|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Time Spiral (TSP)||Uncommon|
Combos Browse all
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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Might of Old Krosa Discussion
1 day ago
cut terror,diabolic tutor, inquisitors flail, garruck, caller of beasts, predatory focus, 1 forest, dark favor, 2 spinebiter, 2 flensermite
2 months ago
I had a great idea when looking at Tetsuko Umezawa, Fugative INFECT! I want to run all the 1 power or less infect creatures in Blue and Green....maybe black?, in a deck and see if it works well.
Any ideas of how it should go? I pulled some ideas off of other G, U, B infect decks, but they are not quite what I want since I might skip all the white and black phyrexian spells completely.
2 months ago
I'd like to point out that Seal of Doom was meant to be Dark Banishing, not Doom Blade, and Seal of Fire was printed at a time before Lightning Bolt had returned, when it was still thought to be too strong for the game.
I think the cost of Seal of Silence is fine.
Although, I'm not sure the inclusion of seals in Muraganda really fits with the theme. Those two seals were included in Ravnica block, because that was when they introduced the Hellbent mechanic for the Rakdos guild, so you could still effectively respond to opponents. Similar cards, like Font of Fortunes were included in Theros because they could increase Devotion while on the battlefield. Cards like Seal of Primordium were in the Time Spiral block, because they had a "timing matters" theme, with Might of Old Krosa and others.
I don't really see them on theme in Muraganda.
2 months ago
So in your turn 2 kill, where does the extra +2/+2 come from? Might of Old Krosa gives +4/+4 instead of the +2/+2 if cast during your main phase, not in addition to.
Granted it is still hitting for 18, but you can't hit for lethal on T2 unless they happened to fetch an untapped shock on T1 and are already at 17 life.
2 months ago
3 months 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!
4 months 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 months 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!