Flensermite

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin Besieged (MBS) Common
Mirrodin Besieged: Phyrexia (MBP) Common

Combos Browse all

Flensermite

Creature — Gremlin

Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Flensermite Discussion

Skulloelegy on Mister Cellophane [Volrath Counter-tron]

2 months ago

FadingReality

I was thinking about Glistening Oil and Phyresis for this deck -- Thought it'd put too much of a target on whatever creature I equipped it to, but you have a point. If I have no way of putting counters on my infect creatures it's a moot point anyway. It's one to think about.

I like Flensermite for the lifelink, honestly. With Volrath it'd be an easy way of fueling Unspeakable Symbol at the same time.

FadingReality on Mister Cellophane [Volrath Counter-tron]

2 months ago

Grafted Exoskeleton and/or Glistening Oil ? You could cut a weak infect creature like Flensermite . In essence you aren't loosing an infect slot, but you are gaining the ability give anything infect and oil is also recurrable. They also enable you to swing for much more infect damage than you otherwise might be able to. Also if you combine oil with endling, vorapede, strangleroot geist, or something else with undying then they will keep returning too the battlefield over and over again.

Tzefick on Pattern Recognition #114 - New ...

3 months ago

Boza

Efficient creatures with Infect is a strange thing to discuss because of Infect's inherent massive difference between damaging creatures and damaging players. And I think this is the reason why Infect is such a hated mechanic by many.

You can keep playing new creatures to block Infect-sources, that's a "renewable" resource. Poison counters is not something you can interact with (in a positive way) so once it's there, you cannot really do anything about it.

Infect also has the fundamental flaw that it plays its very own sub genre of a win condition and doesn't interact well with many other mechanics in the Magic universe. It plays extremely well with pump effects, because it basically has a hard cap of 10 damage dealt to a player and we're home safe.

However most Infect creatures are either blockable or are too heavy to play around as a win condition. I guess that's why you say the only efficient Infect creatures are Glistener Elf and Blighted Agent . One can win by turn two with pump spells before the opponent can reasonably have a chance to put down a blocker or deal with it, and the other the opponent cannot block, so it doesn't have to be thrown down before the match really starts.

You could just as easily have said Blight Mamba , Flensermite , Ichorclaw Myr , Lost Leonin , Necropede , Plague Myr or Plague Stinger . All of those are 2 CMC 1 power creatures with Infect (well Lost Leonin has 2 power). They have all the same basic characteristics as Glistener Elf , except they cost 1 mana more. Is the difference between a 1 mana and 2 mana creature with the same basic characteristics with Infect really that big? Apparently so, as those creatures requires a whole turn more to get in position to whack for lethal and they don't have evasion (with exception of Plague Stinger , who is just in the wrong colors for efficient fast lethal smacks). In this time the opponent have had a fair chance to drop a blocker or kill the creature and that's just not good enough for Infect. Because Infect is all about dropping a low cost creature with Infect and win the turn after. If it cannot do that, it doesn't function all too well.

Such a huge margin is present for Infect and that's a contributing factor to why the mechanic is such a blow out for many players.


I'm a huge fan of Shadowmoor and Eventide's Wither mechanic. It was an interesting way to interact with large creatures, but as Berry notes, the mechanic kinda felt too weak to actually matter.

It was interesting as well to have spells with Wither Puncture Blast as it effectively read; deal 3 damage to a player or planeswalker or give a creature 3 -1/-1 counters.

I do hope they consider bringing Wither back, but you wont see me hold my breath for Infect's return. The mechanic is in my eyes fundamentally flawed.

According to MaRo and his Storm Scale article (https://magic.wizards.com/en/articles/archive/making-magic/storm-scale-mirrodin-and-scars-mirrodin-blocks-2018-06-11) , he is more optimistic about Poison counters return than he is Infect.

FlyingBison on Aisling’s Atraxa Infect Test

1 year ago

So, the first thing to do is make sure there are enough lands in the deck. A four color deck with multiple mana sinks is going to need 38 lands. If the mana curve is lowered by these edits, then a case could be made for 37, but for now it’s best to aim for 38.

This means 7 cards have to be cut. These cards should not come from necessary categories, since some of those actually need more.

  1. Viridian Betrayers is way too easy to kill and block in the late game, and will often not have infect during the early game, which is really the only time it can do good work.

  2. Flensermite is too little impact for the cost. The Lifelink isn’t worth it and there are plenty of other cheap infect creatures.

  3. Followed Footsteps is something I always want to work, but it hardly ever does because it is so easy to deal with. It can be dealt with using anything that can destroy enchantments OR creatures, or even something that flickers or returns a creature to your hand. On top of that, you don’t even get your first token until your next turn. You should check out Helm of the Host if you really like that effect.

  4. Necropede doesn’t have a good enough pay off, and you have other better two drops with infect. This also doesn’t have evasion. Early game you might not play it right away to ramp instead, and then it gets blocked easily by turn 3 and beyond. The extra -1/-1 counter isn’t necessary when every infect creature can give them just the same.

  5. Ichorclaw Myr, pretty much for the same reasons as Necropede.

  6. Spinebiter costs way too much for what it does. It may be able to get through and get someone by surprise, but probably only once. It takes too much set up, and there are only a few ways in the deck to make sure it raises it’s power or can attack right away. This may be something to revisit later if you find ways to use it more effectively, but so many of the other infect creatures are more efficient or way more powerful.

  7. Core Prowler is too expensive for what it does and there are way better ways to proliferate reliably in the deck.

These 7 cuts will bring you to 38 land slots.

Deco_y on The Plague

1 year 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.

I'm not huge on Ichor Rats or Melira, Sylvok Outcast but they're at least good enough to warrant the possibility to be in your sideboard.

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.

Cheers.

DrK4ZE on The Plague

2 years ago

You could improve it a lot just by optimizing the cards you have. For example, all your hand disruption cards can be replaced with a combination of Thoughtseize, Inquisition of Kozilek, or even Collective Brutality. Researching, and finding the best version of each card can go a long way to improving any deck. Unfortunately, better cards tend to be more expensive, but if you can afford it you'll notice the difference.

Also, in an infect deck you typically want fewer creatures, more pump spells. So I'd cut Contagious Nim, and Bontu's Monument in favor of more removal/pump/hand disruption spells.

Finally, as a general deck building rule for beginners: to start a deck out pick 9 cards that you'd like to base the deck around. Run 4 of each, + 24 lands and BAM deck. From there you can shuffle things around a bit (fewer high drops more low drops/more lands or less lands/Varying your removal). This helps trim the fat, creates a consistent deck, and gives you a nice starting point.

Example:

Do your research, test it out, keep what works toss what doesn't. Always glad to see new players. Best of luck!

WillowtheCouncil on

2 years ago

Remove the Flensermite for 3 more Plague Stinger and another Septic Rats.

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Flensermite occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%