Hello again. I just playtested my deck again. I realized my deck is more of the late-game deck. I mean, I get basic creatures down like Ruin Rat, but one move, like playing a Torment of Hailfire or the mega move on Nicol Bolas can destroy someone's gameplay. If there is a way, can we 1v1? But of course, build a legal deck or use an IRL deck. Thanks.
August 7, 2017 6:39 a.m.
Hello. Recently you comment on my "HOD Quad" Deck. Was wondering which cards I should take out. I was play-testing it online and with friends and it seemed fine. I use a 20-20-20 in my terms. It means I have 20 lands, 20 creatures/planes-walkers, and 20 of everything else. I also have creatures like Oasis Ritualist to create mana for me. I wasn't mana-screwed, but do you think I could easily become mana-screwed? I have lands, deserts, creatures, and a Traveler's Amulet, for 1 colorless mana, I play it. Since it is an artifact and has summoning sickness, I have to wait one more turn to "use" it to find any land I want to. Otherwise, thanks for the help. I appreciate it a lot.
August 6, 2017 6:41 p.m.
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This was just the brainstorms list of what I could tell the deck was running. I haven't updated it since I saw the final list.
August 6, 2017 10:25 p.m.
Hey there! I'm assuming you're fairly new to the game(or at least the site) which is awesome, there's lots to learn and it's a super fun process. Your 20/20/20 rule is actually pretty fair if you're running a more aggressive deck with lots of small creatures like I mentioned. The issues with running that cost more than 4 or so is that you always want them to be cast as soon as possible, which means you want to draw your last consistently. Mana dorks(creatures who tap for mana) like Oasis Ritualist are great for making mana and getting you "ahead of the curve" where you have more mana than the opponent each turn. Traveler's Amulet actually does NOT have summoning sickness since because that only applies to creatures. Lands, artifacts, planeswalkers and just about everything else don't have summoning sickness UNLESS they become creatures after entering the battlefield, so you can totally use the amulet the turn you play it.
If you're looking to play Nicol Bolas planeswalker even on turn 7 or 8, I would definitely play 24 lands. When you're playing 4 colors like you are too, you need a great deal of multicolor lands to help you cast a green 2-cost creature on turn 2, a black creature turn 3, red turn 4 and so on. Running more lands in general will help with that. It's ALWAYS better to have too much mana than too little. If you don't draw enough you just don't get to play the game, if you draw too much at least when you do draw something sweet, you can usually play it right away.
You're kind of in the middle of 2 different decks as is. You actually have a decent black/red/green(or Jund as you'll hear people say) aggressive deck. Some stuff like Dune Diviner and Proven Combatant definitely would be easy cuts for the lands. If the only blue cards you played in the deck were Nicol Bolas and River Hoopoe it would be much easier on your mana to make sure you could cast your spells when you want and multiple spells in each turn that were different colors. Manalith is another good card that will help you with color fixing too.
I would try those first few suggestions out. I think only running 2 islands and the rest to match your decks needs would be about right. TappedOut has a great feature on the decks where at the bottom/side is shows a pie chart of your mana source needs. Following that will give you a great idea of what your lands should look like. I hope this helps!
August 6, 2017 10:25 p.m.
The first thing you're going to want to do is to raise your land count a decent amount. If you're trying to cast Nicol Bolas on time(aka as soon as you can) l you're going to want probably 24 lands. 20 lands is what an aggro deck would run that only ever wants spells that cost under 3. This deck isn't that since you're trying to cast much more expensive cards. Upping the land count will help you do that more often and when you want to. Hope that helps!
August 6, 2017 11:49 a.m.
Like what was already mentioned, the rules exploit that you're talking about was fixed recently and no longer works the way it used to. The deck is now dead as a doornail.
August 6, 2017 11:44 a.m.
Like was mentioned already, there are lots of decks that prey on Infect right now so if the Infect player stumbles at all it gets punished really bad. Fatal Push being able to kill Inkmoth Nexus might have "pushed" the deck out of range since Push has become one of the predominant removal spells. The Gitaxian Probe ban hurt, but its more the rise of decks that do what Infect does only better than has pushed the deck out of the top tier status. Even decks like the Collected Company combo decks are in a better position to win faster than Infect.
If your local area has lots of Tron(not the eldrazi kind) and decks that are a turn or 2 slower than Infect you still could play it, but at a larger event Infect isn't really suited well right now. Definitely could change at any moment with a new set, but as of today it's not the best choice for a larger tournament.
August 5, 2017 10:33 a.m.
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|Playing since||Ice Age|
|Avg. deck rating||7.24|
|Favorite formats||Legacy, Pre-release, Modern|
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|Venues||Metagames unlimited, Hurley's Heroes|
|Last activity||2 weeks|