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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
11 hours ago
hey dude you said you need need some good sideboard options so here is some how about Force of Vigor for artifacts and/or enchantments and its free to cast yay. Veil of Summer for control matchups. Endurance is a good card for graveyard decks and a surprise blocker. Choke one of my fave for any thing blue. Void Mirror to help in the cascade matchups. Thragtusk one more in side bord for burn and fast matchups to get lost life back and make a come back Weather the Storm works to but would be better in a matchup were the opponent cast a lot of spells like Prowess decks. thats all i can think of at the mo mate i hope it helps by the by i love the deck
2 weeks ago
As has already been said before, infect decks generally want to be just running creatures that can deal infect damage - you currently have a LOT of cards that have no place in an infect deck, namely Alloy Myr, Coretapper, Darksteel Myr, Evolution Sage, Obelisk Spider, Shimmer Myr, Titan Forge and Myr Matrix are all creatures (or make creatures) that are completely useless for an infect strategy.
You seem to have a lot of cards that are just 1-ofs and 2-ofs here. That's going to lead to a really inconsistent (and so weaker) deck. Aim to mostly play playsets of cards if you can.
You seem to have a bunch of cards that have no real place in either Infect or Modern in general. Mana rocks like Dimir Signet, Coalition Relic, Myr Reservoir certainly have no real place in an Infect deck, and don't really make it into any Modern deck unless they're doing something particularly janky. Leyline of Abundance, Force of Vigor, and Dimir Charm are all also really weird spell choices.
You have nothing to do one turn 1. Infect decks are known for being fast and reliably threatening lethal on turn-2 or turn-3. Not being able to cast something on turn-1 reliably is going to put you ages behind and put your opponent at a huge advantage. You should have at least 8-12 cards you can cast on turn-1 (so far you have 0, meaning you're always starting a turn behind your opponent). Furthermore, sooo many of your lands enter play tapped that you won't even be able to reliably do something on turn 2... fix that landbase!
Your mana curve goes waaay too high. I would suggest ditching all of your 4 and 5 mana cards, and at least halving your amount of 3-mana cards (if not removing them entirely).
You're running waaay too many creatures for infect, and you don't have nearly enough ways to pump them. This is going to cause you all sorts of problems. Infect creatures are generally weak, so you want to aim to end a game quickly, and going-wide doesn't help you achieve that.
An example of where to start with infect is here - this page lists 3 infect decks of various budgets, and should give you a good idea of the direction the deck should head in.
1 month ago
Cultivate, Wilderness Reclamation, Augur of Autumn, Beast Whisperer, Destiny Spinner, Reclamation Sage, Beast Within, Return of the Wildspeaker, Heroic Intervention, Acidic Slime, Bane of Progress, Allosaurus Shepherd, Toski, Bearer of Secrets, Vigor, Kodama of the East Tree, Ohran Frostfang, Harrow, Rampant Growth, Nature's Lore, Three Visits, Search for Tomorrow, Farseek, Thunderfoot Baloth, Saryth, the Viper's Fang, Sakura-Tribe Elder, Wood Elves, Farhaven Elf, Force of Vigor, Wrap in Vigor
1 month ago
Statchue I feel like Chromatic Lantern is a poor answer for Blood Moon in a world where all of Boseiju, Who Endures, Force of Vigor, and Nature's Claim exist. But besides that, I'm not really convinced this deck is particularly weak to Blood Moon to begin with - it can certainly play around it fairly easily.
2 months ago
Ancient Tomb Cackling Counterpart Finale of Devastation Flooded Strand Force of Vigor Force of Will Gaea's Cradle Jeweled Lotus Mystical Tutor Polluted Delta Scalding Tarn The Great Henge Windfall Windswept Heath Wooded Foothills
3 months ago
Thanks for stopping by! Sensei's Divining Top is a good suggestion. I think I went through a phase where most of my decks had SDT and didn’t use it properly. As for Rip Apart, it has been good enough. Rip Apart has the flexibility that I want in my removal. However, it is sorcery speed and doesn’t have a colorless cost. I’m willing to swap this with something else for testing purposes.
I don't see too much draw, removal or wipes in your deck. I take it you're going for full on synergy and relying on the table to take out threats when needed? Not to say you don't have removal or draw, just seems on the lighter side. What are your thoughts?
My philosophy on board wipes is this; I’m the aggro/mid-range player and they can boardwipe me. If I need to wipe the board as the aggro player, I’m already behind, as it is. As well, there is no efficient way to tutor a board wipe in Naya. I play board wipes in combo or control decks. However, I do have Ugin, the Spirit Dragon to acts as a board wipe if I need it.
As for draw effects, I think this deck has more than you might think. Though it doesn’t have instants that draw, this deck has plenty of tutoring and recycling. Chromatic Sphere, Chromatic Star, Ichor Wellspring, and Soul-Guide Lantern are my cheaper draw cards. Esper Sentinel acts as a artifact-based Mystic Remora and Solemn Simulacrum ramps and draws a card. More importantly, all of these cards are recurrable. Goblin Engineer tutoring Ichor Wellspring steps up a strong draw engine. Same with Goblin Welder. Each of the above artifacts are great targets for recycling loops. Remember, I can also use Oswald Fiddlebender to tutor for a draw based artifact.
As for removal, I can see your point. I can add more instant speed removal. However, there is removal in the deck. Alibou, Ancient Witness pings any target based on the number of tapped artifacts, which is plenty most of the time. Same story with Terror of the Peaks, which pings when a creature enters the battlefield. Meteor Golem is a catch- all removal that is cheated most of the time. I find myself leaning most on Walking Ballista to mow down the field. If I were to swap Rip Apart, I think i would add Nature's Claim, Force of Vigor, Abrade, and/or Dromoka's Command (because of instant speed +1/+1). I’m looking at this more than creature removal because this deck loves to force bad blocks. This deck shuffles counters so much that it makes blocking a nightmare.
4 months ago
So right now, I'd say my weakest cards are:
2x Ancient Stirrings
1x Force of Vigor (won't be as needed thanks to Boseiju, Who Endures)
2x Hokori, Dust Drinker (not going to lie to myself - aggro heavy meta isn't the place for it)
So if anyone does have any good suggestions, I do have the wiggle room to fit them in.
5 months ago
Thanks for the comment IHATENAMES!
Some really strong suggestions here and I will look to include as many of them as possible.
There are some cards here that I've considered, but crossed off. Hermit Druid is a card I like the look of, but in practice I've not really enjoyed it in the deck, just a personal preference. Cabal Coffers, Urborg, Tomb of Yawgmoth & Force of Vigor are just a little outside my price range for the deck right now, but I will add them to the maybeboard with other expensive cards I hope to include later down the line.
Rushed Rebirth is a really cool one I've not come across, so I will playtest with it. Thank you!