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Spinneret and Spiderling
RRedLegendary Creature — Spider Human Hero

Spinneret and Spiderling

Mana value1Rank#10,274
BuildCard details

The Commander

Whenever you attack with two or more Spiders, put a +1/+1 counter on Spinneret and Spiderling.

Whenever Spinneret and Spiderling deals 4 or more damage, exile the top card of your library. Until the end of your next turn, you may play that card.

Guide

Gameplan

Spinneret and Spiderling is a 1-mana mono-red beater that snowballs out of control: connect for 4+ and you get impulse card advantage every combat, while attacking alongside other Spiders piles on +1/+1 counters. Deploy cheap threats early, suit up the commander with Voltron pieces or counter support, and grind opponents down with relentless aggression fueled by free cards.

Strengths

  • Extremely cheap to recast, so the engine comes back quickly after removal
  • Built-in card advantage in a color that historically struggles to refill
  • Counter accumulation makes it hit the 4-damage threshold fast and stay there
  • Mono-red mana base is consistent and the curve can be brutally low

Weaknesses

  • Mono-red has poor interaction—few good answers to enchantments, fliers, or combo
  • Heavily commander-dependent; chump blockers and pillowfort stall the damage trigger
  • Spider tribal is thin in red, so true 'attack with two Spiders' payoffs are scarce
  • Vulnerable to board wipes and going wide is risky into one Wrath

Key Cards

  • Embercleave — Double strike plus +2/+2 trivially pushes past 4 damage and converts the trigger into card advantage every swing.
  • Fireshrieker — Cheap double strike both clears the 4-damage bar and doubles your impulse draws.
  • Shadowspear — Trample plus a pump ensures connection and a damage count above 4 even through chump blockers.
  • Hammer of Nazahn — Indestructible protects your commander from combat and many removal spells while adding power.
  • Ancient Stirrings — Wait—use Rummaging instead; cheap card filtering keeps the aggressive curve flowing.
  • Reckless Fireweaver — Adds reach-style burn that punishes opponents even when your attacker is blocked, supporting the go-wide plan.

Upgrade Path

Add premium equipment (Embercleave, Shadowspear, Hammer of Nazahn) and protection like Lightning Greaves and Swiftfoot Boots to keep the commander connecting. Improve the mana with fast rocks (Sol Ring, Fellwar Stone) and Sneak/haste enablers, then lean into double strike and trample to guarantee the 4-damage trigger. Round out with efficient red removal (Chaos Warp, Abrade) and rituals to deploy threats ahead of curve.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Voltron commander damage via Embercleave/double strike pushing 21 quickly
  • ▸Going wide with tokens and overrunning with anthems or Craterhoof-style pumps
  • ▸Grinding card advantage from impulse draws into a steady stream of burn and threats

Archetypes

  • Voltron — Cheap commander wants equipment and auras to reliably deal 4+ and trigger impulse draw.
  • Aggro — Low curve and counter snowball reward fast, repeated attacks to close games quickly.
  • Tokens/Tribal — Generating multiple bodies (ideally Spiders) triggers the counter ability and widens damage output.
  • Impulse Spellslinger — The exile-and-play trigger turns combat into a card engine that fuels burn and refills the hand.

Combos

No combos found for this commander on Commander Spellbook.

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