|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Uncommon|
|Time Spiral (TSP)||Uncommon|
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Might of Old Krosa
Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.
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|Have (19)||jhunter , electrolynx , CAPT.Shock , cryptoplasm , fireborne1986 , ZombieFood , failurechild88 , switchkill65 , LiveForChaos , dplerner , Suns_Champion , mlouden03 , slemulv , Unlife , orzhov_is_relatively_okay819 , Vasbear1 , choss_monkey , Diamonddragon2002 , Didgeridooda|
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Might of Old Krosa Discussion
21 hours ago
Hey there, if your store runs a lot of events, they should have a few bulk or dollar boxes, so I'm going to throw several cards at you real quick for infect!
Might of Old Krosa --> Probably the hardest card to find in a store on this list, but just super powerful.
Groundswell --> Second most difficult to find, and definitely better with fetchlands, but still a very effect card in any infect list.
Blossoming Defense --> This is probably the easiest card to find here. Pump + Utility is amazing in infect. Protect a dude and kill a player? I like it.
Vines of Vastwood --> I swear my store has an infinite number of these...
Mutagenic Growth --> This card is insane! Please try to get more.
Become Immense --> If you find them, I'd only get one. Without fetchlands and a TON of cheap spells, it'll be hard to cast. If cast though, it's a game winner.
Shapers' Sanctuary --> Great sideboard card for infect.
Might of the Masses --> Probably the least effective/variable card on this short list, but for budget reasons might be worth a shot.
Best of luck!
3 weeks ago
OK, consider the following changes. Obviously you'll need to consider the budget you want to keep with this deck. I'm looking at options to bring up the kill speed for this deck.
If you really want to hit hard and hit fast, then you need not worry about you own life total early in the game.
I know what you're going for in this deck and I think you should look at this dekc from a different perspective.
I'm not talking about play styles. I'm working with your aggressive beatdown style.
I'm talking about shifting strategies in mid-game.
In the early game you go all-out and hit as hard and fast as possible. Get the kill by turn 4 or 5.
Once you've taken out the primary threat, you shift strategies. Change your approach and work on recovery and defense, shift to a midrange gameplay.
Ditch that crappy Putrefax. The "sacrifice at the end step" is too much of a hinderance for 5 mana. It it were cheaper, maybe, but nope it is just crap.
I really like Elesh Norn, Grand Cenobite but the mana cost is too high for the early game. Not sure on this one.
I also think you should reconsider keeping the Lost Leonin since he's cheap and hits the field early. He's also a great pump target.
Better infect creatures:
Relic Putrescence - screw your mana rock.
Skithiryx, the Blight Dragon
Pump for the kill:
Invigorate - Because we don't care what their life total is.
Tainted Strike - Surprise!
Snake Cult Initiation - 3 poison counters at once.
Giant Growth, Mutagenic Growth, Titanic Growth, Might of Old Krosa - The classic pump tactic.
Let's consider toolbox utility cards:
Azorius Guildmage - Because screw your activated ability. Counter a planeswalker ability and watch the looks on their face.
Simic Guildmage - Imagine moving the Rancor or Phyresis after blockers have been declared but before the damage phase.
Prowling Serpopard - Nope, I'm gonna get my creatures.
Melira, Sylvok Outcast - Make the game one-sided.
Lightning Greaves - An additional set of Swiftfoot Boots. Yeah, I know shroud means that you can't pump, but there are ways around that.
Unburial Rites - Here it comes again.
Virulent Wound - Poison and removal.
Pistus Strike - Poison and removal.
There are some -1/-1 counters decks based around Hapatra or Atraxa. Since the infect creatures deal combat damage as whither, we can use that to our advantage.
Hapatra, Vizier of Poisons - Put those -1 counters on opponent's creatures to work making tokens.
Phyrexian Hydra - This gets just stupid with Hapatra, Vizier of Poisons.
Lands you may have missed:
I know we've talked about this in the past, but I think you should really consider getting the shock lands. A quick check of the card prices on TCGPlayer puts the shocks at about @10-15 each. Totally worth it.
Gavony Township - Proliferate!
Vault of the Archangel - Need to stay in the game a bit longer.
Boseiju, Who Shelters All - Screw your counterspell.
4 weeks ago
Hey there! I've got a whole bunch of suggestions if you'd like them!
First off, you're running a few more lands than you probably want to in a deck like this. Usually the longer you want the game to go on, the more lands you have. Since you plan on ending the game on turn 3 or 4, you should drop to 18-20 lands instead of 22 so that way you're more likely to draw the cards you need to end the game that fast.
You're also running a few more creatures that you probably want to. With 19 of them, you'll definitely have situations where you have a hand full of your cheap unblockables but no way to buff them in hand. Consider going down to 14-16 of them instead. Personally I'd cut the Coiling Oracles and Fog Banks, because they don't help your goal of ending the game on turns 3-4. You could also consider swapping out some of the unblockables you already have with Invisible Stalker since he's infinitely harder to kill.
Lastly, you're missing some of the most powerful pump spells out there! They are more expensive than the pump spell you're playing right now, but not by much- the most expensive of the ones I'm suggesting is only $2! Might of Old Krosa, Groundswell, Blossoming Defense, Vines of Vastwood, and Mutagenic Growth are all played extensively in decks like this.
Whatever you decide to do, good luck and have fun!
2 months ago
Sorry, unfortunately I don't have any fetches or Nissa, Voice of Zendikar or Become Immense, but I do have other green themed pump cards like Blossoming Defense, Giant Growth, Groundswell, Might of Old Krosa, Might of the Masses, Mortal's Resolve, Predator's Strike, Prey's Vengeance, Ranger's Guile, Strength in Numbers, Swell of Growth, and Titanic Growth.
2 months ago
I agree with most of evilclown5609's suggestions. However in my experience Gavony Township is a little slow compared to what I feel like this deck is wanting to do; which is beat face and beat face fast.
I'd run instant pump spells like: Phytoburst for pure pump, Vines of Vastwood for protection and pump, Predator's Strike for trample, Larger Than Life for trample and pump, Berserk to stack on top of other pumps, Might of Old Krosa for cheap pump, Mutagenic Growth for cheap pump.
I of course wouldn't run all of those, but rather some variation of one or two of them at least on the sideboard if nothing else. Definitely sideboard a couple copies of Become Immense if I thought I might be going against a mill deck because of that extra 6 damage I could get in on one swing. The main thing I'd go for is trample and try to get my opponent to waste a spell dealing with my pump spell or risk being hit for extra damage, especially if I had Voice of Resurgence out on the field. Also sideboard Dryad Militant. It's good answer for instant and sorcery recursion decks.
2 months ago
2 months ago
For reference, the "blue unblockable guy" mentioned by Gracco is Blighted Agent. I kind of like the concept here of a more Control oriented approach to Infect. After the banning of Git Probe and the printing of Fatal Push, Infect became more reactive instead of the blitzy type of deck it was before. I personally play a BUG version of Infect, I'll link my deck below. I can see by your maybeboard that you're aware of these cards, however I really think they're necessary for Infect. Might of Old Krosa is probably the best aggressive pump spell in Modern, so I would try and find a home for the playset. Mutagenic Growth is free pump, which is also important for when you need to win fast. Noble Hierarch is great if you can afford it, otherwise it isn't that big of a deal. The problem is I don't know what you would cut in order to put these in. I would suggest some of the hand hate and removal spells but those are what make your deck unique so honestly I don't know. But do consider those for the future. I also think the sideboard could use a bit of work, take out some removal for silver bullet cards such as Grafdigger's Cage, Nature's Claim, etc. I also think Shapers' Sanctuary is a fantastic card against any deck with removal. I play 2 in my sideboard. Anyway, I really like this, so +1 from me.
SCORE: 42 | 15 COMMENTS | 3181 VIEWS | IN 11 FOLDERS
2 months 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.