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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fog
Instant
Prevent all combat damage that would be dealt this turn.
legendofa on
Army of Goblins *please comment*
1 day ago
What's your expected budget for this deck? Marking it as Legacy format isn't necessarily wrong, but it would be a good idea to also add the Budget and/or Casual hub. Legacy decks have a certain expectation of being the kind of high-powered, win-on-turn-3 decks you're trying to avoid, and $1000 would be considered extremely budget.
Outside of that, I would suggest adding some permanent removal. If your Goblin hordes can't get through Ensnaring Bridge, Fog, or other combat-controlling effect, this deck pretty much shuts down. Another option would be something like Goblin Bombardment or Goblin Grenade, turning creatures directly into damage. Burn spells like Lightning Bolt or Skewer the Critics would work, too.
Czarnian90 on
Arachnophobia, Webs of Fear (Shelob)
2 weeks ago
Hey,
You're right — the deck is still a bit raw and definitely needs some improvements in card draw and mana ramp. Thanks a lot for the suggestions! I actually had some of these cards on my acquireboard already. I’ve now added Moldervine Reclamation and Sol Ring, and took out Serrated Scorpion and Chainweb Aracnir.
I also swapped Gloomwidow for Hoarding Recluse.
I’m waiting to see if Curse of Clinging Webs and Swarmyard become available in my local shop — if they do, I’ll definitely include them :)
Also, I'm still considering a few more cards for the deck, like Back for More, Archdruid's Charm, Obscuring Haze, Fog, Deathsprout, Tear Asunder, Terrifying Presence, You Look Upon the Tarrasque, Revitalizing Repast Flip, Heroic Intervention, Vraska, the Silencer, Graveshifter, Juvenile Gloomwidow, Greta, Sweettooth Scourge, Broodspinner, Graverobber Spider, Nyx Weaver, Spinner of Souls, Worldly Tutor, Doubling Season, Parallel Lives, Triumph of the Hordes, Rotwidow Pack, Sporeweb Weaver, Realmwalker, and a few others...
Voodoo_Gremlin on
Gates with Infect?!?!?!
3 weeks ago
I tried goldfishing the deck a few times and it seems to durdle a bit. You may want to include Constant Mists, Fog with buyback. I'd probably take out Enter the Unknown. It seems like the weakest ramp.
lachrymal on
Infect (Budget, Modern, Mono-Green)
1 month ago
2017 Playtest Notes:
Game 1
Lost 1-2 against Naya Burn. Consider: Witchbane Orb, Leyline of Sanctity, Collected Company, Feed the Clan, Spellskite, Bow of Nylea, Scavenging Ooze, Obstinate Baloth, Dryad Militant
Game 2
Lost 0-2 against Grixis Death's Shadow. Consider: Fog, Invigorate, Hornet Sting, Hurricane, Squall Line, Tormod's Crypt, Ground Seal, Staff of Nin, Collected Company, Autumn's Veil, Feed the Clan, Scavenging Ooze, Obstinate Baloth, Dryad Militant
Game 3
Lost 0-1 against Affinity. Consider:
legendofa on Why Has WotC Stopped Printing …
2 months ago
My guess is that it's part of a general trend to encourage activity over inactivity. Something like Solitary Confinement and a good draw engine slows the game down pretty hard, and people will be reluctant to attack if they think their opponent's holding a pile of Fog, Darkness, Dawn Charm, and Ethereal Haze.
I like stall/turbofog/attrition-y decks, but they can occasionally devolve into both sides playing draw-go while staring at the board. If you're okay with that (and I generally am), there's no problem. But they've been working to encourage progress and interaction in games, so hard damage prevention, stax effects, and similar are being reduced. I don't think they'll go away completely; control is still one of the major archetypes.
DemonDragonJ on Why Has WotC Stopped Printing …
2 months ago
In these two posts, Mark Rosewater has stated that WotC has not printed very many mass damage prevention effects, better known as "fog" effects, after Fog, the first card to feature such an effect, because of "play design issues," and I severely dislike that decision, since I am very fond of preventing damage, so I am very curious about the exact nature of the issues to which Rosewater is referring.
What does everyone else say, about this subject? What issues do you believe are hindering "fog" effects from being more commonplace, and do you agree with Rosewater’s assessment of the matter? I certainly am interested to hear your opinions, about this.
NV_1980 on
Ezuri of the Black Tide
2 months ago
Hi Ruby_Rule! It's been some time since I've seen a good post for an Ezuri deck. This brew looks really nice and well-balanced. Have you considered putting in some more token generators to boost Ezuri's capabilities at producing experience counters? Specifically, I would recommend Arachnogenesis, Awakening Zone, Chasm Skulker, Fable of Wolf and Owl and Mycoloth for that. Especially that last one has wicked synergy with Ezuri.
A really useful card could be Spike Weaver. An attack doesn't go your way, simply remove a counter from it to essentially cast Fog. Deepglow Skate and Kalonian Hydra can easily double +1/+1 counters on whatever you have going on the battlefield. Also, Gyre Sage could be an exceptionally powerful mana dork with Ezuri as your commander. Last but not least, I'd consider Panharmonicon, to double Ezuri's (and many other of your creature's) effectiveness when they (or other creatures) enter the battlefield.
Have fun with your brew!
kamarupa on
Population Bomb
3 months ago
Nice work! I guess you really deserve some props, as I've seen plenty of people on here that aren't new list decks as certain formats but still include cards that aren't legal in that format. So that's why I asked.
In terms of advice, I probably have more than you want. For starters, I'm not sure a Populate/Tokens deck is going to be what I would consider "fast-paced." It may or may not keep up with a Goblin deck - it would really depend on the caliber of each deck and to a lesser degree, the player piloting that deck. When it comes to speed, I think of low MV infinite combos, burn, Elves, +1/+1 counter Humans... So if you're really looking for speed, then there may be better place to look.
That said, if it's not so much speed, but a tokens, and tokens that can maybe compete with a fast paced Goblin deck, I think that is probably possible. As it stands, it looks like you've got a fairly budget brew going, though I notice a few pricier spells in the sideboard. So I'll be mentioning both cheap and pricier spells and let you decide where you want to draw the line.
For starters, land is one of the best investments you can make. All decks need it and the better lands you have to choose from, the more solid your decks' foundations will be. In my opinion, there is no point in spending big bucks on spells when your land base can't consistently cast them. www.managathering.com is an awesome resource to find lands. It didn't exist when I first started brewing, but I go there all the time now, namely because I just can't remember all the card names like I used to, lol. Ideally, you want lands that don't enter tapped, especially if you're going for speed. If you can afford them, Temple Garden & Windswept Heath are the perennial favorites. But Razorverge Thicket, Overgrown Farmland, and Branchloft Pathway
Flip are all decent. I recommend 22 lands for a "fast deck" - IE a deck with an Average MV of 2 or less (2.05 is close enough). Much greater than 2 average and I'd recommend 23-24 lands. Which stinks, I know, because the more land you include, the less spells you get and more likely you are to get mana screwed. But I've found that if you ever want to reliably cast spells that are 3 or more, you're going to need those extra few lands. Even with mana ramp, 16 is not enough land.
Typically, Artifact/Enchantment removal spells go in the sideboard. And typically, people run 4x creature removal in the mainboard: Any of the following would be good: Winds of Abandon, Sheltered by Ghosts, Path to Exile should be in the mainboard.
Druid's Deliverance is fun, but even in decks where I include Fog, I rarely include more than 1 copy. At double the MV, Druid's Deliverance is either going to tie up your mana (slowing you down), and/or delay instead of remove, and/or get cast just for the populate, which you already have spells for. So I'd suggest cutting it 1 copy.
Fight as One is... a decent spell. Heroic Intervention would be better. Since all but 1 of your creatures is white, Brave the Elements would be more versatile and cheaper and Tamiyo's Safekeeping is just cheaper. In my experience, 1 is the MV that is best for protection spells because it doesn't need as much mana to be available - that is - they're just more versatile. And I usually only include 1-2 of such spells.
I'd just cut Selesnya Charm. It just doesn't do anything that well and it's single use doesn't make it valuable enough to include.
Call of the Conclave is similar to Selesnya Charm - tokens aren't much about how big so much as how many. Repeatable token generators are going to be bigger threats than single-use spells.
The thing with Populate is that it doesn't really give you much oomph unless you've got bigger tokens. So you're not wrong looking for tokens that are on the bigger size. But since tokens are easy to get rid of and impossible to bring back, most people ignore the Populate mechanic altogether in favor of making lots of tokens as quickly as possible and at instant speed if they can.
Thraben Doomsayer is pretty good, though I do hate the 3MV casting cost. But you can make tokens at instant speed, which is great, and you can do it every turn.
Lingering Souls is one of the best token spells because you get so many for not that much mana, though you don't have the black mana here to make it worthwhile.
Tocasia's Welcome is great card draw for tokens, namely if you can create a token on your turn and your opponent's turn.
Creatures that care about ETB triggers are really good with tokens, too. You really can't go wrong with Soul Warden and/or Soul's Attendant - with 6+ Soul Sisters, I'd imagine a Goblin deck would find it very difficult to hit you for more life than they cause you to gain. And if you can gain enough life, Speaker of the Heavens gives you tokens that are worth Populating.
Growing Ranks is pretty good, but at 4MV,it's on the slow side.
Overrun is a good spell here, and I think you've got the right number.
Wake the Reflections is ok, I guess, but again, only copying 1 token just isn't as good as it might seem. At least it only costs you 1 to cast. The question is whether its actually powerful enough to be worth including, verses using that space for more token spells.
Something like Ephemerate or Cloudshift would probably be good with Hare Apparent
I like Finneas, Ace Archer, but I don't like it enough to overlook its Legendary status to run 4 copies.
Broad-stroke advice: 4x creature removal, 2x protection spell, 1x fog spell, 22x lands, 2-3x card advantage spell, 12x token generators, 8x ETB trigger spells. That leaves you with about 10 spells to lean into a mechanic like populate or more removal, etc, etc.
Please don't think what I write is definitive or that I'm insisting. Ignore whatever you want. I'm just throwing out my thoughts, hoping something might be useful for you.