Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target creature gets +6/+6 until end of turn.
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Become Immense Discussion
17 hours ago
Sorry, unfortunately I don't have any fetches or Nissa, Voice of Zendikar or Become Immense, but I do have other green themed pump cards like Blossoming Defense, Giant Growth, Groundswell, Might of Old Krosa, Might of the Masses, Mortal's Resolve, Predator's Strike, Prey's Vengeance, Ranger's Guile, Strength in Numbers, Swell of Growth, and Titanic Growth.
19 hours ago
1 day ago
2 days ago
I agree with most of evilclown5609's suggestions. However in my experience Gavony Township is a little slow compared to what I feel like this deck is wanting to do; which is beat face and beat face fast.
I'd run instant pump spells like: Phytoburst for pure pump, Vines of Vastwood for protection and pump, Predator's Strike for trample, Larger Than Life for trample and pump, Berserk to stack on top of other pumps, Might of Old Krosa for cheap pump, Mutagenic Growth for cheap pump.
I of course wouldn't run all of those, but rather some variation of one or two of them at least on the sideboard if nothing else. Definitely sideboard a couple copies of Become Immense if I thought I might be going against a mill deck because of that extra 6 damage I could get in on one swing. The main thing I'd go for is trample and try to get my opponent to waste a spell dealing with my pump spell or risk being hit for extra damage, especially if I had Voice of Resurgence out on the field. Also sideboard Dryad Militant. It's good answer for instant and sorcery recursion decks.
2 days ago
Hey there. I know you said not to comment on the mana base but honestly it looks pretty alright. The only three changes I would make are to switch the Island for a second Forest. Green is more important and prominent in the deck so having a land that can only be blue kinda sucks. The second and third changes are to take out the Flooded Strand and some other land, probably a Botanical Sanctum. Infect plays all low cmc cards so 19 lands is optimal. I would cut Flooded Strand because you only want to play fetches that can get green. Anyway sorry for the mana base rant I know you said not to. In the rest of the mainboard everything seems good. If you take out 2 lands, I would add 2 Become Immense or a Become Immense and a Spell Pierce. Other than that everything is good. In the sideboard I would replace the Fracturing Gust and Damping Sphere. Fracturing Gust is far to expensive. It can only be played on like turn 4-5 with a Noble Hierarch and that requires tapping out. Its just too much mana. Damping Sphere does more harm than good. You're usually gonna win against Tron so the first ability is useless and Grafdigger's Cage is better against Storm because it doesn't harm you. I would replace these two with a Spell Pierce and a Nissa, Voice of Zendikar. Nissa is great against edict effects like Liliana of the Veil and aggro decks like Humans where you can just get a free blocker every turn. Anyway, other than those the deck seems solid. I currently play a Sultai Infect deck, which I will link below. Best of luck to you and your Phyrexian endeavors!
SCORE: 42 | 15 COMMENTS | 3181 VIEWS | IN 11 FOLDERS
1 week ago
Blossoming Defense helps add some more damage and save creatures using hexproof, which might help.
For even better damage, and for making use of your graveyard (which I believe is currently an unused zone in this deck), you could also try Become Immense. I also like Become Immense in this deck when you have Rashmi on the field: draining your yard, casting BI for a measly 1 G, hitting something like Enlarge off the top for free is essentially game over. Granted, that's pretty "pie in the sky," but you could still get a lot of interesting plays off of Rashmi/Become.
1 month ago
OK, lets ponder those responses a bit:
"The advantages that Mono-green has over the splashes is the fact that I CAN in fact play with the special lands and I don't have to break the bank juggling fetch lands and shock lands and dual lands, etc." - sure, you usually get budget savings by having a non-fetch manabase. However, I am still pretty sure that having 1/3 of your lands produce colorless is a mistake. Additionally, fetches in a low-land count deck have an impact on the chance to draw lands. I do not think you have games where you want a fourth land, so having fetches reduces that chance ever so slightly. Fetches also power up Become Immense, which you are curiously not playing.
"With Noble Hierarch I effectively have 18 green mana sources and I generally do just fine with two or three on the board" - one of green sources can and should be used as a pump spell. The 4 hierarchs are vulnerable to every removal ever printed, so they are not reliable. You have 13.5 green sources and they are not enough. You cannot afford to run that few. Infect is a combo deck - you want to cast 2 spells every turn, starting on turn 2, until the opponent is dead. You cannot do it with so few colored sources.
"reduced dependency on colored mana granted by my weird creatures (which I like a lot, by the way)" - neither of them are very good. Necropede is 1/1 for 2 with infect. It does not have flying like the black one or unblockable as the blue one. Ichorclaw myr is medium at best - its ability achives not much without trample, so it is entirely reliant on Rancor. In mono green, Blight Mamba is probably your best choice, since it can blank any non-path to exile removal. But with your current mana, you cannot support it.
"Exalted has been a real boon for me and Cathedral has often been the difference between 9 and 10 poison counters in games." - pendelhaven does the same and still gives you green. Exalted without trample is probably not very good, so you are making your deck overreliant on Rancor.
"As far as Canopy Cover goes, the most common response I get from opponents when it hits the table is 'what does that card do again? oh s#!t...' as all their targeted removal suddenly goes 'poof' in their hands" - if I was your opponent, I would say "In response..." and 2-for-1 you.
"Ditto the effect that Spider Umbra has had on players who rely on board clearers." - In response.., sac effects, exile effects still work wonders though. At least this one grants some power, but 1 power for 1 mana is not where you want to be.
"I will be the first to admit that this configuration is just a hair slower than some Infect decks - though I still get plenty of turn three wins - but I've found it to be far, far more consistent than any version I've played in the past." - Infect has even t2 kills, but that is outside the realm of the feasible. I have to say - how is it more consistent than UG infect, that has access to serum visions and opt to filter its draws? Or more consistent than GB that can back up its creatures with hand disruption and has more evasive creatures? Sure, with the splash you run higher on getting color screwed, but the benefits outweigh the negatives.
"From my perspective, giving an infect creature both hexproof and evasion IS a buff, often times making up the timing difference by getting around blockers " - ok, so losing a turn to get around potential blockers is not OK. Losing a turn in a deck that cannot afford to be slower than the opponent. Additionally, unless faced with Young Pyromancer, no ground creature can ever be a problem for an infect creature. Usually, an infect creature vs ground creatures is The Abyss. But in mono green, you cannot afford that since you run the risk of running out of steam.
You have no backup plan in infect, which is good. You are a finely sharpened rapier that strikes a single point hard. But is also easily stopped. Taking a turn off to cast Canopy Cover dulls your blade and makes your opponents stronger.
Other decks are also turn 4 decks - bogles, burn; humans and Company decks (to a lesser extent, but the chumpers are endless); BR Hollow one is even t3, UW/Jeskai control can start casting cryptics on turn 4, affinity is t3/t4 deck, colorless tron has balista on turn 2 or a powerful eldrazi on turn 3. Mardu Pyromancer is probably your worst matchup as they can strip your hand and board by turn 3 and/or simply cast Lingering Souls.
All in all, mono green can work as a budget option for infect, but not for a competitive environment. By playing mono-green, you sacrifice your backup plans, your creatures are worse and you lack sideboard options, you are overreliant on Rancor, all things very detrimental in a competitive environment. I am all for innovation, but this is a step back in terms of competitiveness. If you do not plan to play this at tournament - do anything you want at FNM; but I would not play this version in a tournament.
1 month ago
I would suggest running Mutagenic Growth over Become Immense because you don't need mana to cast it, and you will be able to cast more pump spells overall. I have a similar mono-green list to this. Another worthwhile include would be Groundswell.