Not legal in any format
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Artifact Creature — Insect
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
When Necropede is put into a graveyard from the battlefield, you may put a -1/-1 counter on target creature.
Price & Acquistion
18 hours ago
I love the overall idea. Mine is very new and rough around the edges (haven't even picked up a sol ring for it yet) but I tried to put in some options to make the death triggers happen more quickly that you might want to think about. Things like Deathbringer Thoctar and Archetype of Finality. If you are curious about my list this is it. http://tappedout.net/mtg-decks/the-scorpion-gods-sting-2/ but I think the archetype would be perfect with Warstorm Surge, Everlasting Torment, and Nest of Scarabs. Sick combo. Also a big fan of Necropede and Core Prowler for creature options and Puncture Blast and Volt Charge for red counters as a whole.
1 week ago
While a mill deck in commander is hard to create, as most of the usable/good mill cards target, it is a lot of fun to play. Discard is a little easier, but not by much. Also, the best colour combination for this type of deck is U/B and Atraxa has two extra colours that don't really help as well as her ability not synergising very well with mill or discard. Anyway, you asked and I shall try to deliver.
First the milling essentials: Glimpse the Unthinkable is the best mill spell bar none and is required. Secondly Increasing Confusion is quite good for commander, as mana totals will get quite large. Thirdly, Mind Funeral is great, as is Mind Grind. Fourthly, Mind Sculpt and Tome Scour mill for 7 and 5 respectfully, which is not too great, so only run them if you feel like that small amount of mill is extremely useful. Fifth, Hedron Crab is a great one drop due to the mill 3 per land you drop. Also, speaking of one drops, Jace's Phantasm is a good creature that soon becomes great with mill and discard. Sixth, Nemesis of Reason is stupidly good as it mills 10 per attack! It doesn't even need to cause damage! Startled Awake Flip is a nice mill spell and recurs too. Another great creature, and my recommended commander, is Szadek, Lord of Secrets. His milling will get massive really fast. All you need to do is get him in unblocked. Use Rogue's Passage or Whispersilk Cloak. Some good beaters are Consuming Aberration and Sewer Nemesis. If you don't care about price, then Jace, the Mind Sculptor is awesome, but if budget is a thing Jace Beleren is a nice cheap replacement. Now onto the milling combos! Traumatize and Fraying Sanity completely destroy an opponent, as does Keening Stone and Fraying Sanity. Archive Trap and Ghost Quarter are great together, as is Maralen of the Mornsong and Archive Trap. Also, Ghost Quarter helps get rid of land for Mind Funeral and Mind Grind. Lastly, Jace's Erasure and any card draw is quite nice. Thats about it for mill, now onto discard!
First off you need Waste Not. It is beautiful. The Rack works when you have made them discard down to 2 or less, which is one of your goals. Quest for the Nihil Stone and Shrieking Affliction are like The Rack - dealing small damage when opponents don't have hands. Liliana's Caress and Megrim do small amounts of damage per discarded card, which is nice. Bottomless Pit helps keep opponents hands empty, as does Necrogen Mists. Oppression is awesome, as is Painful Quandary, and both together is god-tier. Underworld Dreams is nice little 'screw you' after they loose their hands. Jin-Gitaxias, Core Augur murders everyone but you late game. Nath of the Gilt-Leaf is goddamn beautiful and breaks even more when you have Sadistic Hypnotist, Nezumi Bone-Reader and/or Mind Slash out. Another awesome combo is Mindcrank plus Bloodchief Ascension with three counters and any discard to an opponent means you kill them. With Dark Deal or similar you win. While these two things are great and all, you need some utility and a way to keep you alive when you suddenly become the target.
To stay alive, you need some pillowforts like Propaganda and Ghostly Prison. Cards like Frozen AEther and Kismet will help keep the opponent's board from becoming too overwhelming and Standstill will prevent spells for a small while. Psychic Spiral is another great spell that gets back all of your mill spells and it also mills an opponent for a little too. Talrand, Sky Summoner is fun with all the spells you are slinging, and he provides an alternate win condition. Another alternate win is through infection. Cards like Flesh-Eater Imp, Hand of the Praetors, Phyrexian Crusader, Phyrexian Juggernaut, Necropede, Putrefax, Plague Stinger and Corpse Cur all win you the game when they deal 10 damage to an opponent. Also, Skithiryx, the Blight Dragon is a good option but is quite expensive. Cards like Giant Growth make you win harder. Infect is where Atraxa shines due to the added poison counters to each opponent every time you finish your turn. Adding Contagion Engine might even make your opponents scoop.
Good God, that is a big slab of writing. Here is a deck list I made for you: Atraxa makes you loose your mind!. Tell me what you think!
1 week ago
OK, lets ponder those responses a bit:
"The advantages that Mono-green has over the splashes is the fact that I CAN in fact play with the special lands and I don't have to break the bank juggling fetch lands and shock lands and dual lands, etc." - sure, you usually get budget savings by having a non-fetch manabase. However, I am still pretty sure that having 1/3 of your lands produce colorless is a mistake. Additionally, fetches in a low-land count deck have an impact on the chance to draw lands. I do not think you have games where you want a fourth land, so having fetches reduces that chance ever so slightly. Fetches also power up Become Immense, which you are curiously not playing.
"With Noble Hierarch I effectively have 18 green mana sources and I generally do just fine with two or three on the board" - one of green sources can and should be used as a pump spell. The 4 hierarchs are vulnerable to every removal ever printed, so they are not reliable. You have 13.5 green sources and they are not enough. You cannot afford to run that few. Infect is a combo deck - you want to cast 2 spells every turn, starting on turn 2, until the opponent is dead. You cannot do it with so few colored sources.
"reduced dependency on colored mana granted by my weird creatures (which I like a lot, by the way)" - neither of them are very good. Necropede is 1/1 for 2 with infect. It does not have flying like the black one or unblockable as the blue one. Ichorclaw myr is medium at best - its ability achives not much without trample, so it is entirely reliant on Rancor. In mono green, Blight Mamba is probably your best choice, since it can blank any non-path to exile removal. But with your current mana, you cannot support it.
"Exalted has been a real boon for me and Cathedral has often been the difference between 9 and 10 poison counters in games." - pendelhaven does the same and still gives you green. Exalted without trample is probably not very good, so you are making your deck overreliant on Rancor.
"As far as Canopy Cover goes, the most common response I get from opponents when it hits the table is 'what does that card do again? oh s#!t...' as all their targeted removal suddenly goes 'poof' in their hands" - if I was your opponent, I would say "In response..." and 2-for-1 you.
"Ditto the effect that Spider Umbra has had on players who rely on board clearers." - In response.., sac effects, exile effects still work wonders though. At least this one grants some power, but 1 power for 1 mana is not where you want to be.
"I will be the first to admit that this configuration is just a hair slower than some Infect decks - though I still get plenty of turn three wins - but I've found it to be far, far more consistent than any version I've played in the past." - Infect has even t2 kills, but that is outside the realm of the feasible. I have to say - how is it more consistent than UG infect, that has access to serum visions and opt to filter its draws? Or more consistent than GB that can back up its creatures with hand disruption and has more evasive creatures? Sure, with the splash you run higher on getting color screwed, but the benefits outweigh the negatives.
"From my perspective, giving an infect creature both hexproof and evasion IS a buff, often times making up the timing difference by getting around blockers " - ok, so losing a turn to get around potential blockers is not OK. Losing a turn in a deck that cannot afford to be slower than the opponent. Additionally, unless faced with Young Pyromancer, no ground creature can ever be a problem for an infect creature. Usually, an infect creature vs ground creatures is The Abyss. But in mono green, you cannot afford that since you run the risk of running out of steam.
You have no backup plan in infect, which is good. You are a finely sharpened rapier that strikes a single point hard. But is also easily stopped. Taking a turn off to cast Canopy Cover dulls your blade and makes your opponents stronger.
Other decks are also turn 4 decks - bogles, burn; humans and Company decks (to a lesser extent, but the chumpers are endless); BR Hollow one is even t3, UW/Jeskai control can start casting cryptics on turn 4, affinity is t3/t4 deck, colorless tron has balista on turn 2 or a powerful eldrazi on turn 3. Mardu Pyromancer is probably your worst matchup as they can strip your hand and board by turn 3 and/or simply cast Lingering Souls.
All in all, mono green can work as a budget option for infect, but not for a competitive environment. By playing mono-green, you sacrifice your backup plans, your creatures are worse and you lack sideboard options, you are overreliant on Rancor, all things very detrimental in a competitive environment. I am all for innovation, but this is a step back in terms of competitiveness. If you do not plan to play this at tournament - do anything you want at FNM; but I would not play this version in a tournament.
1 week ago
Ok, so infect is a deckbilding mechanic that pratically changes the rules of the game - your opponent starts at 10 life in your way to win is infect. However, there is a severe deckbuilding cost - you are building a dedicated combo deck and have not much leeway to improvise. This means that you get a lot of inconsistency.
Further deckbuilding costs:
Mono green offers 0 advantages over the splashes. Blue offers card filtering, which is sorely needed in a combo deck. Black has more reasonable infect dudes and proactive discard like Thoughtseize.
Additional deckbuilding costs:
Even in mono green, I would not run Cathedral of War. Literally all your spells require a single colored mana and because it does not produce a color, you are running weird creatures like Necropede and Ichorclaw Myr. You cannot run 6-7 colorless producing lands.
Super hidden costs:
Canopy Cover is costing you games. Spending your turn to not provide yourself a boost is slowing your deck down by a turn. For it to be wort it over Vines of Vastwood, you have to blank 2 or more removals and the opponent has irrelevant ground blockers. Outside of tokens, blockers vs infect are horrible, and even then Rancor solves that problem. Even if you do both of those spending 2 mana to not deal additional damage to your opponent is bad. There is no other card in your deck that does that.
TLDR: Infect is hard to build and has a lot of deckbuilding costs.
2 months ago
Every commander deck should have Sol Ring. Strionic Resonator can copy Atraxas profligerate abilty, allowing you to do it twice per turn. Other suggestions I have are: Hardened Scales, Azor's Elocutors, Give / Take, Festering Mummy, Fuel for the Cause, Spread the Sickness, Blighted Agent, Core Prowler, Corrupted Conscience, Necropede, Pistus Strike, Plague Stinger, Tainted Strike, Viral Drake, Viridian Corrupter, Astral Cornucopia, Deepglow Skate, Banshee's Blade, Chimeric Mass, Darksteel Reactor, Grindclock, Lux Cannon, Umezawa's Jitte.
2 months ago
Take out all 4 Necropede and Overrun from the deck and put in 3 Blossoming Defense, 3 Might of Old Krosa and Viridian Corrupter to make the list a bit more streamlined. 16 creatures for infect is high as you need to ensure a critical mass of pump spells to make sure you can push through enough damage.
4 months ago
For an Infect deck, there aren't many Infect creatures. I recommend Glistener Elf, Plague Stinger, Blight Mamba, Ichorclaw Myr, and Necropede because they are cheap and you can get them out early. Selfless Spirit is another Dauntless Escort effect.