|Commander / EDH||Legal|
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|New Phyrexia (NPH)||Common|
|Promo Set (000)||Common|
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Creature — Elf Warrior
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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Glistener Elf Discussion
3 weeks ago
I also think you should have a spell other than Duress, since there are decks out there that don't play any spells (if it's a meta call tho that's fine). Again, Inquisition of Kozilek is the ideal, but Funeral Charm and Blackmail are good too. Charm can also kill Young Pyromancer or Glistener Elf. Idk how much Master of the Feast adds to the deck, but tell me how it goes.
4 weeks ago
This deck is simply disgusting....
AND I LOVE IT!
I've had my fair share of havoc and disruption with a mono-green instant-win infect deck featuring a lot of low cost creature buff instants and a green elf by the name of Glistener Elf, and might I say, I love this deck you've made. Budget (Just like any other decks I've made, whether its on paper on on TappedOut) and efficient! I would have been worried that the high-costing cards would be of an issue, but clearly this deck is just too damn much for your opponents for that to be an issue.
Well done! I give you my +1 and congratz!
1 month ago
I think you are approaching this the wrong way. Here are some things I noticed:
you want to have a format with no tier 1 decks (impossible to happen, there will always be a deck or several that are better than the rest, but that is the nature of the system and it is a good thing)
you conflate rarity with power level (lets think of standard for example and m19. Which is more impactful in standard - Divination or Omniscience? Scapeshift or Llanowar Elves? In both cases, it is the commons. If this were modern or legacy, both commons would be less relevant than the mythics.)
You conflate legendary and CMC with power level (really, 6 or 7 CMC gets penalized? Have you played modern ever - outside of tron, these CMCs are not played.)
"I don't want a biased system." (which inherently false - you are deciding how scores are made, so it naturally contains your bias, and you cannot create a system that removes your input).
The Glistener Elf example from above as an example of score increases (This really tells me you do not know what you want to do. If Infect cannot afford to play 4 Glistener Elf, it cannot compete at all. If it has to adjust other cards to make Glistener Elf fit, it will not perform as well as before. You are not banning cards per se, but you are making the deck not worth it to play over better options that have emerged to take its tier 1 place.)
"While in allot of modern decks it's just about jamming the most efficient cards possible into the deck" (A deck doing well in a tournament is NOT a collection of powerful cards. It is powerful cards + powerful piloting + powerful sideboarding + metagaming + powerful shell for the powerful cards. That tells me you do not know enough about deckbuilding or modern in general. Example: Humans as decklist existed 95% prior to Ixalan, but then it got 2 cards - Unclaimed Territory and Kitesail Freebooter that pushed it over the edge. 2 uncommons was all it took to make a deck from tier 3 to tier 1 almost overnight. Are these cards powerful? Heck no. Unless they are combined with the rest of the Humans and are in the hands of Collin Mullens.)
1 month ago
It's not for banning winning lists, it's for making them slightly less powerful. Like if Chainwhirler plays that well, then it would obviously need a slight score increase, making a full 4 copies harder to play, so players would have to cut, say, one or two copies and replace them with something a little cheaper to use in the deck.
Also, the algorithm is available for anyone to view. If someone believes it's not quite up to par, they can tell me and I'll do something about it.
The score adding would be for extremely powerful cards, mainly as a backup plan so as to keep the format cheap to play and as an alternative to actually banning the card. Admittedly, the criteria for a score bonus will be slightly lower than actual banning or restricting, but that is to make up for the fact that the card is still technically playable, just harder to do so effectively.
Here's an example for what the goal is:
Say an Infect deck makes 5 decks in the top 8. They are all obviously running Glistener Elf, as well as some other artifact creatures with infect.
Now say that they typically win by turn 3 or 4 if they get Glistener Elf out on turn 1. If they get the artifact infecto rs, which cost 2, they win by turn 5 or 6, or even 7. It is now obvious that Glistener Elf needs a slight score increase.
Now say that the Infect decklists fill up almost the entirety of the limit, minus a couple points. If you then make Glistener Elf .75 points extra apiece, then they are forced to cut a single copy, or at least something else, in order for the deck to still be legal. This won't kill it, but it will make it a smidge less powerful because they lost a card or two for slightly less powerful replacements.
In this way, the deck isn't banned right off the bat, just cut down just enough that we can let it into the next tournament with the hope that those few points might help the deck lose once or twice more, allowing other decks to shine, and possibly get a score bonus on one of their cards.
I hope that clears it up, but I can see why you are concerned. I will attribute this to lack of information, because I was very vague.
1 month ago
I know you are trying to go for the red wins, but Glistener Elf might actually be better than Akroan Crusader. Instead of having to get to 20 damage, you only need 5 and the Elf can be used as a removal piece too. -5/-5 counters is a lot. I have been testing and working on this styled deck too. I find Might of Old Krosa is unreliable due to the +4/+4 needs to be done as a sorcery. Groundswell Works much better as you will usually have played that land. Kari Zev's Expertise is very high on your curve and with the very little land you have, it will be even harder to get to 3 mana.
Turn 1 win seems like a stretch because you need 6 of 7 cards to be right. Odd of that happening are slim. I think the land base needs to go back to 16, and Simian Spirit Guide makes it 22 ways of mana. Personally would just get away from the turn 1 win and go towards a guaranteed turn 3 win.
1 month ago
@Hasted I have grimgrin at the top of the curve simply for the fact that he is removal on a stick, you sacrifice a 1/1 to give it a +1/+1 and it replaces the 1/1 it sacrificed and is a defensive creature if you need a clutch block.
A 1 drop warrior im going to test in mine is Glistener Elf
1 month ago
I realize this hasn't been touched in awhile. I made a version of this deck to what I would use. Personally. I'd switch out Kiln Fiend for Glistener Elf as infect only needs 10 damage to the face. If the whole point is to swing for lethal in one go. I personally think this just speeds up the curve by a single turn if you were forced the Kiln Fiend route over the Monastery Swiftspear route.
2 months ago
Were I building the deck I would probably do the following:
Vorel of the Hull Clade -> Coiling Oracle: Vorel is a 3 drop with no ETB and a slow activated ability with a that ties up 2 mana. He has exactly 3 targets on your side he could hit, and for -1/-1s on opponents creatures he's a pretty poor assassin. Oracle hits the board and immediately replaces itself, either by putting you ahead a turn or putting a card in your hand, which gives it added value as a reanimation tool.
Odric, Lunarch Marshal -> Angel of Finality: Odric is highly board dependent. For him to be effective you need your commander and multiple creatures out, and you're not particularly creature heavy. Yeah he spreads the goodness of Atraxa around, but he doesn't spread infect which is what you really need. Angel of Finality comes with evasion and attacks your opponents resources whether or not your commander or anything else is on the board. If it turns out you need more evasion to connect with infect you're probably better served with Archetype of Imagination or Wonder.
Fuel for the Cause -> Corrupted Conscience: See above for my opinion regarding counterspells in EDH, least of all counterspells that cost 4 when you aren't playing a control or combo deck. Effects that steal creatures are incredibly valuable in EDH as they remove an opponent's threat and give you one with a single card, giving them infect is icing on the cake.
Evolution Charm -> Cyclonic Rift: I wager in most cases Charm brings a creature back to your hand or gives a creature of yours flying, both of which are pretty unimpressive effects. Rift can reset everyone else's board, gets around indestructible and hexproof, and in a pinch can bounce a blocker for 2 to get your creatures through.
Any Signet -> Chromatic Lantern: There are a grand total of 8 symbols in your deck including the commander, and the only double is a 7 drop. In terms of mana fixing you're way better off with the Lantern.
Steady Progress -> Tezzeret's Gambit: The instant speed of Progress doesn't give you any huge advantage since you're not playing control and doing the same amount of proliferating between your turns either way. Drawing a single card only replaces itself, it doesn't really give you more than what you put in in terms of card efficiency. If it said "Kicker Pay 2 life: Draw another card" you'd pay it every single time in EDH, which is what Gambit gives you. You don't even need a blue source to play Gambit.
Glistener Elf/Swiftfoot Boots -> Wrath of God/Damnation: Wraths are invaluable card advantage in EDH. Glistener is practically useless outside of your opening hand, and I find the haste shoes are often disappointments.
But I'm not building the deck, so you do your thing! It's all judgement calls and only you know your meta, so it's really all up to you. Good luck!