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One of the best ramp artifact is Everflowing Chalice.
But Extraplanar Lens are really nice too, i just don't like it because it prevents me from using Blood Moon to shutdown my opponents, but in most Casual meta Lens would be great.
It sounds nice. I believe that its 20-24 critters.
I don't like Sporecap Spider, its too late for a blocker, too weak for a beater.
My personal choice is Penumbra Spider that survives mass removal, or no creature on its spot, and some "draw" spell instead, which seems a better option, playing a deck without fillers, with every card having a reason to be there.
Bramblecrush, Arachnus Web and Overgrowth (or some other ramp), and maybe some dig spell like Commune with Nature (if you run 20 creatures), completes the deck.
Meekstone is lame when the best spiders are over 3 cmc. You'll not want your own spell to keep you tapped.
Also Elves, Gobbos, Zombies...many decks won't play cards over 3cmc. It'd be better to fasten your game with ramp, instead of trying to shut down opponent from playing.
I'd play Gloomwidow, Arachnus Spinner, Jungle Weaver as wincons, alongside Arachnus Web / Bramblecrush removing threats/blockers.
Also, their best trait so far is LD, and that's very unique and differentiate them from every other creature on magic, i'd keep that.
From Rosewater's tumblr:
Will the future dwarves be about land destruction again?
Quote from MaRo »
Unlikely.
That is sad. I'm really sad with that answer from MaRo.
No other race runs around LD and that is a very unique trait of Dwarves.
Afraid of pushing new players away with LD is something that i don't consider reasonable.
All LD Dwarves are 4cmc, slow enough to not compromise the entire game, and still allowing this tatic to be present on Magic.
LD will never be a thing in the game (except if they do a 2cmc LD). Never was and never will, but WotC never chickened on including it, making LD a possible brand of fun, but it seems that they are chickening in the last few years.
I believe an article from Gavin Verhey from a couple of years ago translate what players think about LD:
"What I learned from this week's deck submissions is that many of you really enjoy destroying your opponents' lands. I guess it's fair: nothing is more fun than making sure your opponents can't do anything and are forced to sit there under your heel while they die to a squadron of 2/2s. Mmmm, tasty. A plate of delicious, delicious sorrow drizzled in tears and seasoned with curse words." Original Post
I think that the only care WotC should have is not printing LD on Sinkhole costs again.
There is an very old article, back on 2002, from nobody less than Randy Buehler, where he talks about LD being unfun, and about him having bad memories playing against LD. Buehler's Article
Taking a deep look into those articles you can realize that 2012 players have a different vision over LD.
I think that lands like Flagstones of Trokair, fast decks that demands 1-2 lands, blue counter decks, all that can run over LD. Not to mention that when LD got the most love from WotC, no deck under that strategy reached World Champs, dominated by Psychatog and U/G Madness.
If LD was so dominating, so unfun, impossible to be runned around, the list of WC2002 would only contain LD decks, and in fact, NONE were there.
There are tons of ways to do it again: Dwarven Driller even put the LD in conditional, where opponent would prefer to take 2 dmg instead of letting his land getting destroyed. Pardic Miner needs to sac itself to block a foe from dropping a land. It's all about putting a nice backdrop on the Land Denial deck to make it balanced with all the game. Sort of like what was done in Odyssey block.
The only 2 white characteristics that seems to fit Dwarves are high toughness and dealing with weaponry.
Moving Dwarves to white doesn't make any sense to me, and to anyone who has at least a minor knowledge of Dwarven lore.
Dwarves are grumpy, angry, ferocious, rude, unpolite, brawly, mine labors, armorsmiths, weaponsmiths, mountain dwellers.
I can take a white splash, but moving to white is nonsense. Dwarves are red by nature.
The previews work of WotC on Dwarves (Odyssey) was great, near perfect, capturing all Dwarves essence, why not take the same path again?
Shame on you Wizards. Shame on you MaRo.
As mountain dwellers, i can't see Dwarves on white at all, they are pure red.
I can't see them disrupting enchantments, but only artifacts.
In the same way, i can't see them exiling things (like path to exile), but exploding and damaging.
Also, their best trait so far is LD, and that's very unique and differentiate them from every other creature on magic, i'd keep that.
Orcs doesn't have a trait connected to them, but i see them as a rampage ability creature. Strength, anger, no brain.
Something like WoW, or D&D, and not comical like presented before, which is a feature of Goblins.
Coat of Arms is awsome as long you don't face other tribal decks.
I agree with Xyx that the spider deck is already defensive and doesn't need cards like Ghostly Prison.
I don't believe Spider Spawning is worthy, and the odds are that it won't spam enough 1/2 spiders to warranty it, not to mention that X 1/2 spiders won't represent much of a threat for opponent.
I think you should not forget covering draw spells, that i suggest going with cycling (that works more as a filtering), despite the existence of cards like Harmonize. Commune with Nature is another card that might fit that spot.
In general deck should work: Deadly Recluse/Juvenile Gloomwidow would work as early blockers and Arachnus Web fetchers; Gloomwidow / Arachnus Spinner / Jungle Weaver should work as mid-late beaters.
"Draw" comes from: Tranquil Thicket and Jungle Weaver or Commune with Nature.
Ramp from: Overgrowth (possible T4 spinner), also you can use land fetch spells like Rampant Growth.
"Removal" from: Bramblecrush + Arachnus Web
Penumbra Spider is a personal choice 'cause it "survives" mass removal, but could certainly be dropped for a dig spell like Commune.
I'm not fond to the Nyx Weaver idea on dumping your critters (reaping out your creature drop power) just to rarely cast an Arachnus on t4 (that would happen with Overgrowth), or to cast a bunch of 1/2 spiders with Spider Spawning that won't add much to pressure opponent and that would easily die to a single Pyroclasm/Infest kind of spell. It sounds more fancy than effective.
Jungle Weaver is there for early filter (cycling), and later drop. Its better than Pale Recluse because: a) no need of white, b) it cycles to a card, not necessarily a land.
Just to add that you don't need spend mana on Kangee, Aerie Keeper, just put feather counters on it with Aven Mimeomancer, and you get a progressive pump for all birds. Another point is that you can use a full set of Cloudchaser Kestrel if you run Hatching Plans. Sage Owl and Stormscape Familiar are also great.
Another route is the sac/token/pump based deck with: Soulcatcher, Soulcatchers' Aerie, Battle Screech, Celestial Gatekeeper, Pride of the Clouds, Seaside Haven.
One of the best ramp artifact is Everflowing Chalice.
But Extraplanar Lens are really nice too, i just don't like it because it prevents me from using Blood Moon to shutdown my opponents, but in most Casual meta Lens would be great.
Niblis of the Breath seems better than Dungeon Geists, because: a) doesn't need to the target creature to be already in play; b) let you change the target; c) faster.
Replace 4 Sporecap Spider with 4 Penumbra Spider
Replace 4 Sentinel Spider with 4 Juvenile Gloomwidow
Infinite tokens, Infinite mana.
If you go with 24 critters, Penumbra Spider over Sporecap Spider.
04 Tranquil Thicket
03 Swarmyard
Tranquil Thicket works as another draw outlet.
If you don't run many T1 cards, its worthful.
I'm not a fan of Samurai though.
I don't like Sporecap Spider, its too late for a blocker, too weak for a beater.
My personal choice is Penumbra Spider that survives mass removal, or no creature on its spot, and some "draw" spell instead, which seems a better option, playing a deck without fillers, with every card having a reason to be there.
Bramblecrush, Arachnus Web and Overgrowth (or some other ramp), and maybe some dig spell like Commune with Nature (if you run 20 creatures), completes the deck.
Also Elves, Gobbos, Zombies...many decks won't play cards over 3cmc. It'd be better to fasten your game with ramp, instead of trying to shut down opponent from playing.
I'd play Gloomwidow, Arachnus Spinner, Jungle Weaver as wincons, alongside Arachnus Web / Bramblecrush removing threats/blockers.
That is sad. I'm really sad with that answer from MaRo.
No other race runs around LD and that is a very unique trait of Dwarves.
Afraid of pushing new players away with LD is something that i don't consider reasonable.
All LD Dwarves are 4cmc, slow enough to not compromise the entire game, and still allowing this tatic to be present on Magic.
LD will never be a thing in the game (except if they do a 2cmc LD). Never was and never will, but WotC never chickened on including it, making LD a possible brand of fun, but it seems that they are chickening in the last few years.
I believe an article from Gavin Verhey from a couple of years ago translate what players think about LD:
"What I learned from this week's deck submissions is that many of you really enjoy destroying your opponents' lands. I guess it's fair: nothing is more fun than making sure your opponents can't do anything and are forced to sit there under your heel while they die to a squadron of 2/2s. Mmmm, tasty. A plate of delicious, delicious sorrow drizzled in tears and seasoned with curse words." Original Post
I think that the only care WotC should have is not printing LD on Sinkhole costs again.
There is an very old article, back on 2002, from nobody less than Randy Buehler, where he talks about LD being unfun, and about him having bad memories playing against LD. Buehler's Article
Taking a deep look into those articles you can realize that 2012 players have a different vision over LD.
I think that lands like Flagstones of Trokair, fast decks that demands 1-2 lands, blue counter decks, all that can run over LD. Not to mention that when LD got the most love from WotC, no deck under that strategy reached World Champs, dominated by Psychatog and U/G Madness.
If LD was so dominating, so unfun, impossible to be runned around, the list of WC2002 would only contain LD decks, and in fact, NONE were there.
There are tons of ways to do it again: Dwarven Driller even put the LD in conditional, where opponent would prefer to take 2 dmg instead of letting his land getting destroyed. Pardic Miner needs to sac itself to block a foe from dropping a land. It's all about putting a nice backdrop on the Land Denial deck to make it balanced with all the game. Sort of like what was done in Odyssey block.
Together with that, you could just not support LD too much like done on Odissey with: Decimate, Demolish, Earth Rift, Lava Blister, Rancid Earth, all together with Dwarves. Let LD Dwarves, Craterize, Desecration Plague, and Demolish on Standard and the game will do just fine.
The only 2 white characteristics that seems to fit Dwarves are high toughness and dealing with weaponry.
Moving Dwarves to white doesn't make any sense to me, and to anyone who has at least a minor knowledge of Dwarven lore.
Dwarves are grumpy, angry, ferocious, rude, unpolite, brawly, mine labors, armorsmiths, weaponsmiths, mountain dwellers.
I can take a white splash, but moving to white is nonsense. Dwarves are red by nature.
The previews work of WotC on Dwarves (Odyssey) was great, near perfect, capturing all Dwarves essence, why not take the same path again?
Shame on you Wizards. Shame on you MaRo.
Same the one i've posted before, but maybe -Penumbra Spider +Commune with Nature.
The ramp spell is up to you: Overgrowth, Rampant Growth, Nature's Lore (better on mono-g), Cultivate and Kodama's Reach (better if you need multiples), Edge of Autumn (have cycling), Search for Tomorrow (can be cast on t1).
I can't see them disrupting enchantments, but only artifacts.
In the same way, i can't see them exiling things (like path to exile), but exploding and damaging.
Also, their best trait so far is LD, and that's very unique and differentiate them from every other creature on magic, i'd keep that.
Orcs doesn't have a trait connected to them, but i see them as a rampage ability creature. Strength, anger, no brain.
Something like WoW, or D&D, and not comical like presented before, which is a feature of Goblins.
I agree with Xyx that the spider deck is already defensive and doesn't need cards like Ghostly Prison.
I don't believe Spider Spawning is worthy, and the odds are that it won't spam enough 1/2 spiders to warranty it, not to mention that X 1/2 spiders won't represent much of a threat for opponent.
I think you should not forget covering draw spells, that i suggest going with cycling (that works more as a filtering), despite the existence of cards like Harmonize. Commune with Nature is another card that might fit that spot.
In general deck should work:
Deadly Recluse/Juvenile Gloomwidow would work as early blockers and Arachnus Web fetchers; Gloomwidow / Arachnus Spinner / Jungle Weaver should work as mid-late beaters.
"Draw" comes from: Tranquil Thicket and Jungle Weaver or Commune with Nature.
Ramp from: Overgrowth (possible T4 spinner), also you can use land fetch spells like Rampant Growth.
"Removal" from: Bramblecrush + Arachnus Web
Penumbra Spider is a personal choice 'cause it "survives" mass removal, but could certainly be dropped for a dig spell like Commune.
I'm not fond to the Nyx Weaver idea on dumping your critters (reaping out your creature drop power) just to rarely cast an Arachnus on t4 (that would happen with Overgrowth), or to cast a bunch of 1/2 spiders with Spider Spawning that won't add much to pressure opponent and that would easily die to a single Pyroclasm/Infest kind of spell. It sounds more fancy than effective.
1cmc - 00 cards
2cmc - 04 cards (Deadly Recluse)
3cmc - 04 cards (Arachnus Web)
4cmc - 12 cards (Penumbra Spider, Ancient Spider, Bramblecrush)
5cmc - 04 cards (Spider Spawning)
6cmc - 08 cards (Arachnus Spinner, Pale Recluse)
7cmc - 00 cards
8cmc - 04 cards (Archweaver)
So solve it, you can either change spiders to a lower cmc, or use ramp.
15 Forest
04 Tranquil Thicket
03 Swarmyard
//CREATURES (24)
04 Deadly Recluse
04 Juvenile Gloomwidow
04 Gloomwidow
04 Penumbra Spider
04 Arachnus Spinner
04 Jungle Weaver
04 Overgrowth
04 Arachnus Web
04 Bramblecrush
Jungle Weaver is there for early filter (cycling), and later drop. Its better than Pale Recluse because: a) no need of white, b) it cycles to a card, not necessarily a land.
You can also base your deck into the Kalastria Highborn, Viscera Seer, Bloodghast, Dark Prophecy, interaction