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.)
|Want (3)||Jinta87 , forchonaporch , Rahmodonis|
Printings View all
|Scars of Mirrodin (SOM)||Common|
Combos Browse all
- Livewire Lash + Tainted Strike
- Perilous Myr + Tainted Strike
- Prossh, Skyraider of Kher + Tainted Strike
- Kiln Fiend + Tainted Strike
- Mirrorwing Dragon + Tainted Strike
- Demon of Death's Gate + Tainted Strike
- Tainted Strike + Withengar Unbound
- Draco + Tainted Strike
- Heartless Hidetsugu + Tainted Strike
- Nekusar, the Mindrazer + Tainted Strike
|Commander / EDH||Legal|
Tainted Strike occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Tainted Strike Discussion
1 week ago
- Anthem of Rakdos (I did not see a lot of card vantage so hellbent shouldn't be an issue)
- Tainted Strike (Player removal if timed right)
- Scroll of Fate (Work around for counter spells also combos with Mikaeus, the Unhallowed to cheat out fattys)
- Command Beacon (Work around for uncastable tax)
- Peat Bog & Sandstone Needle (3 drops playable on turn)
I don't mean to over step suggestions but maybe utilize draw/discard for card vantage then then some graveyard recursion to cheat out the fattys
2 weeks ago
I’m worried you have too many situational cards in an attempt to get a fast win. Both Tainted Strike and Birds of Paradise don’t give you much/any value outside of maybe pulling off a very situational early win (which also requires your opponent not respond to what you’re doing).
I would recommend creating more resilience in your deck, so that it can put up more of a sustained fight. Your proposed T3 win is almost never going to happen, and so those cards you’re playing just to try getting it to happen are wasted here, imo.
Swapping the Birds for 2 each of Grim Flayer and Scavenging Ooze would probably be a good idea. The former can help apply pressure while finding you pieces, the latter helps mitigate aggro decks and grave shenanigans.
I’d advise swapping Tainted Strike for more killspells - getting your pushes and decays up to 4-ofs is probably worthwhile.
Your sideboard probably wants some Ground Seal to protect your grave game 2 onwards
2 weeks ago
Cerulean wisps is mana positive in the combo - it untaps coil twice (coil trigger, tap for mana, celerian resolves, tap for mana). Fists of flame helps keep the damage reliable enough that slip has only a minor upside. Personally, I've run a couple red cantrips instead of the green - Expedite and Crimson Wisps are good when you find yourself needing to combo on turn three, but the increased power is also a consideration.
Personally I'm a fan of Tainted Strike or Assault Strobe - halving the 'count to twenty' is a major reliability improvment, while casting both with coil on the field means you need to find just three more power to win.
I'd give a little thought to Simian Spirit Guide- Its a decent one-shot mountain which can make this a turn one combo, while still not gumming up the hand too much.
3 weeks ago
Contract from Below (ummm... what?? this is too strong and the ante doesnt exist to balance it)
Ichorclaw Myr (colorless infect)
Sun Titan (probably fine)
Porcelain Legionnaire (cheap first strike, hard to kill in reasonable time without using removal spell on a 2 drop)
Winds of Abandon game ending 1 sided wrath (probably just too strong)
Mana Tithe fine card, but not sure why white has counter spells
Peregrine Drake probably fine, but just worth watching for overly easy infinites
Etherium Sculptor potentially too many artifact synergy cards like this in the cube (artifacts might be one of the most well supported archetypes)
Brain Freeze (not really supported?)
Snap again potential infinite mana
Feldon of the Third Path potentially degenerate?
Flameshadow Conjuring (goes infinite with multiple creatures with an iron myr)
Golgari Grave-Troll maybe fine
Sprout Swarm (I've seen this card be silly, but its probably fine)
3 weeks ago
I'd consider taking out Myr Battlesphere it just isn't doing anything outside of KCI.
I would try to find a spot for some of these:
Mycosynth Lattice use your lands on combo turns, make your dorks useful late game as artifacts to sac
Hope of Ghirapur on flavor recurrable answer to a problematic player
Weatherlight card selection for days in this deck
Trading Post is an all star in a deck like this
Buried Ruin is a shoo in
Metalworker is a no brainer
Cranial Plating could be saucy
All the moxen instead of dork mana like Gilded Goose
Ad Nauseam is just the best and your curve is low enough especially if you cut the battlesphere.
Marionette Master I am glad to see is gone.
Generally I'd consider on cutting down on cards that don't do much outside of trying to win with KCI and replace those with ways to win without your graveyard which seems to be the weak point (beatdown seems like a possible plan with enough buffs). Tainted Strike could make sense here. Also it pains me to say Craterhoof Behemoth because that card is lazy AF but that or even the more subdued Pathbreaker Ibex could be options.
4 weeks ago
1 month ago
Rotting Regisaur may good as it will fill the grave and is a early threat.
Inkmoth Nexus and Tainted Strike are something to consider if you plan to use the Death's Shadow and Varolz, the Scar-Striped combo. They could be a better subsitute for the red colored cards in the deck. My deck Scavenging Infection is on a sort of budget but thats my version of a win con. I am also looking for imput on that deck if you have any ideas for it.
Overall I like it +1!