|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||None|
|Modern Masters 2017 Edition (MM3)||Rare|
|Modern Masters (MMA)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
|Eighth Edition (8ED)||Rare|
|The Dark (DRK)||Rare|
Combos Browse all
Nonbasic lands are Mountains.
|Have (6)||jecder , Blue_Flame , CampbellStev , firemind12 , lorddarkstar , Skulldrey|
|Want (2)||msween00 , olivo426|
Blood Moon Discussion
1 day ago
Sorry for the text wall...
I've run Infect in these colors since Modern was invented and I can offer some advice based on that experience. I've been quite successful with it, including a PPTQ a few years back, but ymmv.
First, Manamorphose is a trap. I understand the appeal since you aren't running Hierarchs, but you'll find it almost never good enough. Casting it blind to dig for an answer is a bag of bad feels. Of all my advice, however, this is the biggest grain of salt. It's a good card in a vaccuum and you should run it if it feels right. Jut remember, it's not a "free" spell.
Instead, run Simian Spirit Guide . It let's you play Agent and Myr on T1, activate Inkmoth, cast your red spells, and keep up Apostle's Blessing while tapped out. You also get to cut to 19 landspretty safely (Unless I'm wrong. I play Hierarhs,so it's hard to figure. The correct number might be 20-21). If you're going all-in on the combo, I can't recommend SSG enough.
Apostle's Blessing is a main board must if you're running SSG,and also probably if you're not. It pushes through damage, can be cast off Inkmoth, and can get you past giant robots with piles of +1/+1 counters. It's criminally undervalued in the current top lists, in my opinion, but I'm not a pro, so....
Temur Battle Rage isn't necessary. You're only ever using doublstrike to win the game, so instant speed isn't important. Plus, your 3 Strobe and 2 Scale Up are the perfect amount of "I win right now" effects. Cast the Sorcery first and proceed to win.
You run 4 copies of Mutagenic Growth if you're leaning on T2-3 wins. Period. Every saved mana puts the math more in your favor. If you're worried about your life total, this is probably not the right deck anyway.
Rancor is funny, in that it's ONLY ever good to push damage through. I play exactly one, preferring 2-3 copies of Ghor-Clan Rampager along side it. Bloodrush can't usually be countered, and the ability to just cast a 4/4 And beat down in a grindy game is more relevant than you think. It also helps with you Sideboard. More on that later.
So here's what I might do to your main deck:
- -1 Rancor
- -4 Temur Battle Rage
- -2 Manamorphose
-3 lands (probably Island, Mountain, and a Forest)
- +3 Simian Spirit Guide
- +2 Mutagenic Growth
- +3 Apostle's Blessing
- (Or 2 Blessing and keep a Manamorphose )
Now let's talk sideboard:
Force of Vigor is a key upgrade to Infect SBs. Clean up multiple Eidolon of the Great Revel without taking damage. Blow up Chalice of the Void with impunity. Blood Moon / Blood Sun is no longer so bad. This spell was printed for Infect.
You need counterspells to beat counterspells. Your pump spells counter almost everything else. Spell Snare is far too narrow. If you're casting Blue Counters, it should be Spell Pierce , but maybe Guttural Response is your best bet since since keeping up Blue Mana is hard without Hierarchs. It's also casts with SSG and pitches to FoV above, which is convenient.
With your configuration, and assuming some of the MD change suggested above, I would run the following board in an unknown meta:
2 days ago
The deck is mostly red and in any turn you should only need so with all of the fetch lands and artifacts you should be Ok. Also it is important to know when to play your Blood Moon so if you play it correctly you should not be stuck under it.
2 days ago
why are you running Blood Moon with so few basic swaps?
2 days ago
I’ve seen legacy’s “52 lands” several times and the lack of Maze of Ith terrifys me. The closest thing modern has is Mystifying Maze and although you don’t want to hit Primeval Titan with it and the atk triggers has gone off for like Ulamog, ceaseless hunger, it’s ok in some MUs. Here are some relevant creatures it could fight:
(If you don’t die before T5 vs burn)
There are more but it’s meta dependent.
I do agree that filter lands are important when swapping triple color requirements and that colorless producing lands hurt that strategy. Also there is no Wasteland in modern but the low basic count remains so maybe 2 Ghost Quarter or Field of Ruin in the 75 could help.
That Cindervines idea isn’t as bad as it sounds either because prison is a thing (sun and moon / restore balance). They have the ability to run both Leyline of Sanctity and Blood Moon to stop Flame Jab and Raging Ravine . I’m guessing burn and prison are your bad MUs and you can focus on that or let it be and see how you can improve on more favored ones post board.
You can also try Alpine Moon to hit targeted problems while keeping your man-lands active.
3 days ago
what is the point of Hermit Druid without the other combo pieces? is there another way to win with it or should I swap in another card for it. also without it, would it be a good idea to run some basic lands in order to resist Blood Moon players?
5 days ago
So short answer is no, this deck would not be viable.
Modern is currently very fast. w/U/G Infect decks are able to win on turn 2 currently with fair ease, even is 3-4 is more common. The combos are fast and can threaten to lock the game. The removal is efficient. And in comparison all your stuff is too slow, lackluster or doesn't line up well to the cards that actually see play.
All the creatures you are playing are pretty bad. Grateful is only good if you have infected someone already, but also dies to everything in the format. Law-Rune doesn't do anything good. Viral and Norn are too expensive for 1 power dudes. And because you are slow infect, suddenly their life points don't matter, meaning decks like Death's Shadow are suddenly free to go out all out and not have to worry about being punished.
If you are wanting an unusual control deck, you are better off looking at something like U/W Snow, U/W Prison or U/W Thopter Foundry.
As for fetchlands, they are pretty vital in modern. They allow you to have perfect mana, which is important as it lets you cast spells on curve with the right mana. They let you play around cards like Blood Moon and similar. They provide some virtual advantage in the form of deck thinning (but this is so minor it is really a bonus not a reason to run fetches). They fill your graveyard for delve spells, such as Logic Knot . They allow deck shuffling if you have any form of top of deck manipulation.
5 days ago
With Nature's Lore specifically it has a couple of reasons I see it seeing less play. One of the bigger ones that isn't about how many more printings of the other two cards in comparison to it is the fact that a deck can only run so many forests. In mono green this isn't an issue as much but the more colors you add the less forests you can squeeze in even with duals. You probably at least want a couple basics of each of your colors for other ramp cards/ non basic punishing cards ( Blood Moon ect.)
And sometimes you run out of forests to fetch of the color you need. For an example if I need blue mana and already have my blue/green dual on the battlefield my ramp card can't get me the color that I need which feels akward for a ramp spell. Nature's Lore is a strong ramp card yes and probably should see a little more play but I guess I can see a bit of reasoning why it doesn't.
As for Farseek I wonder how much the fact it is absolutely useless in monogreen holds it back? Monogreen has a ton of stupid decks that you can make and and farseek is a dead card in monogreen. And it is kind of just ok in two color decks where you have 2-3 duals max typically. It gets a lot better the more colors you add.
6 days ago
Oh! I almost forgot! I also saw that you have a bunch of basic lands. You could maybe include some of the slow fetch lands (that is Terramorphic Expanse , Evolving Wilds and Myriad Landscape ) and put in a Blood Moon ! That card wins games!
I also realized you don't have too much card draw spells. If you include Blood Moon I would recommend adding some more of those to find basics more reliably.
Blood Moon occurrence in decks from the last year
All decks: 0.2%
All decks: 0.21%
Commander / EDH:
All decks: 0.03%