Target creature gets +1/+0 until end of turn and is unblockable this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Iconic Masters (IMA)||Uncommon|
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Distortion Strike Discussion
1 month ago
i've used mono b rogues at fnm and placed top 3 a couple of times with the list.
lessons learned, thoughtseize is just that good, being able to take away that key piece of removal was often the linchpin to winning games (it also works really well with new nighthawk)
i also used a third lord effect with Bad Moon, this often meant i was swinging with unblockable 4/3, which really helps when trying to close.
lastly rogues as a archetype is pretty proactive, reactive cards like remand work in fairies or ninjas but with rogues it tends to hurt more than help, id recommend Morsel Theft in that slot, (or if you really what a counter spell then Drown in the Loch )
lastly the artifacts, cloak and dagger is ok, but it dose mean your taking a turn off to play it and turn 2 is when you what a lord or bitterblossom copter is a little better, but the fact it does not trigger prowl and it doesn't get any buffs and almost everything in the deck is already a issue to block, it feel unnecessary.
cards i would consider are Distortion Strike (pumps and allows stinkdrinker to attack, and it dose this twice)
Rankle, Master of Pranks haste is great at the fact it can trade you fairy token for a combo piace while also acting as disruption and card draw is great .
Soaring Thought-Thief a solid lord and fairly easy to turn on in modern (i mean fetchlands flying everywhere), it also works well with i cmc hand disruption and fuels nighthawk
1 month ago
So I just did a quick little search and it seems like the only other option really worth mentioning is Distortion Strike.
1 month ago
Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.
To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.
1 month ago
Yes, you die to crab commander damage. :(
Like the crab, and the deck. :^)
1 month ago
Check my Copy and Prowess deck, maybe you get some ideas, I rather use Assault Strobe than Temur Battle Rage , Use 4 Lightning Bolt and get rid of the Shock, then Opt for Preordain since it's not Modern legal, and Slip Through Space it's better than Distortion Strike.
And about Sprite Dragon, hes fast af, and uses counters not prowess, so basically you can bust him up 2 turns until you have enough mana to make him 10 with double strike unblockable.
1 month ago
2 months ago
3 months ago
I love taking a pile of cards and seeing what you can turn it into! I don't know which cards you have or what budget you have for acquiring new ones, but I'll list some cheap suggestions I have for a variety of archetypes you could pursue.
1) Simic ramp: Already goes well with Air Elemental, Archetype of Endurance, Oakgnarl Warrior, Overgrown Battlement, Yavimaya Wurm, Simic Keyrune. Some inclusions might be Llanowar Elves, Axebane Guardian, Coiling Oracle, Maraleaf Pixie, Beanstalk Giant, Terra Stomper, Lorthos, the Tidemaker. The goal is to accelerate into big threats.
2) U/G unblockable: Already goes well with Marang River Prowler, Downpour, Giant Growth, Might of the Masses, Aqueous Form, Coastal Piracy, Turntimber Grove. Some inclusions might be Curious Obsession, Daring Saboteur, Mist-Syndicate Naga, Ohran Viper, Trygon Predator, Distortion Strike. The goal is to get value from hitting with unblocked creatures.
3) U/G tempo/control: Already goes well with Breaching Hippocamp, Cloaked Siren, Mist Raven, Fog, Negate, Unsummon, Voyage's End, Claustrophobia. Some inclusions might be Vapor Snag, Dissolve, Mana Leak, AEtherling, Delver of Secrets Flip, Devastation Tide. The goal is to deny the opponent their things while playing tricky threats of your own.
I also see cards in here that could work with mono green Assault Formation, simic +1/+1 synergy, or flying tribal, so you have a lot of options. As a sidenote, I'd also recommend upping your land count to about 24 while you have so many 5+ cost cards in the deck. Anyway, good luck!