Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target creature gets +6/+6 until end of turn.
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Ultimate Masters (UMA)||Uncommon|
|Khans of Tarkir (KTK)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Become Immense Discussion
1 week ago
channelfireball12345 yeah I think you're right I should try both of them. I am struggling right now at drawing my wincons. I just tried Become Immense yesterday but i'm still worried about the lack of trample on this card. Maybe I should go back on good ol' Colossal Might. Thank you for helping !
1 week ago
Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.
To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.
1 month ago
Here's my Hogaak deck. I wanted to play Hogaak as soon as possible (to swing face)! To that end... pumping Hogaak +5/+x (with cards like Become Immense) or Grafted Exoskeleton lets you two-shot people with commander damage.
3 months ago
I'd give more consideration to Scale Up and Become Immense as big p/t increases are the driving force in infect. Also Blight Mamba is fun sb texch. Proliferate and counters are a solid idea, but with green leaning into things like Increasing Savagery rather than the white counters on all creatures, I'd be trying to Proliferate Servant of the Scale or abuse Wildcall for surprise Glistener.
I've had some success with Biomass Mutation, but once more it's still pretty inefficient.
Good luck with the brew, budget infect is more scary for people facing it down in fnm cause its just as explosive but less predictable than regular infect.
3 months ago
Infect is one of those mechanics which is scary even in budget lists. Ichorclaw Myr is popular in them.
Without Inkmoth Nexus a different focus is needed from the traditional. Playing a bunch of infect creatures rather than protecting a few will work wonders alongside hand disruption, while multimodal spells free up sideboard slots. These utility spells also have the benifit of not just being used in one deck.
The difficult part will be protecting vulnerable sources of infect damage while either packing enough tempo or midrange value cards. I'd look at cheesy graveyard interactions or tutoring 2 for 1s in green/black.
4 months ago
I suggest that you bring the Groundswell back in, and remove some Become Immense. If you are going to cast Become Immense, you are probably going to lose the game, because it means that your first wave of infect attackers failed, and your opponent has taken control. I would also have 19 or 18 lands in the deck. You don't want to be flooded with lands, since you want to combo off really fast.
5 months ago
I'm going to echo the recommendation for Scale Up, and I'd cut the baubles for them. Git probe was mainly good in infect because it gave you perfect information for when to go off, which bauble doesn't do, and drawing bauble on the turn when you just need 2 more damage hurts. I'd probably cut 2 Become Immense, since I haven't seen anyone run more than 1 from what I can find, and replace them with extra copies of Blossoming Defense and Groundswell.
5 months ago
What, no Dig Through Time?
Also, Become Immense could be fun here.