other things if necessary.

4. The quicklings are among the worst cards in the deck, but they're more useful than you might expect. People who understand spider spawning decks will use 3+ mana removal spells to kill a Hedron Crab or an Elder of Laurals, and quicklings can save their life. If that's not the way the game is progressing you can use them to replay a Wayfinder for more self mill, to proc Vengevine or Masked Admirer's graveyard effects, or just bring back a Hedron Crab and use them as a reasonably priced body. The ability to block fliers before you can cast spider spawning is sometimes useful. I can see cutting them though, I'll look into it.

5. Replacing Mentors with Graveborn Muses would be fantastic if I could work out the manabase. I think you're correct in cutting the excess islands I was running, they're not really needed here. I'll look at the manabase and see what I can work out.


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PostPosted: Sun May 31, 2015 12:30 pm 
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PostPosted: Mon Jun 01, 2015 11:40 am 
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Oh I didn't realize topics could disappear. I'll post in the proper thread.


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