jarofjellyfish
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Commander
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Commander
Shelob, Child of Ungoliant
Deathtouch, ward
Other Spiders you control have deathtouch and ward .
Whenever another creature dealt damage this turn by a Spider you controlled dies, create a token that's a copy of that creature, except it's a Food artifact with ", , Sacrifice this token: You gain 3 life," and it loses all other card types.
Other Spiders you control have deathtouch and ward .
Whenever another creature dealt damage this turn by a Spider you controlled dies, create a token that's a copy of that creature, except it's a Food artifact with ", , Sacrifice this token: You gain 3 life," and it loses all other card types.
Legendary Creature - Demon Spider

Commander
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draw
Chevill, Bane of Monsters
Deathtouch
At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls.
Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls.
Whenever a permanent an opponent controls with a bounty counter on it dies, you gain 3 life and draw a card.
Legendary Creature - Human Rogue

Family's Favor
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
Enchantment

Mimic Vat
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
Artifact

Shelob, Dread Weaver
Whenever a nontoken creature an opponent controls dies, exile it.
, Put a creature card exiled with Shelob into its owner's graveyard: Put two +1/+1 counters on Shelob. Draw a card.
: Put target creature card with mana value X exiled with Shelob onto the battlefield tapped under your control.
, Put a creature card exiled with Shelob into its owner's graveyard: Put two +1/+1 counters on Shelob. Draw a card.
: Put target creature card with mana value X exiled with Shelob onto the battlefield tapped under your control.
Legendary Creature - Demon Spider

draw
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Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Lobb
Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class

Lobb
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lure
You Look Upon the Tarrasque
Choose one —
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
• Run and Hide — Prevent all combat damage that would be dealt to you and creatures you control this turn.
• Gather Your Courage — Target creature gets +5/+5 and gains indestructible until end of turn. All creatures your opponents control able to block that creature this turn do so.
Instant

lure
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misc
Fynn, the Fangbearer
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)
Legendary Creature - Human Warrior

misc
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protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

protection
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ramp
Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

ramp
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removal
Binding the Old Gods
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
I — Destroy target nonland permanent an opponent controls.
II — Search your library for a Forest card, put it onto the battlefield tapped, then shuffle.
III — Creatures you control gain deathtouch until end of turn.
Enchantment - Saga

removal
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spiders
Chainweb Aracnir
Reach
When this creature enters, it deals damage equal to its power to target creature with flying an opponent controls.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with three +1/+1 counters on it.
When this creature enters, it deals damage equal to its power to target creature with flying an opponent controls.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with three +1/+1 counters on it.
Creature - Spider

spiders
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"She Lobbs Spiders, or how to murder your opponents with their own wincons.\n\nThe game plan is pretty straightforward. \n\nWe're not playing a bunch of subpar spiders and calling it a typal. \nWe're not doing fancy graveyard things.\nWe are ramping like crazy into Shelob, then pinging/fighting/biting our opponent's draw engines and wincons. Look for strong passive/activated abilities, ETBs, draw engines, etc. Don't forget that food versions of things retain their CMC so cards like morbid curiosity can abuse that as well.\n\nDeathtouch and reach across support pieces should slow the game down enough to get to 10+ mana, and threatening people with spiders should make them leery of potential crack back in the mean time. Life gain from cracking foods should be kept in mind as well, I've won a number of games by cracking 3+ foods to hang in there when people thought I was already dead and/or didn't assign enough attackers to polish me off through the life gain. \n\nPrioritize draw pieces when picking what targets to snipe. This will keep the ramp and land drops flowing while feeding you your lower cmc spells so you can recast shelob when she is finally brought down. It also slows down their access to removal which is key. Your own draw spells are an option as well; if someone targets your harvester of souls, snipe it first - there are enough artifacts in the deck that generally artifact removal is already gone by the time you are dropping food tokens so it will likely stick around.\n\nFailing plan A, shelob is an 8/8 and various pieces like lure cards, trample sources, and small buffs all add up. You only need +3/0 to two-shot people, and fear of this will have them sacrificing half their board to a deathtouch+trampler that only needs to assign 1 damage to each creature. \n\nWhen it comes to high cmc kill on sight commanders, instead of running protection, I just run more ramp and draw so I can cast them through the removal. Protection spells are only good once the commander is on the board, ramp gets them there in the first place (and again after they are removed). \n\nBased on that, the ramp package is stacked. \nRamp on a stick like steve, springbloom druid, etc can be abused by recasting them with mimic vat and soul foundry, and potentially even killing them for food copies to repeat their abilities if there are no better targets on the field. \n\nI try to focus on ramp that sticks through board wipes (land ramp, artifact/enchantments), and especially ramp that comes with a blocker to buy time, with a few exceptions. \nGyre sage is just awesome with all the big butts spiders field, deathcap cultivator and leyline prowler can wear bite spells and bows while discouraging attacks, and devoted druid makes infinite mana if you can make it into a food. \nInspiring sanctuary is extremely underrated and will ramp you to the moon. Rhonas' monument is notable for winning me a lot of games through commander damage (trample and +2/2 per creature cast is... a lot... on a deathtouch commander). \n\nOur removal suite is mainly the \"lobb\" spells. Bows and staffs that tap to ping make your incidental deathtouchers into control pieces. Fight and bite spells either hit multiple targets to act as pseudo board clears, or grant other benefits; landfixing for bushwack, trample for cartouche of strength, hunter's talent, and nature's way. \n\nDeathtouch on silklash spider and spitting spider are pretty effective at keeping the skies clear, broken bond and binding of the old gods ramp while removing. Barroom brawl is just a fun card.\n\nWe run a handful of spiders to wear pinging equipment, but they are here mainly as blockers rather than as combat oriented wincons. Fynn is here mainly to eat removal early, it is very rare that you actually get a poison kill.\n\nOverall the deck is very consistent (you will ramp into shelob eventually), and very fun to play as you are constantly controlling the board/assessing threats, while also planning gnarly combinations of whatever your opponent's best creatures are. Sniping someone's etali and putting it under mimic vat, then pumping out 2 etali triggers per turn (one for the mimic token then another when you pick it off and make a food copy)... no kill like overkill.\n\nNote this list is budget-ish (there are a few pricier cards like thornbite staff that could be swapped out for similiar cards like wolfhunter's quiver), it could very easily be buffed up by adding some pricier options like arachnogenesis, or toned down a bit by removing the pricier cards.\n\n\n"}]}




































































