|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Uncommon|
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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
4 days ago
I'm not sure how much the basic Island helps you. I'd rather play Botanical Sanctum, because green is the most important color. With dual lands and not very much blue stuff, Islands just hurt the deck's consistency. Same with the Swamp, because Blooming Marsh is just better, but you do have more black spells. Ichorclaw Myr isn't very good, and with the Inkies, Elves, and Agents, along with Hierarch you have plenty of creatures. I'd play Plague Stinger instead of them because evasion is important and probably even over Crusader because it comes down faster and is less black mana intensive. You are correct to play only 2-3 Become Immense, the full playset will actually slow down the deck, which isn't very good. I'd also complete the set of Might of Old Krosa before playing Groundswell. Mutagenic Growth might even be better. The sideboard seems good, but I don't know whats in your meta. Spell Pierce seems better than Dispel though. I also quite like Shapers' Sanctuary because it pretty much makes control and burn decks cry. Anyway, the deck seems pretty good, so you may want to disregard all of this. If you want, you can check out my list, but I opted to not play black. Deadly Neurotoxin Anyway, good luck with Infect. Its my favorite deck in the format : )
1 week ago
jonmaior - It fuels delve for Become Immense and is instant speed card draw. Also because this deck loses Glistener Elf more turn one plays are necessary and Thought Scour is a good one. It allows Become Immense to happen way quicker than infect is used to.
Deco_y on The Plague
1 week ago
It has been a long ass time since I've played MTG and tried to be competitive, but back when I WAS one of the top 10 members of Tappedout, I played a lot of infect. A lot. So I can hopefully give some useful feedback.
Sideboard: Cut Flensermite, Phyrexian Swarmlord, and Whispering Specter. Swarmlord is tempting to include but in reality, it's a win-more card and ranges from moderately to very effective only when you're going to win anyways.
Mainboard: Any competitive infect deck needs 4 Phyrexian Crusader. It's such a good card. You may also want to consider another Inkmoth Nexus budget permitting. Also you want 4x Vines of Vastwood for protecting your stuff.
I don't think you need more than 4 hand search vehicles (Inquisition of Kozilek and Thoughtseize). Granted it almost never hurts to have more, but drawing one late game when you want a pump spell is an awful feeling that I've experienced personally. Of course, you'd want 4x Thoughtseize, but again budget permitting.
I'm also personally of the opinion that an infect deck does not need kill spells in it. Pump spells (like your sideboarded Become Immense) pretty much act like a kill spell if your creature gets blocked. If they don't block, your creature skates through and deals massive poison counters. A key to remember is that a pump spell draw late game wins you the game with an infect deck(especially with Rancor), and a kill spell does nothing to advance their poison counters. Inquisition or Thoughtsieze should allow you to get rid of any creature you don't like/can't deal with anyways, so that's why I think kill spells are moot.
Pen-ultimately, Livewire Lash was a card I used back in standard. It may be too slow now for Modern, but it's a way to deal poison counters without having to attack your opponent. Just pump and deal damage.
Lastly, if you are keeping your mana curve topping out at 3, you may want to also consider dropping to 21 land. It can be risky, but I would play test it anyways.
Hopefully this helps you somehow or can give you a bit of inspiration. I noticed you have a mill deck and I'll check that one too as I really want to make my current mill deck better.
2 weeks ago
2 weeks ago
The biggest tuning questing with these decks, to me anyway, is finding the correct balance of cantrips, removal, and countermagic. Again, Snapcaster Mage is a perfect card for these decks because it makes those decisions less punishing if they are slightly incorrect.
I'm curious about Anger of the Gods in the board. What are the matchups that you find it useful? Does it come in when you want to take the control posture against aggro/beatdown? How do you play around it with Delver and Snapcaster?
3 weeks ago
As for the main part of the plan - and I'm going to say some really boring things now - it consists of 3 cards: creature + Righteousness + Fling. Generously speaking, this yields 9 damage, costs 4 mana (but you can play the creature a turn before the rest of the combo), and eats up 3 cards, as well as requires your opponent to attack with something that can be blocked. It is also heavily relying on having all 3 components. By comparison 3 Lightning Bolt/Lava Spike/Bump in the Night cost 3 mana, is partially at instant speed, does not require you to block, and is immune to removal - and deals 9 damage. And this combo of yours will easily leave you out of cards after it has been played. New combos are awesome, but it has to be better than just throwing 3-to-the-face (which also doesn't kill anyone - it's a hard hit, but 9 damage is not lethal).
You could improve it by using better creatures (Kiln Fiend could do, perhaps, especially if you get to attack with it before flinging it), or by looking for redundant cards for the most crucial combo pieces (black has its own fling - Rite of Consumption).
3 weeks ago
4 weeks ago
How good are mainboard Inquisitions? In what kind of MU do you really need these?