A casual deck I am assembling now for Juans weekend-long birthday bash (the deck's name is a sidestab at Juan who once built a spider deck but kept on replacing spiders with better cards until only 6 or so were left but still called it "my spider deck", so we started calling it "pseudo spider deck" :) ).
I usually don't tribal decks and this is a kind of exception, although, it's more of an Arachnus Spinner deck than spider deck. Arachnus spinner just needs spiders in play.
Anyway, as I said, it is basing on Arachnus Spinner which enables spiders to fetch Arachnus Web either from the library or graveyard, which is highly irritating. The deck has an assortment of support cards and subthemes, you can find a detailed rundown in the "how to play" section.
I am not really seeking for input regarding this deck, I consider it finished and will build it physically as soon as I am finished typing this, I just published it for you guys to enjoy (replace the Swarmyards with Forests and you have a 20 dollar deck!). But you can make card suggestions anyway of course :)
Some of the card choices were limited by my card pool, for example I would like to play more Arachnogenesis (so sick!) and Wave of Vitriol but don't feel like spending money on such a casual deck. But as always, sometimes I run one-ofs because that's my style, I want to make use of my collection and keep the opponent guessing.
The deck was created for multiplayer (mostly pentagram).
GAMEPLAY:
Build slowly. Arachnus Spinner is the key card. Before you get aggressive you need to have all 3 colours of mana and enough to play a Spinner along with some other spiders. Use Arachnus Web to mute problematic creatures (do so when needed during opponent's turn!). Use recursion mainly to get back Spinners that got killed. Here is a rundown of cards and synergies:
CARDS AND SYNERGIES:
* Arachnus Spinner & Arachnus Web:
Key card. As I said, it's ability can be used at instant speed. Can be used on himself.
* Eidolon of Blossoms:
Triggers on comes-into-play, so, you'll draw cards whether you play a web, fetch it from the lib or from the grave!
* Faith Healer:
Get insane amounts of life by sacrificing the Web to this, get it back into play for just tapping a spider, rinse, repeat. 1 Faith Healer is all I have, sadly.
* Graverobber Spider:
Can become HUGE, yet a creature that probably nobody cares for much in multiplayer because it lacks trample and there is always nastier stuff out there. However, that's actually a bonus, looking innocent. Just be patient, your time to go to town will come.
* Heart Warden:
The game has become so fast, even in casual, that I feel I need acceleration. At the same time I don't want to draw Llanowar Elves later in the game. That's why I picked Heart Warden, it means 4 mana on turn 3 and if I draw it late game, I can just "cycle" it.
* Nyx Weaver:
Mainly there as an in-theme way to get back Spinners that got killed. But it also has nice synergy with those Graverobber Spiders, Spider Spawning and the Arachnus Webs don't mind getting milled.
* Pale Recluse:
Mainly there for the Plainscycling. Deck could be improved by adding duals that count as Plains. Didn't include those because of the budget crowd :P Late game, of course, you'll just play them as a slightly overcosted midrange creature. Maybe I can cut these or some of the landfecthing spells, hard to tell, first games will enlight me regarding that.
* Penumbra Spider:
Great improvement on the original Giant Spider! I run 4 of them because it means I'll still have a spider in play after a creature sweeper like Wrath cleared the board, so I can just drop the next spinner and start webbing anything that enters play. Maybe I should add a Giant Spider for lols and respect - I own one from Beta.
* Silklash Spider:
Nicknamed "Hurricane Spider" in our group, this is a beautiful and underused multiplayer card. 2/7 reach is quite good for 5 mana, even by today's standards. Add in the instant Hurricane (that doesn't hurt players, so you can use it as much as you want) and you've got a powerhouse. Can be activated after blocks are declared - since most spiders have reach, almost no flyer will ever touch your planeswalking ass as long as this eight-legger is on guard duty!
* Stingerfling Spider:
Every second fatty you see in multiplayer has flying. So, this is a quite cost effective way to deal with all those angels, dragons, vampires and demons.
* Cultivate:
Fetches Swamps and Plains as needed. I maybe don't need 4 of them, actual play will tell me.
* Spider Spawning:
Get MASSIVE amounts of Spiders. Flashback costs are quite high which is the main reason I only run 2.
* Wave of Vitriol:
Your board sweeper of choice since the only thing you'll lose yourself is Swarmyard and the Web (and you can get back the latter with ease). I would run more if I had more.
* Evolution Charm:
I am always happy if I can find a place for cards that nobody ever uses and that just gather dust in my binder. In this case I am so happy because all three modes of this charm make sense in this deck:
- Early on it's a way to get my off-colour mana
- Later on the second option allows me to get back my key card (Spinner) if it got killed
- And the absolute beauty is the third ability. It's less about giving my own spiders flying (something you wouldn't expect from green!) and more about doing stunts like giving an opponent's creature flying so you can shoot it down with Stingerfling or Hurricane Spider :)
* Swarmyard:
Finally a deck where I can put them to good use! Should be reserved to protect the Spinner of course.