|Commander / EDH||Legal|
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|Modern Masters 2015 Edition (MM2)||Common|
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Vines of Vastwood
Kicker G (You may pay an additional G as you cast this spell.)
Target creature can't be the target of spells or abilities your opponents control this turn. If Vines of Vastwood was kicked, that creature gets +4/+4 until end of turn.
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Vines of Vastwood Discussion
2 days ago
Here's a few other changes I would make:
- Predator's Strike instead of Wild Hunger, since you have no way of paying for the Falshback, Predator's Strike is strictly better.
- Rancor instead of Unnatural Predation. I think the trade of +2/+0 for +1/+1 is worth it.
- Vines of Vastwood intead of Titanic Growth, basically for the same price you get to add Hexproof.
- Groundswell could be a replacement for Hunger of the Howlpack. You trade the permanent +1/+1 counter for a temporary +2/+2, with the possibility of upgrading to +4/+4 if you played a land, which yu want to do anyway. Plus you can trigger Landfall even if there are no other creatures on the board, something that is not possible with Morbid.
Another suggestion is to add either Manamorphose or Gitaxian Probe for Card-advantage, as they are both "free", but I don't know what you would remove for those, so I'll just leave them as suggestions for you to test out.
1 week ago
Yeah, I like the challenge of neglected themes.
I had Kodama's Might in there but swapped it for Inner Calm, Outer Strength because I found that hand size was consistently large with triggers from Elder Pine of Jukai et al. Plus, the kicker on Vines of Vastwood can serve the same function.
Phantom Tiger is a good suggestion -- I didn't get before that you could keep it around so well with an aura. Harbinger of Spring attracted me with its "protection from non-spirit creatures," but I agree it just isn't worth the cost in the end.
Traproot Kami is there because it's cheap to cast, on theme, slows down decks with flyers, and scales as the game goes on.
I agree artifact/enchantment removal makes more sense than bouncing lands back to player's libraries with Uproot.
1 week ago
Hope the holidays were great for ya SlavicGhaespar. I too though that I should of auto included Autumn's Veil, Jarad, Golgari Lich Lord, Phyresis and/or Glistening Oil, but after some testing I've had some problems with each of them. Hear me out,
Autumn's Veil: great card, but I choose not to color hate, mostly cause it can be a dead card if you don't play against those colors. In my group, I guess it's ok, and can change with Vines of Vastwood. However it doesn't stop Path to Exile or Swords to Plowshares.
Jarad, Golgari Lich Lord: for a slower more value deck grind, yes, this card can be insane for a multiplayer version of this deck. In this deck there are a few main problems with having him in this deck. He is too expensive for an underwhelming payoff. As a tempo play for a proactive deck, do you want to play a 4 mana 2/2 that doesn't help you with your combo, but rely on the scavenge already done. He is a bad scavenge target if he is in the graveyard (GGBB can be hard to make and he will most likely be a 2/2 because there is no recursion in the deck so you scavenge any creature that hits the graveyard). The main target will to put your counters on will be 99% of the time be your commander. The question is, do you really want to sacrifice your 14/14 or 15/15 commander that you invested, your commander, a high value scavenge target that you won't get back, and any resources used to assemble that combo (tutors etc.). Lastly, along with a bad tempo play, he is a win more card. Let's say you play mana dork on 1, commander on 2, Jarad, Golgari Lich Lord on 3. Now compare that to, some of my other plays that you could do on that turn, how about Jarad's Orders get Elvish Spirit Guide in hand and Phyrexian Dreadnought in graveyard. Scavenge the the Phyrexian Dreadnought with the Elvish Spirit Guide swing with a 14/14. These are why I don't think he's that good in the deck (also if you play him on turn 4, you lose your ability to protect him. Regen in commander is not as good as you may think. The removal is usually exile, -x/-x and bounce against me like Cyclonic Rift, Toxic Deluge, Path to Exile, Swords to Plowshares and Elesh Norn, Grand Cenobite)
Phyresis and/or Glistening Oil: If I have a 15/15 commander and they block the creature will die (most of the time) infect or not infect. If they have a creature, they'll block a 15/15 commander anyways. Due to it being sorcery, you can't surprise win like Tainted Strike and steal a win. Yes you might get it a win here and there with it, but having too much redundant effects on a condition win can leave you with a not very good position. Besides, there are quite a few tutors in the deck that help reduce this redundancy for the best cards for the finishers (Berserk > Tainted Strike > Phyresis and/or Glistening Oil.
2 weeks ago
Kiivuhl once again, thanks for these great suggestions. Seal over growth was a great idea. I also will include some Vines of Vastwood. However, in order to keep the price under 20 dollars, Gitaxian Probe and Rancor cannot go into it, and i can only include 2 vines. I plan on making a 30-40 dollar version of this deck in the future, and when i do i will include 4x of all of those cards. However, due to the theme of the deck, I cannot include either of those cards here. Thanks for your ideas!
Deco_y on The Plague
2 weeks ago
It has been a long ass time since I've played MTG and tried to be competitive, but back when I WAS one of the top 10 members of Tappedout, I played a lot of infect. A lot. So I can hopefully give some useful feedback.
Sideboard: Cut Flensermite, Phyrexian Swarmlord, and Whispering Specter. Swarmlord is tempting to include but in reality, it's a win-more card and ranges from moderately to very effective only when you're going to win anyways.
Mainboard: Any competitive infect deck needs 4 Phyrexian Crusader. It's such a good card. You may also want to consider another Inkmoth Nexus budget permitting. Also you want 4x Vines of Vastwood for protecting your stuff.
I don't think you need more than 4 hand search vehicles (Inquisition of Kozilek and Thoughtseize). Granted it almost never hurts to have more, but drawing one late game when you want a pump spell is an awful feeling that I've experienced personally. Of course, you'd want 4x Thoughtseize, but again budget permitting.
I'm also personally of the opinion that an infect deck does not need kill spells in it. Pump spells (like your sideboarded Become Immense) pretty much act like a kill spell if your creature gets blocked. If they don't block, your creature skates through and deals massive poison counters. A key to remember is that a pump spell draw late game wins you the game with an infect deck(especially with Rancor), and a kill spell does nothing to advance their poison counters. Inquisition or Thoughtsieze should allow you to get rid of any creature you don't like/can't deal with anyways, so that's why I think kill spells are moot.
Pen-ultimately, Livewire Lash was a card I used back in standard. It may be too slow now for Modern, but it's a way to deal poison counters without having to attack your opponent. Just pump and deal damage.
Lastly, if you are keeping your mana curve topping out at 3, you may want to also consider dropping to 21 land. It can be risky, but I would play test it anyways.
Hopefully this helps you somehow or can give you a bit of inspiration. I noticed you have a mill deck and I'll check that one too as I really want to make my current mill deck better.
2 weeks ago
Thanks for having a look. What I could do is change the deck around to include more black and sacrificing cards such as:
+4 Fatal Push
Thanks for the help!
2 weeks ago
3 weeks ago
I played against a guy yesterday that was playing GW slivers, he was playing Quick Sliver and it looked awesome, being able to play at instant speed looked great and made the game really impossible for me because he also had protection spells like Mutagenic Growth and Vines of Vastwood, maybe try it out!