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This a mono green infect deck I had a long time ago, I never really got it tuned the right way. Finally I got the right cards to fit in the right place.
The strategy is to pump your creatures as much as possible, you should be able to buff your creatures to at least 10 power. This should not take more than a few cards per turn.
To actually pump your creatures power I use Invigorate , Mutagenic Growth , Giant Growth , Overrun , Primal Bellow , and Might of the Masses . I switch out different instants depending on the situation.
The one card that I use both as offense and defense is Vines of Vastwood
. The real beauty is this card does not counter spells it just makes your creature illegal to be a target of spells or abilities. If you kick it than your creature gets +4/+4 and has hexproof.
If you get past turn 4 and the game is not over then there is some bigger creatures that can be used to finish the game.
I like Ichorclaw Myr because if your opponent blocks the creature then it naturally gets a buff. This can be a deal breaker is some situations.
The next big creature is the Spinebiter , who cares if the player blocks it. You can assign the combat damage regardless of it being blocked. So I think of it as a creature with a built in Giant Growth , all I got to do is add in an Invigorate and a Predator's Strike .
If all else fails and you have a bunch of creatures out, throw down an Overrun and head for the hills.
I threw in a Green Sun's Zenith incase you wanted to search for anything.
I played against a rakdos deck and surprisingly did very well. If I was not finishing the game on turn 2 then on average I finished turn 3 or 4. One time I even let the game continue on just to try ending the game with Spinebiter .
I can't speak against control decks, but this deck definitly works against fast beat-down decks.
@ 203995014, true true. I could go that route, I will have to dig through my collection to see if I have any of your suggestions. I think I have an Elvish Piper sitting some where in my collection. I just don't know if it will be worth it, with the card odds being so low. Then again, I am running some heavy creatures in the deck too, I will have to test it out.
Thanks lil_cheez, I have tried many different variations of infect. This setup turned out the best one so far. I had a dimir deck where I tried to kill everyone with Livewire Lash , but that did not work out so good.
Plus I wanted a mono green deck to show how powerful green can hit...I think I got that point across pretty good.
Oh ya, true. I did not even think of that. I actually got a few sitting around from a simic event deck, nice idea 203995014. Ya I try to work with what I got, I learned my lesson long ago about ordering cards like crazy. I avoid ordering a card unless its really worth it.
Maybe look at My Infect? It is very cliche, agreed; however, I played quite a few... hundred... games with it and lost maybe only a few times. New Phyrexia cards such as Mutagenic Growth come in extremely handy if you're out of mana and help especially if you have Wild Defiance on the field.
Also, I know that it is labelled casual, but if you're making this for a modern tourney or something, Green Sun's Zenith is banned in modern... found that out the hard way, I used to run it.
Thanks for the tip, your deck looks nice. I would have never thought of running it like that.
@ Stormclouf3 Thank you. Ya, trample is a problem I have to deal with sometimes. But I usually have a Inkmoth Nexus I can turn into a flying 1/1 infect to go through people's defense. Also, if the game gets to turn 7- 9 I usually have a Spinebiter to swing with.
The deck is really just a simple formula of pumping the creatures and going for the kill, its why it is mostly effective.
I have almost the same deck. You should note that the blanket spells like Overrun don't target your beasties, so you get no bonus from Wild Defiance . The only card I would recommend is Mental Misstep to deal with Fog /Holy Day . Here's a link to my old infect deck, so you can compare OP green deck
@paperhead: These suggestions are excellent, I was looking for a way to properly build my sideboard. You have just given me the suggestions I needed. I will add them to my sideboard and maybe into the deck. I will have to definitely play test those cards. Thanks for the input, I looked at your deck and got some good ideas.
imo, the wording can be important - Prey Upon
can be Redirect
ed and still work, while Pit Fight
would not, so if that type of irritating control is prevalent in your playgroup, it's a consideration. The only time I've ever used Pit Fight
over Prey Upon
is when I had some creatures of my own that I sometimes wanted to blow up. On the other hand though, instant vs. sorcery : instant wins.
tl;dr = They both have ups and downs, just buy whatever's cheaper :)
If it comes up, the way we figured Redirect + Pit Fight interacts is the blue player changes the second target, leaving the first target alone, so the 'you control' wording on the card is only handled by the R/G player. End result, R/G creatures bash R/G creatures while blue player smirks, annoyingly.
Ohhhh, I see what you mean now. Its a good thing I ordered Prey Upon , even though I think both are relatively cheap. It did not take me very long to think about how useful Prey Upon would be, I do kind of wish you could make any two creatures fight each other via instant. Still, this will help me out when I get stuck against a pinger at least...stupid Izzet.
You want your own creatures to be targeted by it, so you get the buff from Wild Defiance . The best part is, the spell TARGETS your guy before it affects your guy, so when you go to actually exchange damage with another creature, your infect creature is buffed +3/+3 by Wild Defiance .
You want your own creatures to be targeted by it, so you get the buff from Wild Defiance . The best part is, the spell TARGETS your guy before it affects your guy, so when you go to actually exchange damage with another creature, your infect creature is already buffed +3/+3 by Wild Defiance .
That is even better! But quick question, when two creatures fight does the damage stay around until end of turn. Say for instance, my 1/1 fights an Izzet 1/1, mine gets +3/+3 from Wild Defiance and they fight. All this happens before main combat phase, but when I do goto the combat phase and declare my attackers does my now 4/4 still have one point of damage on him? Actually, when the combat damage phase occurs, does my creature still have that one point of damage on him?
The way I remember it, the damage for fight does not linger.
Yes, your guy keeps the damage until end of turn, so in your example, he'd be a 4/3 infect when he attacks. Pendelhaven would kind of work, in that more than half your creatures are 1/1s (so it could target them) but since it's not an instant or sorcery, it gives no additional buff from Wild Defiance . The Exalted land, Cathedral of War would be similar (but worse, imo) in that it would give no additional buff, but also it could limit your attack, since you might end up attacking with less creatures for it's buff and, without Exalted on multiple permanents, you'd end up doing less damage.
To be clear on this, I simplified the rules a bit in my previous statement. A 4/4 creature that took 1 point of damage becomes a 4/4 creature that has taken 1 point of damage. LOL This is how it is basically worded in the rules. Toughness doesn't actually decrease (which is important for cards that swap power and toughness or change in-game rules Doran, the Siege Tower ). In almost all cases, a 4/4 creature would essentially be a 4/3 but it does occasionally come up, and it's nice to know. Damage is sort of 'washed off' of creatures during your end step, but it's important that damage does not wash off at the end of each phase - you could Fireball something in first main phase, then attack with a creature and Fireball again in second main phase (I mean if you liked wasting cards, lol) and sort of stack up the damage on a creature until it dies. As soon as the creature has taken more damage than it's toughness there's a state-based check done and it dies (this does not create or use the stack). State-based effects are always active, though, so if the damage is lethal the creature will die right away. If a creature takes NON-LETHAL damage that is washed off at the end of turn.
@Sam_I_am: All those are good suggestions, I used to run a U/B infect deck with Livewire Lash . I got rid of it for some reason. I think if I added Livewire Lash here it would be little broken. Although I find rebound works really well with Livewire Lash . I don't know now, your suggestion is making me want to put it into the deck.
Thanks for the input, I will have to think more deeply about Livewire Lash ...my group already hates the deck as is.
I hate to burst the fun bubble, but neither Invigorate nor Mental Misstep are legal in Modern. Also, Blight Mamba will be a better use of resources than either Spinebiter or Tangle Angler as both are too slow for a quick win. It survives almost all forms of removal (exile is kind of tough to deal with).
@Warmonger : This is why I put the deck under casual. Its for shits and giggles, and in a multiplayer setting Spinebiter and Tangle Angler work out just fine. You get enough turns to make them useful. I have even made the Spinebiter work in a one on one. I agree the Blight Mamba would be a better fit, so would Putrefax in my opinion.
I have no plans on taking this deck, or any deck of mine, to a tournament so I keep them under casual. I agree with getting dealing with exile, its a tough mechanic to get around. This is the fastest deck I own, it works out most of time killing at least one person.
Thanks for the heads up though, I appreciate it.