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Logics on BUG Infect
3 days ago
lordjaraxxus64 - Thought Scour is especially good in the Jace, Vryn's Prodigy Flip version of the deck. I am not currently playing that version, but it's something I might build into eventually. Honestly I don't know if it's better or worse, but it may be something to try.
I do agree that being able to instant speed cantrip is great for infect. Currently, my list is on 3 Become Immense, 3 Thought Scour and 8 fetches. I've found that it's very rare for Become Immense to be uncastable with this set-up. I'm personally of the belief that I never want 4 Become Immense main, even with Thought Scour. I find that even with them, drawing a second copy is usually bad/overkill.
Here's my list for reference:
SCORE: 4 | 855 VIEWS | IN 2 FOLDERS
It's by no means perfect, but I feel like it works fairly well for what it is. I love that black gives you access to Abrupt Decay for killing Chalice of the Void which makes my copies of Viridian Corrupter kind of less important in your deck.
One last card I've toyed with adding into the sideboard is Sylvan Scrying. Against control decks it find you an Inkmoth Nexus which is one of the more resilient threats, but more likely than not, it's just not good enough.
3 days ago
Logics - Thought Scour Seems like a really good card here. Instant speed cantrips are pretty good for infect right now and fueling delve off of that is pretty smart. Guess I never learned a thing or two from my games with Death's Shadow after all lol. I do have a few from some iconic masters packs I think.
I agree with what you say about Shapers' Sanctuary, and if I were to take the deck to a modern open or something I would make that change. But in the meta that I play this deck I do think that a 1 of mainboard is good. Every time I've played it it's drawn me so many cards. It sounds like you might do more competitive play than I do, and what you suggest is probably better for magic online players and more competitive paper players.
I have thought about removing a land from the deck but i don't know what one to take out. I think my only option is a fetchland, as I'm only running one Pendelhaven in this version of infect. I think Thought Scour would be a fine replacement for that land, maybe go down the Peek, a Spell Pierce, and maybe the maindeck Apostle's Blessing for a full playset of those. My question for you though. If we start running Thought Scour should we go to a full playset of Become Immense? Would wanting 4 of those mean only 3 Thought Scours?
You have kind of persuaded me on the jvp vs search argument. I had one a while ago but sold it because I wanted to pick up some Fatal Pushes for the sb so rip.
Again, your help is very much appreciated. This list is kind of my own disgusting infect baby after only about a year of playing infect full time in modern so advice like yours is very important. I think we can make a pretty kick ass deck together. Both of us definitely know infect needs some help atm also
2 weeks ago
You will want to remove 1 Wort, Boggart Auntie, 1 Skirk Prospector, 1 Kiki-Jiki, Mirror Breaker (unless you remove siege gang from the side), 1 Goblin King, 4 lands (Polluted Delta, Marsh Flats, Bojuka Bog, and Pendelhaven are all suspect), 1 warden weirding, and 3 Tarfire for other/better cards.
wort is slow, goblins are not trying to be slow. Skirk Prospector is only worthwhile if running more token producers to quickly cast siege gang to then cast more siege gangs. kiki-jiki is too slow and bringing it out with lackey just get's it removed before you can activate it for a good cause. Goblin King is too narrow. warden weirding, while tutorable by matron, is too narrow. Tarfire, though tutorable by matron / pullable by ringleader, is too narrow. 4 lands are 4 too many. Chances are that you would also be fine with 18 lands. Your toolbox of lands, while cute, are limited and many times too narrow. turn 2 Pendelhaven doesn't stop the "dies to bolt" if used on a lackey. In the late game its 1:2 buff is not good enough (maybe if it was 2:1). Bojuka Bog is just a tapped land in some match ups, and not tutorable in the worthwhile matchups. This leaves us with 11 cards.
The eleven cards are fairly simple: 1 Goblin Warchief, 3 Goblin Piledriver, 4 Lightning Bolt, 2 Goblin Rabblemaster, 1 Gempalm Incinerator. Lines of play such as--turn 1 lackey, turn 2 hit with lackey -> warchief -> rabblemaster, turn 3 piledriver -> piledriver -> attack for ~30 damage (and this is BEFORE your opponent can play Toxic Deluge, AND only requires 2 lands)-- are much more accessible now. This is important, as your current setup is geared towards the endgame, which you cannot win. 4 warchief's is a must, it is painful to play less than 4. the same holds true for the piledriver, as they are cheap (1 mana) and grow to Tarmogoyf size quite easily. protection from blue just means that you smash through merfolk, true-name, delver, snapcaster, and leovold). 4 Lightning Bolt: the 1 damage is worth it, there is no other way to put it. While Tarfire is used, there are too many situations where you would rather have the additional point of damage (at the player or at the creature / planeswalker i.e. jace). Goblin Rabblemaster is a threat that must be answered the turn he is cheated into play. The Gempalm Incinerator's cycling ability makes him worth a 2-of.
edit: don't run skirk fire marshall. goblin pyromancer would be marginally better, but still bad.
3 weeks ago
Also... a few more legendary lands to tutor for when you NEED that color to play somehthing. AMAZING lands with upsides
Not tutorable but powerful with Sisay (due to search then shuffle) Mistveil Plains.
Geier Reach Sanitarium is a great land to get value from.
Not a land but powerful with Sisay (and just powerful to start with too) is Sensei's Divining Top. Look at your top three and hate them all? Search with sisay and then you get to shuffle! Same effect with your Sylvan Library and if you add Scroll Rack.
1 month ago
Then absolutely Pendelhaven, can still be considered budget in my opinion (as you need just one/two of it) and it's a must!
1 month ago
All the cards I think I could possibly suggest are already in your Maybeboard!
I would suggest 1 Pendelhaven as it can allow your 1/1 dorks to be more aggressive when you need them to be.
Collected Company is obviously excellent and aside from that either Chord of Calling or Lead the Stampede should replace Nylea's Presence. Some do one or the other and some do a 2/2 or 3/1 split. Either way I think one of these should definitely be mainboard. Lead the Stampede is excellent at refilling your hand and Chord of Calling can get that 1 Ezuri you need to win on the spot. Both are powerful, though I lean more towards Chord since it allows you to play singleton hate cards you can tutor for in sideboarded games.
Joraga Warcaller is a pretty awkward card with Collected Company because you cant have it come in with counters to pump the whole team. In a Coco build I would cut it and a couple Visionaries and 1-2 Champions to make room for Heritage Druid and Nettle Sentinel. The most explosive starts possible with Elf decks involve Heritage Druid. Ex-
Turn 3 you can deal 20 damage, but an explosive start like that doesn't happen without Heritage Druid, its just not possible. With Nettle Sentinel you can tap it for mana using Heritage Druid cast a spell, untap the sentinel, and do it again, essentially playing out your whole hand.
Anyway, Elves are my favorite Modern tribe, I hope this helped a bit! Happy Brewing
1 month ago
Good morning all.
I enjoy making mono-green versions of lots of different kinds of decks and lately Infect has caught my attention. The core of the deck is pretty standard, but I'm torn regarding the inclusion of a handful of cards and the necessary changes to synergize well with them. Since I've played very little infect - with or against - I'm hoping that some on here can offer a better perspective.
Core of the Deck:
- x14 Forest
- x2 Pendelhaven
- x4 Cathedral of War
- x4 Glistener Elf
- x4 Blight Mamba
- x4 Ichorclaw Myr
- x4 Noble Hierarch (or Llanowar Elves if budget)
- x3 Rancor
- x4 Blossoming Defense
- x4 Mutagenic Growth
- x3 Might of Old Krosa
The way I'm planning on filling out the rest of the deck if I decide to include Infiltration Lens is below:Wild Defiance in this version of the deck, which can be seen here: The Green Sting.
On the other hand, there are two cards which seem potentially devastating with an Infect strategy, but don't interact so well with some of the usual deck staples. The first is Canopy Cover, which offers hexproof AND evasion for a fairly inexpensive price. The other is Livewire Lash, a fantastic piece of equipment that gives you an additional way to get your poison counters through, effectively turning all of your buffs into 'Poison Shocks' as well. The only drawback it has is that its just a tad slow for speed one normally expects out of an Infect deck, but these two cards definitely make the deck more powerful and more sustainable should you get into the mid-game. In this case I would add something like this:The Green Sting II
I'm really torn between these approaches, between the outright speed of the first option and the inevitability of the second or some hybrid version where I ditch the equipment completely and tweaks the buffs around Canopy Cover. Whichever way I go, the card balance will be key. Any thoughts would be most appreciated.
1 month ago
Okay- so I just dropped Black altogether, which really simplifies things lol. 4x Inkmoth Nexus now, & 2x Pendelhaven. 2x Nature's Claim, with a Pithing Needle to come in from the sideboard for game2. Added another Become Immense since I have more lands (Inkmoths), & I took the Birds of Paradise down to 3x, since I do want the acceleration, but no longer need as much mana-fixing. I still like having a Wild Defiance mainboard- it makes a handful of Mutagenic Growths completely insane.