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This deck runs more or less off of the fact that Wardens inflict their attack damage when they guard creatures. Spiders are added because it doesn't work on airborne creatures. And obviously working against all creatures is better than working against only ground-based creatures.
The deck is oddly consistent, despite being a quartet. Usually you'll be able to get warden+SoP in the first few turns, at which point you can start killing your opponent's creatures. If they're airborne you can stall them until your spiders can take them down (i.e. until you draw bone+wind pillars) It works because if you don't have those cards, you're going to have other cards, like wardens. The only thing that sucks is if you get stuck with a hand full of spiders and no death quanta.
The only things I've run into that I've had a real issue with is mono aether (immortal creatures) and fast scarab swarms (reverse time). It can grind bronze and silver without issue and has a reasonable winrate in gold. I'm sure that upped it'd be able to grind gold pretty efficiently.
I guess it's sort of stall and sort of breaker....I've never lost due to deckout, and I can slow down rushes pretty effectively.
Fully upped version:
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