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The Contagion (Modern Infect Primer)

Modern Aggro Combo Competitive GU (Simic) Infect

Logics


Sideboard


Simic Infect Primer

Infect is one of the older modern Archetypes in Modern. It has been around for a long time, and has found marginal to great success in it's history. Simic infect is generally accepted as the most powerful version of the deck due to the inclusion of Blighted Agent . At it's peak, it was considered by some the best deck in modern with the like of Gitaxian Probe (R.I.P.) allowing for a more streamlined deck and a way to check if the coast is clear before killing your opponent. Nowadays, the deck has slowed down a bit, changing from an all out blitz and kill to usually killing over 2 turns while being able to threaten lethal if they ever let their guard down. Cards like Spell Pierce , Dismember , and even Jace, Vryn's Prodigy   are making it into lists now, looking for resiliency over sheer speed.

Through and through, infect is a combo deck, looking to assemble a winning hand, find an opening, and kill your opponent. It creates very interesting games, where players actively bluff a lot of the time, and the infect player has to read the opponent. This is why the deck interests me, it is a combo deck that is actually actively interacting with the opponent. Of course most of the interaction is of the whiff your interaction variety, but that better than most combo decks.

In the current meta, infect is probably a tier 2-2.5 deck, with jund and mardu pyromancer being incredibly difficult to overcome. That being said, most people aren't ready for infect, and it is definitely powerful.

Most infect decklists follow a similar formula, as it allows for the most consistency when playing, although there are a number of flex slots in the deck, and all of the time people change up their builds to fit their play style. In general you will see something like:

25-29 Instants or Sorceries, with about 8-12 being protection spells, 1-4 evasion spells, 10-16 being non-protective pump spells, and 3-6 being removal or card draw.

Then we have a fairly standard 12-15 creatures with the main 3 staying the same. Depending on tastes, people will add extra infect creatures or Spellskite main deck.

Lastly we have 19-21 lands to round out the deck.

I will cover in more detail general numbers, as well as different pieces of tech that some people in the deck. Keep in mind, everything I'm putting down is generally what is played. Feel free to shave what I would call a 4 of auto include if it suits your deck building style, or play 4 copies of a card I list as 1. At the end of the day this section is supposed to aid in your deck building, not define it.

Creatures Show

Spells Show

Sideboard Choices Show

Lands Show

This section will cover technical play, and mulligans.

Mulligans Show

Fetching Show

Sequencing Show

When to Pump Show

Infect preys on decks that don't play many early creatures, such a tron, or decks that aren't interactive, such as storm. When they are unable to interact with your plan, you can kill very quickly, and in general before they can work their plan.

Infect has 3 main weaknesses, hand disruption, decks with lots of spot removal, and decks with flying blockers. Modern is a format where it almost down't matter what deck you play, you have some kind of interaction in it. This is why I lean toward a higher amount of protection spells.

Flying blockers are also an issue, as our only way through it Blighted Agent at that point.

Hand disruption is generally good against combo decks. If you know you're playing against a deck with it, have redundancy in your hand is likely a good way to win.

The combination of these threats can cause major problems, making decks like Jund, Burn, and Mardu Pyromancer very difficult match-ups, the last one being probably our worst possible match-up outside of a random deck playing Melira, Sylvok Outcast

And that's everything for now. If you have any questions, or you feel like I missed something, please let me know, and I will do my best to update this accordingly. Also feel free to give the deck a +1 to help get infect more exposure.

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Played 3 matches tonight. Mardu Pyromancer, Bant Spirits and U/B Tezz. Went 1-2 then dropped.

Round 1: Mardu Pyromancer (0-2)

Game 1: (L) He Mulled to 5 and I kept a 7. This match-up is that bad for me. He did typical Mardu Pyromancer things. He killed all of my creatures, took cards from the hand, and after all of my threats were gone, he landed a Blood Moon into a Bedlam Reveler and it was lights out.

Game 2: I probably could have won this won, but drew poorly. Ended the game with 9-11 mana sources in play. He played a couple Lingering Souls and I just attack with exalted triggers into them until he eventually stabilized and killed me a turn before I could kill him.

Round 2: Bant Spirits (2-0)

Game 1: (W) This game was a race. He was on the play and I managed to cobble together lethal while slowing him down with a timely Echoing Truth to bounce his Drogskol Captain. Blighted Agent swung in through the team with enough mana to pay for the Mausoleum Wanderer ability.

Game 2: (W) I mulled to 6 with a decent hqand, and ended up drawing Noble Hierarch into Blighted Agent. Then I ran over him with 12 life life for a turn 4 kill.

Round 3: U/B Tezzerator (1-2)

Game 1: (L) Essentially he managed to drop an early Ensnaring Bridge, and I couldn't find one of my 2 mainboard answers while he durdled.

Game 2: (W) I went turn 1 Glistener Elf into turn 2 Blighted Agent attacking for 1. He Abrupt Decayed my Blighted Agent on his turn, leaving the door open to kill him with double Might of Old Krosa on turn 3.

Game 3: (L) I played this game about as well as I could, holding up asnwers to his Ensnaring Bridge and Thopter Foundry + sword of the meek combo. I managed to fade a lethal attack with an Echoing Truth, and played perfectly where a Distortion Strike would have won me the game for about 5 or 6 turns, but never found one. Really made me realize that I sideboarded wrong and needed Apostle's Blessing as an extra way though the thopters. Overall it was a good match.

Final Thoughts:

Overall I was happy with how the deck was proforming. I few better draws and I could have done better, but I also need to learn sideboarding better with the deck. I got more testing on the Echoing Truths, which I was happy about. In Every match I played today, it felt like a great card for the deck. I think it solves a lot of problems infect faces, and I will definitely keep the 2 copies in my 75.

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Revision 18 See all

(5 years ago)

-1 Breeding Pool main
-2 Groundswell main
+2 Jace, Vryn's Prodigy  Flip main
+4 Mishra's Bauble main
+1 Spellskite main
Date added 9 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

22 - 3 Rares

19 - 6 Uncommons

15 - 6 Commons

Cards 60
Avg. CMC 1.46
Tokens Emblem Jace, Vryn's Prodigy
Folders Infect, My Modern Decks, Modern Infect, Infect MODERN, Favorites
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