TODAY CHILDREN WE WILL BE COUNTING TO TEN...1 HAHAHA..2 HAHAHA..3 HAHAHA
/ Infect too blasé and overdone? Mono too boring and noncompetitive? / Infect too icky? THEN / IS FOR YOU!! WE DON'T NEED THOSE EVASIVE
'S WHEN WE HAVE TRAMPLE!! SO KEEP BACK YOUR LITTLE 1/1 ELEMENTAL TOKENS TO BLOCK AAAAAALLLLLLLL YOU WANT, YOUR JUST ACTIVATING MY TRAP CARD!FINALLY WE TOP IT ALL OFF WITH
Flesh / Blood
FOR THAT POST COMBAT DESSERT!!!!
My Gruul/ Infect deck that started as just stuff I had and it was kinda fun trampling over blockers. I've started upgrading it with
Flesh / Blood
and a third Infector in the form of
who's first strike is huge with trample surprises.
NOW, let's talk about our trample enablers.
is a classic of Infect decks everywhere so it was an instant include. Next up is
with that BOOMIN blood-rush ability that gives +4+4 AND trample AND because it isn't being cast, it is UNCOUNTERABLE!!! Finally, is
Temur Battle Rage
, who not only can enable trample BUT ALSO gives double-strike which is literally doubling your Infect attack.
OUR PUMP SPELLS ARE:
which gives +2+2 and hexproof.
gives +2+1, scry 1, and haste for those times when your opponent thinks its safe to swing all out because you don't have a creature on the board.
Groundswell gives +2+2 but has Landfall to make it +4+4 instead.
Brute Force(Basically red
) gives +3+3.
Mutagenic Growth gives +2+2 for which can make it a free pump spell outa nowhere.
makes your creature a 6/4 Wurm that retains it's abilities. It may be at sorcery speed but that doesn't really matter as much when you have trample though.
Might of Old Krosa
gives +2+2 at instant speed or +4+4 if you cast it during your main phase.
Vines of Vastwood
can give your creature for hexproof for a.
gives target artifact or creature you control protection from artifacts or from the color of your choice until end of turn.
is the classic 1/1 infect creature for a that goes in every Infect deck.
is a 1/1 infect creature for that gets +2+2 when it is blocked which works fabulously with trample effects.
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