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A modern infect deck I made with more of a purpose to weaken my opponents creatures and attack for poison counters rather than mainly using proliferate to do that.

Cards in deck:

Creatures - 22

x4 Glistener Elf - A standard 1/1 with infect that costs 1 to bring out. Useful for getting counters in the early turns or to provide defense against any annoying creatures while giving them a -1/-1 counter as well.

x3 Plague Myr - Being another 1/1 with infect is always helpful considering they cost 2 to bring out. But them having the ability to tap for extra mana can help bring out some extra support mid game.

x2 Rot Wolf - For a 2/2 with infect and having the ability to give me extra draw power with a cost of 3, these make a good addition to the deck even if they only get me drawing one or two cards.

x2 Corpse Cur - While costing 4 to bring out a 2/2 with infect. As soon as he comes out he returns a creature with infect from my grave to my hand. This can be pretty useful for returning a Glistener Elf or even a Phyrexian Hydra Late game.

x2 Core Prowler - This is rather similar to the Corpse Cur in that is costs the same to cast with the same power/toughness and has infect. Except that instead of returning a creature with infect, when it dies it allows me to proliferate. Which is always helpful for boosting poison counters.

2x Phyrexian Hydra - Only costing 5 to bring out a 7/7 infect creature is great. His only downside is that he gets -1/-1 counters himself whenever he would take damage. This makes him weaker as he takes damage but still is a useful 7/7 to begin with.

x3 Hand of the Praetors - This card is one of the main creatures in the deck, giving all my other infect creatures +1/+1 and giving my opponent a poison counter whenever I cast an infect creature spell. This plus the casting of Glistener Elf's and Corpse Cur's to get back the elves can make for a very quick win.

x2 Reaper of Sheoldred - This cards main use is simply to just keep attacking. If my opponent lets the attack go through they get poison counters. If they defend they get poison counters. It's main use is to draw the attention to him and force my opponent to waste destruction cards on it if they don't want to risk the poison counters.

x2 Mogis's Marauder - This card while not having infect, is still extremely useful. While the deck is more green over black, when he comes out he can still give a couple of my good infect creatures haste and intimidate. Giving them intimidate makes them hard to deal with if my opponent doesn't have any ways to deal with them, and can spell out the end of the game if it's later in the game.

Planeswalkers - 2

x2 Vraska the Unseen - She serves as a very useful planeswalker in this deck. Her main use is to use her -7 ability which can easily be done through cards with proliferate. The tokens she brings out can be given fear through Aphotic Wisps for 1 mana and can also be given haste and intimidate with a Mogis's Marauder. This can cause my opponent to have to deal with the tokens as well as all the infect creatures out.

Instants and Sorceries - 8

x4 Aphotic Wisps - This card is extremely useful for it's cost. It turns one of my creatures black and gives them fear while also allowing me to draw a card. Playing this on a large creature such as a Phyrexian Hydra can mean he'd be doing a lot of poison counters with a much lower chance of him being able to be blocked against. Even should my opponent be playing black cards or artifact creatures, drawing a card for 1 is always useful.

x2 Caress of Phyrexia - This card can ultimately end the game if my opponent has already accumulated enough poison counters. It would allow them to draw three cards, but they lose three life and gain 3 poison counters, which can make a large difference at certain points in the game. In an emergency, you can also play it on yourself if you don't mind losing the 3 life and gaining the counters.

x2 Triumph of the Hordes - This card allows all of my creatures to have trample, infect, and gain 1/1. This allows a Mycosynth Fiend to have trample and infect, as well as a counter. That, coupled with any amount of poison counters the opponent has already got can make them extremely powerful.

Artifacts - 6

x2 Contagion Claspx2 Contagion Engine - Both of these cards do roughly the same thing. Putting a -1/-1 counter on creatures and proliferating. While in most cases the engine will be used more over the clasps. The clasps are very cheap to play so can be useful early on.

x2 Decimator Web - Costing only 4 to play and 4 to use the ability, It's worth playing this for what it does. Putting an extra poison counter is always good and so is the life loss. The mill can also get rid of any key cards in your opponents deck that would be able to stop you which makes this a worthwhile card to include.

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Date added 10 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

7 - 0 Rares

15 - 2 Uncommons

18 - 7 Commons

Cards 60
Avg. CMC 3.32
Tokens Assassin 1/1 B w/ Player Killer
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