|Commander / EDH||Legal|
Printings View all
|Scars of Mirrodin (SOM)||Common|
Combos Browse all
Target creature gets +1/+0 and gains infect until end of turn. (This creature deals damage to creatures in the form of -1/-1 counters and players in the form of poison counters.)
Price & Acquistion Set Price Alerts
|Have (4)||bakunet , Supremespeed , rikertchu , anonymausguy|
|Want (23)||puppixx , Ariumlegion , MementoMuffin , GreySeaJones , IsaacX28 , AntiheroFOREVER , sleepy104 , HehaGardenHoe , Njc12345 , ConsulDerpius , pieguy744 , TristanmanDfsj , vanista , LeiceTea , doonmeister , Cunningcrow , AgentCrazyDiamond , miked49er , Kaedom , i_love_hentai , zephyrmoth , RhobearST , ctrlxfreak|
Tainted Strike Discussion
1 day ago
If you're playing with infect you should use Tainted Strike. At some point a player will get hit by SOMETHING and you can change that damage to infect as an instant.
Night Soil lets you clear out an opponents graveyard to get saprolings.
2 weeks ago
Another thing to consider is Heroic Intervention. When people know what you're on, your creatures will be target #1. So it's important to protect them!
I'd say maybe shave some of the "do nothing" infect creatures; by that I mean those that don't have relevant keywords, or abilities or ETB triggers.
I also think you could do with more fetchlands. If you're on a budget (which I think you are), I cannot recommend the "terrible" mirage fetches. Rocky Tar Pit Flood Plain Grasslands Bad River Mountain Valley. The downside is they come into play tapped, however if you ever increase your budget to include shocklands, they can fetch those! Similarly, Krosan Verge is one of my favourite fetchlands since it can fetch you a Breeding Pool and Godless Shrine for example.
3 weeks ago
Thanks for that. Yeah, I had Tainted Strike in an earlier build, but since the main user in mind at the time was Ferropede, and I cycled that out, I forgot Atraxa, Praetors' Voice would also be able to benefit from a quick boost of Infect, instead of just relying on Deathtouch.
3 weeks ago
If you are playing vs more than one opponent there is no better way to put a bunch of poison counters out at once than Tainted Strike. Play it on an opponent's unblocked, attacking creature or on Atraxa if they have no flyers.
3 weeks ago
, something that ties all my lists together is the idea that they illustrate designs that are good on their own in general, rather than being good for a specific deck. In my most recent video, I played Jund reanimator, so I understand the difficulty in figuring out what the best self-mill cards out there are, but those are good in a specific deck type rather than being good generally. As for sacrifice outlets, I'd assume the situation would be the same as for self-mill, but I do occasionally hear people say that sac outlets are good to have in every deck. I'm not sure the reasoning behind that, but would you say that sacrifice outlets are good specifically, like self-mill, or good generally?
vicaeol132, you are right that combat tricks are hard to use in commander. That said, I will definitely consider it, because playing Berserk, Tainted Strike, Hatred, etc. during combat after no blocking creatures are assigned can turn a safe combat into lethal out of nowhere, especially good since sometimes you can play them on opponents' creatures. I will consider it! :D I am glad that I can help others with their deck building process, but a way that you can help me is by taking a look at my YouTube channel and joining the fun times if you like the videos. Peace!
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.
1 month ago
Super hard to play. There's so much going on, it's insane.
Rogues are often better because they are mostly unblockable and you can sink an opponent with Infect pretty quick.
You'd honestly be better off going Faeries / Rogues / Merfolk if you want to go into the whole side-lining strategy where you hit at odd angles and bypass defenses.
I'm not trying to shoot you down. Just giving you my honest opinion. It's a very difficult tribe to work with, but if you can nail it down it'll be a unique deck that will catch people off guard.
1 month ago
COL_Cashmoney I would say the list as currently built is not competitive at all. The deck is great for slower metas because it's dealing like 2-6 damage a turn pretty consistently so it puts a "clock" on the game. If the games only last 4-5 turns then it's not really doing much of anything. I guess it depends on what you mean by "competitive". If you're talking true cEDH like Prosh + Food Chain or Blood Pod; this deck won't ever really hold a candle up to those. If you mean more in lines of highly tuned 75% decks, I could see a chance of this deck being pretty decent.
Not sure how competitive this type of deck can be, but here are some suggestions if you wanted to make it more highly tuned:
Mana Crypt, Mana Vault, Grim Monolith, and Basalt Monolith - Fast mana is great at speeding up any deck. Basalt Monolith is definitely the weakest of the four, but I included it so that you can pair it with...
Rings of Brighthearth - Paired with Grim Monolith and Basalt Monolith lets you generate infinite colorless mana which you can use for Xantcha's activated ability. You can only take out one person this way before she comes back under your control and you have to sacrifice her, so cards like Ashnod's Altar, Phyrexian Altar, Phyrexian Tower, and Viscera Seer would be helpful inclusions if you want to go this route.
More draw & tutors to make the deck more consistent like Vampiric Tutor & Imperial Seal. I've never played with Ad Nauseam so I'm not sure how much I can recommend it; but after taking out all of the high CMC cards out of the deck I imagine it would be pretty great.
Also since this deck is pretty much an "aggro" deck, you can throw in cards like Phyresis or Tainted Strike to reduce the amount of damage you need to deal to take someone out. You could always try for one of those cards or a Grafted Exoskeleton onto Heartless Hidetsugu with a Glacial Chasm in play, but that's probably too slow.
Finally, cards that focus on resource denial like mass land destruction and discard can slow down the game so you have enough time to close it out like Blood Moon, Impending Disaster, Ruination, Stranglehold, Planar Void, Mindslicer, etc.
I think the best way to make this deck competitive is to throw in a bunch of stax elements that will disrupt your opponents' combos and slow the pace of the game down. This deck's current strategy wants to get some damaging permanents on the board and have them stick around for as long as possible. Kind of similar to a Brago lock, it doesn't matter how much damage you're doing a turn if your opponents can't respond to it. The difficult part of that though is finding enough stax cards to put in the deck (and drawing them consistently) and the sad fact that Xantcha's ability literally works to refill their hands. While Xantcha might be an interesting concept, you might have more luck making a more tuned version of Mogis, God of Slaughter since he helps with the resource denial plan too. I guess it just depends on whether you want an infinite mana sink or a card that actively helps keep your opponents' boards clear.
Let me know if this helps!