|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Eternal Masters (EMA)||Common|
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Destroy target artifact or enchantment. Its controller gains 4 life.
|Have (3)||, Taki117 , rockleemyhero|
|Want (6)||Coconut42 , jbbvader , nClark45 , stupidgaypanda , Lunchmonkey , Babybigfoot|
Nature's Claim Discussion
20 hours ago
Looking at your manabase ...
Based on Frank Karsten's classic article, our target is 19x B, 14x R, and 12x W sources. This will give us a 90% chance of being able to have R or B on Turn 1, BB on Turn 3, and W on turn 3 (postboard). Your current manabase (as I type this): 19 Lands, but with only 15x B, 13x R, and 5x W sources. Here are a few thoughts:
- If you can spend ~$30 more: -2x Mountain, -2x Urborg, Tomb of Yawgmoth , -2x Dragonskull Summit / +4x Concealed Courtyard , +2x Sulfurous Springs . This is still 19 Lands, but will yield 19x B, 13x R, and 9x W sources and should play MUCH more smoothly.
- If you have any more Green Fetches or Shocks available, (especially Overgrown Tomb , which can also tap for Black), you might be better off ignoring the White splash, and just using the old Bridgevine manabase, with some mix of Destructive Revelry / Assassin's Trophy / Nature's Claim for Enchantment hate instead of Wispmare .
- No matter what, I'd recommend dropping the Dragonskull Summit s. Our deck REALLY wants a Turn 1 play, and because they enter tapped on Turn 1 they're quite meh. Basic Swamps would be better, as they would at least raise you to 17x B, 13x R, and 5x W sources.
Good luck (and skill) with the deck!
2 days ago
Yo Ruggs, here are a suggested cards to remove from you deck open up space.
Graveyard Fetching/Recursion - Competes for cards slots that support the tribal control theme. Besides Craterhoof Behemoth , I dont see any creature worth two cards for throwing it into your graveyard and then recurring it onto the battlefield. Animate Dead is good because you can target you opponent's graveyards - perfect for your discard theme.
- Buried Alive -> Vanquisher's Banner
- Entomb -> Herald's Horn
- Unearth -> Kindred Summons
- Entreat the Dead -> Rise of the Dark Realms Use elf ramp bring all those discarded creatures back into play under your control.
Other swap options include:
- Deathreap Ritual -> Skullclamp . The ritual conditionally yields one draw/end step. It's not bad, but the clamp will can explosively refill your hand for with more discard shenanigans
- Nature's Claim - > Beast Within . More flexibility on target selection.
- Deathsprout -> Silence the Believers , Vraska's Contempt , or Toxic Deluge . Your deck is missing alternative removal tricks, which I think is important. Indestructible is pretty common.
Thats what I got for now.
3 days ago
The manabase challenge is that the deck really wants B or R on Turn 1, BB by Turn 3, and W by Turn 3 (postboard). Based on Frank Karsten's classic article on manabases, this means we need should be running 19x B sources, 14x R sources, and 12x W sources. The current 18-Land configuration is actually a little shy ... it only gives us 18x B sources, 14x R sources, and 11x W sources.
Good places to save some money are with ...
- Blackcleave Cliffs : Cards like Sulfurous Springs (or Mana Confluence and Gemstone Mine , if you already have them) aren't as good (especially in longer games where the lifeloss will add up, and we'll eventually lose the Mine), but at least they won't slow the deck down any.
- Fetchlands: The deck needs 8x Black fetchlands but any of them will work. Polluted Delta , Bloodstained Mire , Marsh Flats , and Verdant Catacombs can all fetch a Blood Crypt or a Godless Shrine just fine, so feel free to mix and match whith whatever is least expensive/whatever you might already have. Of note, the Fetches serve double-duty in the deck, as they are GREAT for recurring Bloodghast.
- Godless Shrine : The deck needs at least 1x (so we can find W with a Fetchland), but now that I take a hard look at it, I think Concealed Courtyard might actually be better here.
Adding Basics will make the early turns much more inconsistent (or cause additional mulligans), and adding checklands (e.g., Dragonskull Summit )/reveal lands (e.g., Foreboding Ruins ) will slow the deck down on early turns (or cause additional mulligans). I'm not honestly sure how bad the effect is going to be, especially once the London Mulligan kicks in ...
Good luck ... budget brewing is REALLY tough, and I wish I could help more!
Having Creature-based Enchantment/Artifact removal is better in this deck than Instant-based because we can sac' the Creature for value with the Evoke trigger on the stack, it counts towards Vengevine 's triggered ability, it gets around Chalice of the Void on 1 (if we were on Nature's Claim ) or 2 (if we were on Assassin's Trophy ), and it provides a 1/3 beater with evasion. The only exception I can think of is vs. Karn, the Great Creator + Mycosynth Lattice , where we sometimes wish we could float mana and kill the Lattice at Instant-speed.
Of note, this plan also gives us "extra" sideboard slots, because we can use Flamekin Harbinger as Wispmare numbers 4-5. Flamekin is especially amazing in the Mirror, since it can grab a Mare if they have Leyline of the Void in their opener and Vengevine if they don't,
3 days ago
Hey skalinas, thanks for the comment! So I just updated the list to what I'm going to be playing post Horizons. 1 of the Nature's Claim and another card have become Force of Vigor which can get around Chalice on 1 without costing mana. I only play 3 Scale Up because they aren't good in duplicates, you only really want one per game. 2 Become Immense because with Scale Up Infect can win on turn 2 more often, and Become Immense isn't as good. Groundswell helps more with turn 2 wins. Baby Teferi is fantastic against Control, Burn, the mirror, basically anything with lots of instants. If you untap with him and an Infect creature you usually just win.
3 days ago
tsujimon: Assassin's Trophy is a good card, no question about that, however, what we are trying to do here is combo out as fast as possible. The downside of not hitting lands and providing an opponent with a land is a real cost when games end on turn 3 (as you're essentially giving them 25% more mana in some cases). I think Abrupt Decay hits basically all of the relevant things and has a very important 'can't be countered' clause. But more importantly, in my opinion, is that interaction is not a winning line unless its anti-counter spell tech which may prevent us from combo-ing. Most of our interaction is anti-blue spells. The ONLY other interaction we run is Abrupt Decay , Nature's Claim , Fire Covenant , and Toxic Deluge . We talked about abrupt decay above, nature's claim is too efficient to not run, fire covenant is an instant speed, one-sided board wipe in most instances, which leaves toxic deluge. I've cut deluge before but it's currently back in. It remains the worst piece of interaction by far, but I still think it's better than Trophy as it is better in the niche indestructible scenarios and is helpful when we're behind. Now if I was running Beast Within I would consider running Trophy instead but I cut beast within a long time ago.
As for updates with Modern Horizons likely no meaningful changes. I'm excited to get full art snow lands but that's pretty much it. I will probably test out Nurturing Peatland instead of a basic OR Prismatic Vista , but I don't think I play enough basics for Vista to be worth it and I can't do both. Peatland seems reasonably Ok though even if it hurts us each time. The only other card that potentially interested me was Force of Vigor instead of Nature's Claim , although going down a card in a deck without blue seems dicey plus it hurts more with Ad Nauseam . I will give it a try though.
4 days ago
JasonForward, Thanks for the advice. I have found Manamorphose to be often underwhelming, and if I'm close to combo it often just is a dead card or a dig. I've just used it for awkward color corrections, i.e. not having red in opening hand. While I have thought of Simian Spirit Guide in other formats, I don't know why it didn't occur to me in this deck! I agree with your assessment on it being a better replacement for MMP. While playing, I've also noticed that Apostle's Blessing almost always comes in, and like you stated, fits very well with SSG. I think running it main would be a good idea. My previous issue with Mutagenic Growth was that it didn't push through enough damage for its card slot. But now with Scale Up it does feel more valuable.
I don't think I want to drop to 19 lands, I had done so previously and it was sometimes hard to get going, but I may try 20. I also appreciate you respecting my decision to stay away from Noble Hierarch . I think the card is great and valuable, but I am attempting to go all in on the T2 or 3 win. With the ability to close out T4 or 5. Wow! I hadn't even realized how much Force of Vigor synergizes with the deck already. That definitely looks to be an upgrade to tackle Chalice.
I'll be making a few updates based on your suggestions and probably switching Spell Snare to Spell Pierce . Do you not feel that Nature's Claim falls into the same trap as getting countered by Chalice?
Thank you so much for the advice!
4 days ago
you have explained the deck very well here. i have been playing this deck since 2011 and it is great to see how it has evolved. you have 2 Nature's Claim in the sideboard, but i would rather take in Return to Nature so that you can destroy the turn 1 Chalice of the Void . also, i like to run all 4 Scale Up s, 3 Become Immense , and only 1 Groundswell . I am most curious about how baby Teferi, Time Raveler works... basically tells the opponent "i dont want to play with you"
4 days ago
Sorry for the text wall...
I've run Infect in these colors since Modern was invented and I can offer some advice based on that experience. I've been quite successful with it, including a PPTQ a few years back, but ymmv.
First, Manamorphose is a trap. I understand the appeal since you aren't running Hierarchs, but you'll find it almost never good enough. Casting it blind to dig for an answer is a bag of bad feels. Of all my advice, however, this is the biggest grain of salt. It's a good card in a vaccuum and you should run it if it feels right. Jut remember, it's not a "free" spell.
Instead, run Simian Spirit Guide . It let's you play Agent and Myr on T1, activate Inkmoth, cast your red spells, and keep up Apostle's Blessing while tapped out. You also get to cut to 19 landspretty safely (Unless I'm wrong. I play Hierarhs,so it's hard to figure. The correct number might be 20-21). If you're going all-in on the combo, I can't recommend SSG enough.
Apostle's Blessing is a main board must if you're running SSG,and also probably if you're not. It pushes through damage, can be cast off Inkmoth, and can get you past giant robots with piles of +1/+1 counters. It's criminally undervalued in the current top lists, in my opinion, but I'm not a pro, so....
Temur Battle Rage isn't necessary. You're only ever using doublstrike to win the game, so instant speed isn't important. Plus, your 3 Strobe and 2 Scale Up are the perfect amount of "I win right now" effects. Cast the Sorcery first and proceed to win.
You run 4 copies of Mutagenic Growth if you're leaning on T2-3 wins. Period. Every saved mana puts the math more in your favor. If you're worried about your life total, this is probably not the right deck anyway.
Rancor is funny, in that it's ONLY ever good to push damage through. I play exactly one, preferring 2-3 copies of Ghor-Clan Rampager along side it. Bloodrush can't usually be countered, and the ability to just cast a 4/4 And beat down in a grindy game is more relevant than you think. It also helps with you Sideboard. More on that later.
So here's what I might do to your main deck:
- -1 Rancor
- -4 Temur Battle Rage
- -2 Manamorphose
-3 lands (probably Island, Mountain, and a Forest)
- +3 Simian Spirit Guide
- +2 Mutagenic Growth
- +3 Apostle's Blessing
- (Or 2 Blessing and keep a Manamorphose )
Now let's talk sideboard:
Force of Vigor is a key upgrade to Infect SBs. Clean up multiple Eidolon of the Great Revel without taking damage. Blow up Chalice of the Void with impunity. Blood Moon / Blood Sun is no longer so bad. This spell was printed for Infect.
You need counterspells to beat counterspells. Your pump spells counter almost everything else. Spell Snare is far too narrow. If you're casting Blue Counters, it should be Spell Pierce , but maybe Guttural Response is your best bet since since keeping up Blue Mana is hard without Hierarchs. It's also casts with SSG and pitches to FoV above, which is convenient.
With your configuration, and assuming some of the MD change suggested above, I would run the following board in an unknown meta:
Nature's Claim occurrence in decks from the last year
All decks: 0.01%
Commander / EDH:
All decks: 0.08%
GU (Simic): 0.66%