Spiders, man. Dem spiders. Since everybody and their mother runs Arachnus Spinner and Arachnus Web, I thought I'd do something a little different. Don't get me wrong, the Arachnus combo is a very good one and in my opinion the cards should at least be in the sideboard of any spider deck, but come on! You ain't standing out from the crowd like that. There is another spider deck on the site that gave me the inspiration for this, and is very similar in some ways. Rather than relying on control as much, this spider deck is much more aggressive. For starters, note the Swarmyard. If you get one first turn, play it right away. That's the first part of a three card combo that can really help clear the field up for you in the first few turns. Second, get a Deadly Recluse (this is the most optimal card for the three parter unless you get something bigger later) or some other spider out as soon as possible. Turn three is a good time to set up that Ring of Kalonia and equip it to something if you have it, otherwise build your forces up if you need to or play Descendants' Path This will come in handy in getting those spiders out faster and will really speed up your game. Next, depending on the situation and what you did last turn, (and you'll have to play this in just the right order when your mana is free), launch an all out attack or bait your opponent into attacking you. As long as an attack is made (preferably your attack so you can fully reap the benefits of this, but if you need to attack to rack up damage or remove an annoying enemy creature you can and should do this sooner) now is the time to play one of two cards. If attacking, you must wait until the opponent declares a block, especially with option one. The first choice is Terrifying Presence, which combined with deathtouch on either of the recluse sisters guarantees a kill while preventing the enemy from doing the spider or you any damage, or Revenge of the Hunted (easier if you drew it this turn to cast it for its miracle cost) to buff your creature and force and opponent to block it with everything. You can also use terrifying presence at the same time, which can kill all of your opponent's monsters if your spider has deathtouch (anyone, feel free to correct me if I'm mistaken about the block mechanic rules for that). The added bonus of trample means you might just get some nice damage on the opponent as well. If it doesn't quite have enough power, and/or they manage to kill the spider you used, tap dat swarmyard and bring it right back. Re-equip that Ring of Kalonia to it or a stronger one by this point. Keep assembling your spiders and buffing them with Oran-Rief, the Vastwood. Use Descendant's Path and Mwonvuli Beast Tracker to help bring them out quicker. Attack as often as possible, any damage or creature kills help. Once you get a Silklash Spider and/or Archweaver onto the field, you should be able to finish the opponent off within two turns. The point of this deck is to play to the spider's strong toughness as well as help them overcome their relatively low power with their abilities, buffs, and to get them out quickly enough to overwhelm the enemy. Sentinel Spider is wonderful for attacking since she can still block the next turn thanks to vigilance. If you feel you need more control, swap in the Arachnus Spinners and Webs. Gloomwidow is also an option over Frostweb Spider. The synergy in these cards is there, but the true power of the spider is not so obvious at first glance. Look closer though, and you will understand why they have survived for 300 million years and pound-for-pound, are one of if not the most supreme predators that have ever walked the Earth.