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Sidisi's Funnel Web Fun-House (EDH / Commander)

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This deck aims to fill the yard and have a critical mass of creatures to be able to cast Spider Spawning for as many tokens as possible. To enable this, we run as many creatures as possible.

As such, I've removed some BUG staples in lieu of some less potent creature-based versions. We run very few counterspells or ways to protect our graveyard; we're gung-ho on milling and dredging as wildly as possible. As such, any non-creature card we run either has to be:

  1. Castable or recurrable from the graveyard on its own (i.e. Flashback spells),
  2. Incredibly powerful (i.e. Assassin's Trophy, Entomb), or
  3. Contribute to our gameplan, but not have the gameplan hinge entirely on it (i.e. Mulch, Ashnod's Altar).

Section 1 – Ramp
While this deck doesn't particularly care about casting high-CMC spells, we ideally want to be keeping up with the other ramp decks at the table. As well as being able to cast our key spells on time, we want to be able to eventually cast multiple spells in a turn.

Section 2 – Removal
As previously mentioned, this deck wants to mill itself hard and fast. As such, we don't often have the time to hold up answers to our opponents' haymakers. The removal we run is either creature based or, in the case of Assassin's Trophy, incredibly good in its own right.

Section 3 – Filling up the graveyard
This is where we want to be. This section of cards focuses on dumping stuff into the graveyard, mostly via milling. Don't be afraid to mill yourself too hard! All of our game-winning pieces can either be cast from the graveyard or reanimated with a flashed-back Dread Return.

Section 4 – Card selection/filtering
While we want to be milling ourselves, cards in hand never hurt. This section aims to selectively dump cards into your graveyard. A few cards here also let us straight-up draw cards, which works with Dredge – Casting a Careful Study, dredging two creatures back to hand, and then discarding them again feels amazing when it happens.

Section 5 – Recursion/reanimation
Sometimes we would rather things on the battlefield than in the bin. This section aims to make this happen. Cards like Dread Return and Victimize work incredibly well when we have a swathe of tokens (either from Sidisi or Spider Spawning) and can bring back game-winners like Craterhoof Behemoth.

Section 6 – Token generation
This is where the payoffs lie.
This section includes three cards which push us into a win from almost out of nowhere. They're also inherently repeatable, which keeps us in the game versus permission decks.
Spider Spawning can be cast form the graveyard via Flashback, which works perfectly with our game-plan. The spiders it makes also have reach. This often matters more than you would think.
Izoni functions as a knock-off Spawning. Her tokens do not have reach and she cannot be cast from the graveyard unassisted, but she is a creature, which means she herself counts towards Spider Spawning and can be reanimated via Dread Return. Her sacrifice outlet is gravy and makes an early-cast Izoni not feel so awful.
Worm Harvest is a third wheel. You'll rarely want this in your hand, and the amount of tokens it makes pales in comparison to decks like Lord Windgrace and The Gitrog Monster. However, being able to be repeatedly cast as many times as we want makes it a good mid-game value engine.

Section 7 – Team buffs
An army of 1-power tokens isn't much. A flying army, or an army buffed by Craterhoof, wins games.
This section aims to speed up with win by turning our army of tiny creatures into a game-ending swing.

Section 8 – General value
Here lie the cards that are there because they're good.
While Grave Titan is a good card, it doesn't further our game plan. However, it can spiral out of control quickly when brought in early. Weirdly, it's on the chopping block.
Vedalken Orrery exists purely to make our token-generation cards more potent. Being able to flash back Spawning at instant speed gives the resulting tokens pseudo-haste, which can often spell "game" for us.

Section 9 – Spider Spawning combo pieces
https://magic.wizards.com/en/articles/archive/how-play-limited/remembering-innistrad-limited-2016-03-08
If you're not familiar with the Spider Spawning deck from the 3x Innistrad limited format, this article by Marshal Sutcliffe explains the reason the deck is by far the most-loved draft archetype ever, as wll as going into why 3xINN was so loved and was a masterpiece of game design.

As a homage to that deck, this section runs the cards that a perfect Spider Spawning draft deck would contain (Mulch is in another section). The classic "mill your entire deck and keep shuffling the combo pieces back into your deck" game plan does not fare so well in a format with more potent answers than Innistrad draft. However, each individual card is powerful – Runic Repetition gives you another two Spider Spawning casts or can bring back Dread Return, Memory's Journey is cheap enough to serve as a panic button in the face of a Bojuka Bog, and Gnaw to the Bone is absolutely pure heroin when cast twice in a turn.

Section 10 – Lands
Nothing much to say here, except "I wish there was a Bazaar of Baghdad and a Gaea's Cradle in here."

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