Protection Spells
Vines of Vastwood
(4) - I have not seen a single infect list not running 4 Vines. Sometimes call the green counterspell, aside from already pulling double duty in the deck, being a pump and protection spell, it also has the chance to prevent opponent's effects. You can use it to stop an Archbound Ravager's modular trigger, or stop a lethal
Kiki-Jiki, Mirror Breaker
+
Restoration Angel
combo. Core card in the deck.
Blossoming Defense
(4) - Very rarely I have seen this card played as a 3 of, but I think it's right to play 4 in the deck. It runs double duty, working as a pump and protection, and is very important to the deck.
Apostle's Blessing
(0-2) - Most infect decklist play at least one copy of this card mainboard due to it's versatility. It can situationally get your attack through, and it protects your creature even if the only land you have open is an
Inkmoth Nexus
.
Spell Pierce
(0-3) - I really like
Spell Pierce
in the main for Simic Infect. It helps a lot in some of the more difficult match-ups, and with the lack of
Gitaxian Probe
, the deck requires more protection in the now.
Pump Spells
Might of Old Krosa
(4) - 1 Mana for 4 power consistently is a rate that infect can't pass up on. This card has been a staple in all versions of infect and I don't see that changing. It's just so good.
Become Immense
(2-4) - Even in the
Gitaxian Probe
days of infect, I was never a proponent of 4
Become Immense
as it is clunky in multiples. These days, most people run 2 or 3. It's clunky in multiples, but very powerful once you set it up.
Mutagenic Growth
(3-4) - Being a mana-less pump, this card can sometimes be essential in winning the game, and is the card that most frequently helps you kill out of nowhere. It's good to note that when cast before a
Become Immense
it works as a clunky piece of ramp, which has won me multiple games.
Groundswell
(0-4) - This is a defining card in your deck, playing 4 likely means you're shaving some of the flexibility of the deck, and going for a much more aggressive line. I personally have seen and played decks with anywhere from 0 to 4 copies of the card. My currently list runs 0, but that's because I like to be more versatile, and generally safer. Ultimately it's however you prefer to play though.
Giant Growth
(0) -
Giant Growth
is not great in the deck. The +3/+3 often leaves you just short. If you really must play it, play 1 copy, other than that avoid this card altogether.
Flex Slots
Distortion Strike
(0-2) - Most Simic infect lists sit at 1
Distortion Strike
with a second in the side board. It is a flexible card and allows you to kill over 2 turns. I wouldn't recommend 0, but I have seen it.
Dismember
(0-2) - A lot of lists have adopted playing 1 copy of
Dismember
especially with Humans running so many problematic creatures. Running one or two in the main deck gives you a chance against a
Thalia, Guardian of Thraben
or
Meddling Mage
in game 1.
Echoing Truth
(0-1) - Filling a similar role to
Dismember
,
Echoing Truth
works as a 1 shot answer to a problematic permanent your opponent has. Most times you cast it on end step to removal whatever then untap and kill the opponent. It's situation, buit it's also a catch-all, so it can be a useful tool main deck.
Rancor
(0-2) - I like this card a lot more if you're playing
Ichorclaw Myr
in your deck, but it's reasonable on it's own. It grants evasion to a
Glistener Elf
and a repeatable 2 extra damage is nothing to scoff at, especially when you don't have to sink mana into it. If you play
Rancor
you should probably shave copies of
Become Immense
as the cards synergize very poorly.
Twisted Image
(0-2) - With the drop in the amount of
Spellskite
s played, this card has gotten much less appealing to me. It often just cantrips, in which case there are better options. I've seen people play up to 2, but I personally wouldn't play any.
Become Immense Fuel
Thought Scour
(0-4) - This card is great in conjunction with
Become Immense
. Having a little bit of card draw is always nice. The downsides are that you can mill the cards you need, and that it slows down your game plan. Personally this is my favourite of the 3 options here.
Street Wraith
(0-4) - While technically a creature, in this list it's just a Gitaxian Proble minus the
Peek
. It allows you to essentially play a 56 card deck, and helps with
Become Immense
.
Surgical Extraction
(0-3) - This is the weakest of the 3 if you ask me. It does the
Peek
aspect of
Gitaxian Probe
and can potentially be a blow out, but it just down't do enough to me, still, to each their own, and it's not unreasonable.