Sideboard


Maybeboard


Summary

This infect deck tries to kill with poison from pumped infect creatures, and then with Livewire Lash when pumping or protecting equipped creatures.

From a pure output standpoint, there's enough poison to kill on turn 3-4 nearly every draw. But I'm honestly not sure if that means anything, since in practice you'll be doing other things like removal, blocking, or bluffing.

Use "Custom" groups to view cards in overlapping categories. (e.g. Vines of Vastwood appears in both Pump and Protection.)

The Maybeboard is a mess, and just there to remind me of cards and testing stuff.

NOTE: Currently testing fewer lands (Original was 22)

Card Discussion

Creatures

Glistener Elf - Mainly used as a quick 1-drop to apply quick pressure. Has a secondary use of being a cheap creature to trigger the direct poison ability of Hand of the Praetors.

Plague Stinger - This 2-drop has flying which makes it harder to block, and also can be regenerated by Swarmyard.

Ichorclaw Myr - Creates problems when trying to block him, and especially so with trample from Rancor. Additionally, can be sacrificed with Nature's Claim, and can be cast if having mana color problems.

Phyrexian Crusader - Great creature, and a real nightmare for burn opponents. First strike (especially with pumps) makes him hard to eliminate with blockers, and the protection helps with red and white removal.

Flensermite - Experimenting with this guy, but currently swapped them out for Mutagenic Growth. Easy way to get life due to pumps and Livewire direct targeting.

Inkmoth Nexus - Useful because it has evasion, can't be countered, and isn't usually a creature during opponents turns. In a pinch it can be sacked to Nature's Claim.

Pumps

Mutagenic Growth - Currently testing. I really like this card, and it had great bluff potential. But the question is whether that's worth the lack of +4/+4. Deck space is tight and I'm currently trying to shoehorn it in and have swapped out 2 creatures to fit it in. But I really can't afford to remove too many creatures or the deck just doesn't function.

Rancor - Trample helps get your poison through, and comes back to your hand if the creature is removed. Just be aware of removal in response to casting Rancor, as that's one of the few ways to get rid of it (Since it hasn't entered the battlefield, and thus won't come back to your hand.) Great synergy with the First-Strike of Phyrexian Crusader and Ichorclaw Myr ability.

Vines of Vastwood - Works nice as a pump, but you'll want to save this to prevent removal. Just be sure to cast AFTER the removal, don't get suckered into casting it first. I've considered Blossoming Defense, but Vines has an advantage in that it can also be cast on an opponent's creatures to block auras/equip/pump etc.

Might of Old Krosa - Only getting +4/+4 during the main phase makes this less of a surprise, but it's still an instant, meaning that it can still save creatures in response to main phase damage removal.

Livewire Lash - I have a soft spot for this card, and it's what makes this infect deck unique from the meta. At first glance it looks slow, but this is essentially a kill card because the creature is doing the damage, and infect creatures deal damage as poison.

Naturally, it's good as a simple buff that sticks around, but it's real utility is to send poison directly to your opponent and/or to remove creatures. (Note that responding with a counterspell doesn't help here - the 2 poison is deal upon casting, not resolution. And removal is even worse since it ALSO targets the creature causing another 2 poison.) And in a pinch, you can sack it to Nature's Claim. Also note, that you can even target your own creature with removal to get that last 2 poison in.

This also acts as a removal tool, since you can target your opponent's creatures. And if you aren't killing your opponent this round, this is a great use. The -1/-1 counters stick around if you can't outright kill a creature. It feels a little like a control deck in this role.

Livewire also works as soft protection too, since targeting him hurts and is risky due to Vines of Vastwood, and targeting while at 8 poison is right off the table. (Responding to your opponent removing your lowly equipped 1/1 attacker with Vines is probably a game winner. He's still on the table and attacking, so the whole exchange is 11 poison. People will hate you.

Removal

Which ones are best is pretty situational and I'm not all that familiar with the meta. Doom Blade, Go for the Throat, Dismember, Cast Down are all good. If your opponent is light on creatures you'll probably sideboard for Inquisition of Kozilek.

Assassin's Trophy - Yes, it gives your opponent a mana ramp, but this card is terribly strong. The ramp is pretty meaningless when you win on turn 4.

Card Draw

Infiltration Lens - The first time I tested this, it seemed a bit awkward. But this deck has changed a lot since then, and I'm revisiting the idea. It fits well into the mana curve, since there are a few scenarios where you have 1 free mana. Your opponent will be loathe to let any infectors through, fearing a pump. But if he blocks, you get card advantage, possibly even into a pump draw for the win. Between this and Livewire, neither of which really offer much in multiples, I'm starting to look for something to do with extra artifacts/cards. But nothing really has caught my eye yet with the exception of Collective Brutality, and maybe Key to the City.

Land

Mana color isn't usually a problem, just be conscious of the need for 2 black.

Swarmyard - This made more sense with both Plague Stinger and Necropede, but still seems useful with just the Plague Stinger. If Blood Moon is in the meta, it might make more sense to replace them with a basic.

Inkmoth Nexus - Pretty useful because they can be hard for an opponent to deal with. Also note that any counters from Subtle Strike will stay on even if a land. A little hard to use with Rancor and Livewire Lash, but this can also be an advantage, resulting in a repeatable 2 poison a turn for 4 mana if the game has somehow ground to a standstill.

Pendelhaven - Quite strong, even if used just before casting Rancor or equipping Livewire Lash. Even works well as a defensive measure.

Sideboard

Nature's Claim - Easy artifact and enchant removal seeing as you don't care about the opponent gaining life. It can also be used to give yourself life.

Thoughtseize or Inquisition of Kozilek - Probably should be main boarding this or something similar, but space is tight.

Rathi Trapper - I could mainboard this as it's an useful way to slip the last few poison in, and also works to lock-down some creatures that could pose a serious problem until removal or Livewire come online. I've been doing some testing with him.

No idea what the meta is like, so this list is a bit iffy.

Not in Deck

Creatures

Necropede has been replaced by Ichorclaw Myr, but I really liked him. The -1/-1 counter upon death can be really handy. Also he's an insect to be regenerated with Swarmyard.

Hand of the Praetors - Buffs all your infect creatures, and also allows your new creature drops to directly infect the opponent. And of course he's a good attacker too. A little conflicted about this one, though. At 4 CMC he's often late to the party, especially since there's plenty of other things to do at 4 mana.

Card Draw

I really want some card draw because fast decks can burn out if the game extends.

Rot Wolf - Serves to replenish your hand in stalemate situations, and is great to equip with Livewire Lash, since targeting creatures means card draw. Additionally, it avoids -1/-1 creature wipe. The problem, is that the 3 CMC feels really slow and by the time he's all set with Livewire, the game could be over. Could be a possible sideboard, but feels a little weak as a sideboard choice.

Beast Whisperer - It's costly at 4 CMC, but by the time it's relevant, you have the mana. If allowed to stay on the board, it's quite a run-away with all the cheap creatures. You'll draw into another creature, play it, draw into another, etc.

Plainswalker

Garruk Wildspeaker - Is probably the only choice, and he seems pretty good. It costs 4 mana, but you immediately get 2 back, and really opens up a lot of options, and the ultimate can be used the next turn as a kill condition. A little short on space, though.

Other

Evolution Charm - It's interesting. 2 CMC always feels a little expensive when I need it, but it's hard to ignore the utility. Usually I'm looking to power Livewire Lash or bring a creature back from the graveyard, but the evasion and mana fixing come in handy too.

Throne of Geth - Been testing this. It has a lot of utility with proliferating the +1/+1 from Subtle Strike and all the -1/-1 counters that might be on opponent's creatures from blocking. And of course the opponent's own poison counters. It can also be used as life gain with Nature's Claim. And really screws with an opponent's Chalice of the Void. Ultimately, it just seems better to use other pump cards.

Grim Affliction - Will have to test. It's a little expensive at 3 CMC, but -2/-2 is ok removal, and the proliferate could come in handy.

Flesh-Eater Imp - Quite good. Evasion and a repeatable pump. Typically though, there aren't that many creatures around to pump it with. Has some interesting plays to sack Noble Hierarch after the exalted trigger for the last few poison.

Selesnya Charm - With the addition of Infiltration Lens, if your creature is blocked, there are times when drawing into an instant trample buff could be amazing. Predator's Strike could work in this regard too, but without the need to splash white. The exile mode is pretty good though. But what to replace?

Subtle Strike - Still experimenting with this, and it's been surprisingly good, if perhaps a bit convoluded. The +1/+1 is a counter so it sticks around. The -1/-1 is removal. Both together mean your 1/1 can take down a 2/2 blocker and live, or trade with a 3/3. And it provides an alternate CMC from the other pumps and avoids Chalice of the Void on 1. Hard to say what it should replace, though.

Splash

Currently testing some blue splash. This is possible with the addition of Noble Hierarch and one each of Watery Grave and Breeding Pool since they are able to be fetched with Verdant Catacombs. What to add is up for debate, but I'm looking at Curiosity or Artful Dodge. Both can win the game with Livewire Lash and both are useful without it.

Splashing white has some interesting possibilities as well, perhaps Dromoka's Command, Selesnya Charm, Valorous Stance or Lunarch Mantle which can be also used to repeatedly sacrifice Rancor to power Livewire Lash. Goldenglow Moth could be a nice defensive addition, especially with Swarmyard already in the deck. Zealous Persecution Has some utility vs. some mass removal or vs. lots of small creatures, and can pump too.

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Date added 12 years
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

28 - 9 Rares

6 - 2 Uncommons

19 - 4 Commons

Cards 60
Avg. CMC 1.75
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