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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Fuel for the Cause
Instant
Counter target spell, then proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
capwner on
Poison Control (Creatureless)
7 months ago
Always love seeing a unique pauper brew and it will always get a + from me :) A few cards you might consider...
Fuel for the Cause a little mana costly but seems nice for the draw-go pattern of your build.
Serrated Arrows maybe worth it as an sb card vs. weenie decks, proliferate with this is really strong. Arms is probably better vs fast go-wide decks but this is more flexible as it can kill bigger things too and is infinitely reusable.
Bring the Ending is a solid counterspell for infect.
I'd consider cutting Snap, unless I'm missing something I do not see what this does for you other than working as a fair bounce spell. I think more lands could be warranted, 16 is pretty low and I'd think you want to be consistently hitting at least 4 lands to double-spell your 2-drops. Dimir Aqueduct might be one to consider!
wallisface on I need help creating a …
1 year ago
Some thoughts:
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Generally a deck wants either countermagic or hand-disruption, not normally both - as it creates a weird jumble of tempo and mismatched-plans. This is why you'll see basically no control decks running hand disruption. In that vein i'd suggest removing the Thoughtseize.
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A lot of cards in your deck are just not good. Specifically, instead of running Anoint with Affliction, Corrupted Resolve, Serum Snare, Reject Imperfection, or Fuel for the Cause, you're better off just running good-cards like Counterspell, Fatal Push, and Drown in the Loch.
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Similarly, Infectious Inquiry being sorcery speed makes it really terrible and unplayable. Same goes for Vivisurgeon's Insight and Phyrexian Arena. These cards are all just too clumsy, don't do enough, and give your opponent the opportunity to do things.
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I think your creatures validate your opponents interaction too much and also mess with your own plan to control the game.
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The sideboard choices confuse me.
If I were trying to build a deck like this, I'd be using the following as a base:
- 23x Lands
- 3x Virulent Wound
- 4x Prologue to Phyresis
- 4x Vraska's Fall
- 4x Drown in Ichor
- 1x Inexorable Tide
- 2x Damnation
- 2x Cling to Dust
- 3x Fatal Push
- 4x Counterspell
- 4x Drown in the Loch
- 2x Sheoldred's Edict
- 4x Preordain
DemonDragonJ on
All Will Be One
2 years ago
Last_Laugh, I appreciate your suggestions, but most of those cards do not suit my playing style, although perhaps Mutational Advantage would be a good replacement for Fuel for the Cause or possibly Render Silent, since that card does not directly contribute to the theme of this deck.
Tic12 on
Turn 5 - Darth Vadrik strikes back
3 years ago
Next Update (thanks to myden)
Out: Misdirection, Commander's Sphere and Fuel for the Cause
In: Runaway Steam-Kin, Searing Touch and Seething Anger
So i have more options to go into combo :D
wallisface on
Bant Infect
3 years ago
This link here is an example of what current modern infect decks look like. Specifically, the deck aims to win the game as fast as possible, ideally on turns 2 or 3. The deck doesn't want the game to go long because that will most-certainly mean defeat.
Added to the above, even non-aggressive modern decks still generally don't want to be playing more than 3-4 cards costing 4-mana, with nothing above this cost (you've got a whopping 20 cards costing 4-or-more, which will cause your deck to be miserably slow). Modern infect decks typcically don't want to play anything costing more than 2-mana (Though some more recent decks have been playing Phyrexian Crusader to help versus some matchups).
So, firstly I'd strongly suggest ditching all your slow and sluggish cards - all of Core Prowler, Evolution Sage, Vorinclex, Monstrous Raider, Ajani, Sleeper Agent, Tamiyo, Compleated Sage, and Fuel for the Cause, Brokers Ascendancy, Hadana's Climb Flip, Inexorable Tide, and Oath of Teferi. All of these cards are faaaar too slow and will just give your opponent too much time to get a stable boardstate and lock you out of the game. I would also suggest ditching Unbounded Potential, just because it's a weak spell, and adding a 3rd colour just needlessly complicates what you're doing given your awkward landbase (if you play just 2 colours you can probably just run basics and not slow yourself down running taplands).
Cards to consider adding in include Become Immense, Vines of Vastwood, Mutagenic Growth, Might of Old Krosa, Blossoming Defense, Distortion Strike, Scale Up, and Rancor. When playtesting your deck, you want to be aiming to reliably deal 10 infect within the first 2-3 turns.
wallisface on
Island walk
4 years ago
Some thoughts:
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Preordain is not modern legal. The closest thing to it would either be Serum Visions or Opt.
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It feels like you have no reasonably plan B if you don't draw Quest for Ula's Temple (or if you can't resolve it). This puts you in a really awkward position, as most of the time you're going to be having to do a LOT of mulligans to have something remotely playable. I'd suggest having more viable plan Bs
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Along the lines of above, you have a bunch of cards that aren't useful at all unless you have Quest for Ula's Temple out - namely Thrummingbird and Fuel for the Cause. Proliferation seems like its useful in such niche situations, that I'm not convinced you should be running it at all - it's only helping you when you're already in a good spot, and does nothing when you're not.
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A lot of your counter magic is pretty sub-par. I'd recommend stuff like Mana Leak, Counterspell, Remand, Spell Snare.
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With only 20 lands, you have absolutely no chance of being able to cast Volition Reins or Akroma's Memorial, so I'd suggest ditching those. I'd also suggest getting rid of Quicksilver Amulet, as it's also going to take waaay too long to cast with your manabase, and generally just feels very clunky/slow
Guerric on
Izzet Discount Spell Emporium
4 years ago
Nice list! Mizzix is the ultimate control commander in EDH, and one of the few who can truly seize control of the game. And X-spells are absolutely the way to go! Have you thought about any proliferate cards? Steady Progress, Fuel for the Cause, and Tezzeret's Gambit directly increase your experience counters, which is fabulous. I also love tutoring in the deck since I usually win with Reiterate and Turnabout, so Solve the Equation and Invert / Invent are amazing newer tutors, and there is also still good old Mystical Tutor as well. If you're interested my deck is here- Mizzix puts the "X" in Excellence!. I haven't written a primer on it yet or promoted it much, but I have kept it updated with cards as new sets come out and it performs well.
Lord_Grimm on
Mizzix
4 years ago
Def feel the vibe of this deck. It did feel as though it needed to be consistently faster though.
Possible cuts:Arch of Orazca, Frostboil Snarl, Desert of the Mindful, Path of Ancestry, Spirebluff Canal, Sensei's Divining Top, Smashing Success, Fire Servant, Niv-Mizzet, the Firemind, Experimental Overload, Spelltwine, Tidings, Ral, Storm Conduit
Possible adds: Fellwar Stone, Fire Diamond, Lotus Petal, Coldsteel Heart, Talisman of Creativity, Jeska's Will, Mana Geyser, Stormcarved Coast, AEtherize, Mizzix's Mastery, Tezzeret's Gambit, Cyclonic Rift, Archmage Emeritus, Electrostatic Field, Zaffai, Thunder Conductor, Snapcaster Mage, Archeomancer, Wandering Archaic Flip, Electrodominance, Narset's Reversal, Chaos Warp, High Tide, Fuel for the Cause, Mindswipe, Steady Progress, Repeated Reverberation, Crackle with Power, Contentious Plan, Banefire, Chain Reaction, Echo of Eons, Primal Amulet Flip, Aetherflux Reservoir, Wayfarer's Bauble, Kozilek, Butcher of Truth, Riptide Laboratory, Karn's Bastion, Castle Vantress, Mystic Sanctuary, Riverglide Pathway Flip












