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|From the Vault: Annihilation (V14)||Mythic Rare|
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Destroy all artifacts and enchantments. You gain 2 life for each permanent destroyed this way.
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Fracturing Gust Discussion
5 days ago
Counterspells and creature removal in general are your greatest threat, Muldrotha, the Gravetide needs to be on the field for your deck to thrive. I recommend running a Disallow since it can counter any activated ability.
The Mending of Dominaria shuffles your graveyard into your library when it fully resolves. This hurts your reanimation strategy imo. I would personally remove it.
Since you easily rebuild from board wipes (assumiung that you can protect your commander somehow), you might want to run Oblivion Stone, Bane of Progress, Creeping Corrosion, Fracturing Gust. Do or Die is a good cheap pseudo-boardwipe that is also cheap financially. Decree of Pain is extremely expensive mana-wise but if it goes off it can win you the game single-handedly. Crux of Fate is basically a worse version of Damnation if there are no dragons on the board. If you don't want to use Crux, you can use Extinguish All Hope.
You might want to use some more green mana ramp spells. Respect for using Tempt with Discovery. Here are some of the spells you might want to look into. (Don't add all of these, this is just for your reference if you want to add some) Explosive Vegetation, Kodama's Reach, Harrow, Yavimaya Elder, Farseek, Hunting Wilds, Skyshroud Claim, Mana Reflection,
6 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
Dorotheus, thanks a lot for your comments.
I will love to include Gigantosaurus, but I am not sure how it fits here. I will give it a try anyway.
The reason I like Khalni Hydra is that most of the times I can cast it for very little mana (sometimes for free) and after that generate a ton of mana with Nykthos, Shrine to Nyx. Usually after that I cast Primal Command and the rest is history.
As for Great Sable Stag, I like the fact that is unblockable when used correctly and comes in play early. I agree that Carnage Tyrant is better in most of the cases, but sometimes I like to play cards that are not what it is expected.
Finally, as for Garruk Wildspeaker, I am not a big fan of planeswakers, but I will definitely add one more.
Will update the deck list shortly after some trial.
Thanks a lot!
1 week ago
Gigantosaurus with Primalcrux is probably where the deck is going to end up, Khalni Hydra is outclassed by them. Heroic Intervention is a good SB card but Blossoming Defense or Vines of Vastwood gives the better protection against MB things like Bolt, Push, and Path.
Fracturing Gust also just better than Back to Nature, Creeping Corrosion and similar things, but I get if your meta is heavy in Bogles that Back to Nature would be good.
Great Sable Stag is just all kinds of not good enough anymore, Carnage Tyrant and Gaea's Revenge fit the bill much better.
And yea it's really weird to see less than 4 Garruk Wildspeaker.
2 weeks ago
Most Competitive Modern Decks are able to seal the game on turn 4. Some are even faster than that.
Nykthos, Shrine to Nyx is capable of powering out big cards fast, but it needs turn 1 and 2 plays to feed off of. That strategy is still pretty dangerous though since most decks seem to run Ghost Quarter and/or Tectonic Edge.
If you do want to start with this deck as a basis for building your modern deck, you have access to some of the best sideboard cards Solemnity, Stony Silence, Aven Mindcensor, and Thalia, Guardian of Thraben, Fracturing Gust, and the above mentioned lands that destroy basic lands can be crippling.
2 weeks ago
As for the land part, I'd add 4x Cavern of Souls, 4x Verdant Catacombs and 1x Swamp. I'd also bring Overgrown Tomb from 2 to 4 copies. Maybe you could cut Blooming Marsh since you won't need that due to the fetches, the shocklands and the caverns. I'd also cut Pendelhaven since your elfs will get bigger thanks to the other elfs in the deck.
As for the sideboard, I'd add Abrupt Decay and Beast Within. I'd cut Fracturing Gust and Scavenging Ooze (if you want more graveyard hate just add more Relic of Progenitus). Not sure why Damping Sphere would be so useful here, since you are basically ramping all elfs as fast as you can and with the sphere you'll need to pay more for every elf casted before that turn
1 month ago
Literally half of your deck is land fixing. While that is cool and all, you need more draw ability or at least more spells to happen more regularly. I think you can afford to drop down to 37 or 36 lands without any concern at all. Planeswalkers work best for me if I think of them as auto shutdowns or just fogs. When I use them like fogs, I want to see more cards. I think this deck will run out of cards and start top decking mana very quickly. My suggestions would be: Remove any planeswalker that does not either replace itself, net you legitimate board presence against any kind of creature deck, or strictly win the game with doubling season or fishboi.
My examples I would not want to play: Nicol Bolas, Planeswalker He is a thing, I'll agree to that. But none of his abilities are consistently game breaking in Commander, if he's all you have. And the pace of this deck is going to be a lot of "DEAL WITH ME" until either they do or can't. For what he costs and when he can be doubled, he needs to strictly win. The other Nicol is a game changer. Freyalise, Llanowar's Fury The mana dork doesn't produce enough variety to be efficient. The removal doesn't work as well as Fracturing Gust. Harmonic Sliver, Reclamation Sage, Spring Cleaning. Vandalblast, etc. It's her timing that makes her hard to play. And her last ability doesn't do enough. You're better off picking one of her abilities and slotting the card version of that. If you could replace Enlightened Tutor with Vampiric Tutor I think you'd be better off. Nature's Lore is bad with all these colors. And that makes two cards that specifically say forest. You're going to have a dead card out of the second one more than not. I think play testing will bring out the consistency in this deck though. It looks like you should be a big problem for the table.
1 month ago
Thinking of squeezing Fracturing Gust into the sideboard, thoughts?