|Commander / EDH||Legal|
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|Magic Origins (ORI)||Common|
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Enchantment — Aura
Enchanted creature gets +2/+1, has haste and attacks each turn if able.
When enchanted creature dies, you may search your library for a card named Infectious Bloodlust, reveal it, put it into your hand, then shuffle your library.
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Infectious Bloodlust Discussion
8 months ago
I'm a simple man, I see a deck for our Eternal Party Overlord Rakdos, Lord of Riots, I upvote. How does some Infectious Bloodlust sound? And how dare you not include the Riot Lord's chosen champion Exava, Rakdos Blood Witch!
9 months ago
Blood Frenzy is a weaker form of your red glyph that could give you some back up for damage.
Guise of Fire might be better than Into the Fray, because it can kill 1 toughness chumps that would otherwise not attack and also things to attack.(Bloodshed Fever is another enchantment that does the same thing.
Cinder Wall is a 3/3 for one that you can fling because you're gonna sac it anyway.
Infectious Bloodlust lets you get more of itself, but it's pricey
10 months ago
One problem that i currently have with the deck that its really glass cannon but i don't see a lot of budget options that can undo that
currently i'm looking for cheap (both mana and price) 4 power creatures with hexproof, this will allow them to swing for 20 damage with Temur Battle Rage and Become Immense and for 10 poisen with Infectious Bloodlust and Become Immense or Temur Battle Rage
11 months ago
Cards that you should take out: Infectious Bloodlust (unless you add 2 more) Flamespeaker's Will, Ancient Grudge is waayy better, Great Furnace They are not modern! lol, Whims of the Fates its just not good, Gruul Guildgate, Nyxborn Rollicker a 1/1 for is not good in modern. Cards to Add: Burning-Tree Shaman its good as a 3/4 for 3 and can only get better, Temple of Abandon, Cinder Glade while these are not needed they will be nice. Sorry that this is kinda short, this is my second time writing this and I got a bit impatient.....
1 year ago
You might want to remove a few lands and Infectious Bloodlust and add Sol Ring, Commander's Sphere, Blasphemous Act, and the new commanders Bruse Tarl, Boorish Herder and Akiri, Line-Slinger in. You also want to get rid of bad allies like Cliffside Lookout for some better spells. You have to add Ally Encampment in any ally deck since untap land with an ally bounce ability for less than 50 cents is value. I strongly recommend you put in a super win condition too like Rally the Ancestors or/and Gideon, Ally of Zendikar so you can actually win the game even if you're board wiped.
1 year ago
You're going to want a small amount of removal. The usual Bogles deck is GW and so has 3-4 Path to Exile. In your case I'd run 3-4 Lightning Bolt to remove problem creatures (infect, mainly) but also to give you reach when your opponent is low.
I'm not wild about some of your auras, either, because they don't grow your Bogles large enough to both provide a real clock and to prevent them from trading if blocked. Looking for cheap auras that buff in RG, I see:Senseless Rage, Maniacal Rage, Infectious Bloodlust, Goblin War Paint. You can also consider Taste for Mayhem and Dust Corona for power buffs that don't boost toughness, if needed.
1 year ago
I've played with this deck in paper and it's ok. It's less/more consistent (depending on how much protection you kept in your opening hand) version of the blitz deck. It does operate on a different axis, essentially punishing your opponents for trying to remove your creatures and then strikes with a lethal threat.
If money is no object the following is what I would consider:
Figure out if your deck is spells or enchantment based, this is the most important part, a spells base is more tempo orientated because of more, cheaper protection spells. An enchantment base relies on resistant evasive beaters.
There are cards that are in common with both of these strategies and they are of course the creatures. Both of these decks have 4 Lagonna-Band Trailblazer and 4 Satyr Hoplite and some number of Akroan Skyguard.
Creatures that dependent on weather you play spells or enchantments are Akroan Crusader and Kiln Fiend. Both being better in the spells deck because they both dont get bigger when you target them with an enchantment. Akroan Crusader as 1-2 of in the enchantment list is fine with 1-2 in the sideboard to bring in against edict effects.
One spell is universal for both decks in my mind and it is Temur Battle Rage because it constantly outperforms and kills out of nowhere.
For the enchantment base we start with 4-of of the totem armor enchantments Eland Umbra and Hyena Umbra for resiliency. Then follow up with 4 Madcap Skills and 3 Hammerhand for evasion. To make your creatures huge 4 Ethereal Armor.
The sideboard for the enchantment list is superior than the spells list but does have a weaker main. For the side Hopeful Eidolon for lifelink, Flamespeaker's Will agianst affinity, Mortal Obstinacy against bogles. Shield of Duty and Reason for Delver Threshold.
As for the Spells list, it's more explosive and tempo orientated. Start with 4 Gods Willing, 2 Center Soul, 2 Apostle's Blessing for protection. 4 Assault Strobe, 4 Mutagenic Growth and 4 Brute Force for explosiveness.
4 Lightning Bolt for removal and your basically done.
You can mix and match the shells but some cards like Ethereal Armor and Kiln Fiend obviously go in one and not the other. Lands is simple, only play mountains and plains because you want untapped mana and utility lands don't offer enough benefit. You should have 21 lands in an enchantment heavy build, in the spells shell 19 - 21 depending on how many 1 mana spells you have.
1 year ago
DanLane You're right. If I have no creatures I have no catch up. Magmatic Insight Grapple with the Past and Duskwatch Recruiter Flip are all in there to prevent that nightmare. I need to run some Enchantments to push Delirium, even if Grapple or destruction is the only way to get them to the graveyard. Infectious Bloodlust and Prophetic Ravings are other things I've tried. The value in here comes from Hanweir Garrison and Inexorable Blob surviving attacking, Blood Mist is my attempt at preventing trades with early creatures, bonus giving Gnarlwood Dryad first strike. The bigger issue I've had is it competes with Arlinn and Ulrich(-1 from Duskwatch) in the 4 drop spot. Post board wipe turn 5 I can cast Blob give it double strike from blood mist, haste from Hanweir Battlements and swing for 9. Haste from Arlinn and Battlements are critical to getting pressure before it gets late game. I appreciate you checking out my deck and giving me a chance to explain my decktech.