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|Commander: Rule 0||Legal|
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Blasted Landscape Discussion
11 months 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 year ago
Not even kidding. This deck has, like, 6 extra lands.
Take out Labyrinth of Skophos, Blasted Landscape, Emergence Zone, Zhalfirin Void, and Homeward Path. Also, Emrakul, the Aeons Torn is banned, so you need to take that out too. This deck is not geared towards Traxos, Scourge of Kroog. Your commander should instead be Kozilek, the Great Distortion. Tune your deck more towards eldrazi, and cut Spine of Ish Sah and Darksteel Forge.
Hope you find these suggestions helpful.
1 year ago
This pretty closely resembles the original cycling precon. If you're looking for quick and easy ways to improve the deck, you can always just take a look at the EDHREC pages for cycling decks and Gavi decks. Oh, and you might wanna consider adding Blasted Landscape. And did you know that you can actually add the accent (or whatever it's called) over the 'u' in Motley Crüe?
Just some suggestions :)
1 year ago
Frog decks used to run them for a while since they were somewhat useful in (but not fully necessary for) loops and helped grind some value, but they were always the weakest lands in the list. As new cards have been printed, the deck and the meta overall have gotten faster and new innovations have made running lands that enter tapped extremely detrimental to the game plan. Once MH1 and War came out, Nurturing Peatland, Prismatic Vista, and Emergence Zone made them completely obsolete in the budgetless competitive build. The only one you might occasionally see running around is Blasted Landscape (since it's the only one that enters untapped), but that is usually from someone's personal taste.
Now that Flash is banned, the meta may shift in a way that Frog decks will want more grinding power (i.e. stax will return), so people may choose to run them, but the default is definitely still to forego running them.
1 year ago
All the signets and talismans. Chromatic Lantern and Arcane Signet are the only two I'd keep (even Arcane Signet is kind of lackluster when you're playing green, but in a three-color deck it's justifiable.) I'd tweak your lands a bit to add a few more forests. These spells will help you make sure you get your other colors. Blasted Landscape could probably go. You need all the colored mana you can get with Riku. Mirrorpool might even be a little hard to keep, since you need colorless to activate it.
2 years ago
2 years ago
So spicy fam, what about the other cycle lands?
2 years ago
Cool deck! I have been wanting to build myself an eldrazi deck like this once I get the time and money to do so.
Out of curiosity, why Panharmonicon ? It only works with 3 of your creatures ( Thought-Knot Seer , Pilgrim's Eye , and Solemn Simulacrum ) and none of your artifacts. Is there some combo that I am missing?
Also, I'd suggest Ugin, the Spirit Dragon (if your budget allows it) as a great board wipe in colorless decks, Arcane Lighthouse as a strictly better Detection Tower , Blasted Landscape as a flexible draw option, and Urza's Incubator to further reduce the cost of your eldrazi.
+1 from me and happy deck building!