Target creature gets +2/+2 until end of turn.
Landfall — If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
Combos Browse all
- Assault Strobe + Groundswell
- Assault Strobe + Groundswell + Mountain
- Groundswell + Berserk
- Devoted Druid + Groundswell
|Commander / EDH||Legal|
Latest Decks as Commander
4 months ago
ryangemus, Lightning Bolt is an insane card, to be honest, and is more of a mainboard play than Vines of Vastwood in most cases. If you had deathtouch from something like Wren's Run Packmaster or Garruk Relentless Flip, I'd consider dropping red from the deck entirely since DT turns every Fight into a Murder and Immerwolf isn't that insane in a world dominated by Metallic Mimic s. As it stands though, Bolt is providing possibly your most efficient answer to enemy threats. For Giant Growth vs. Vines, it really depends on how much removal you're dealing with. More removal means Vines, Defense, Apostle's Blessing , and Mutagenic Growth become better. More creatures mean Growths, Might of Old Krosa , Groundswell , etc. become better. If you do choose more combat tricks, I'd definitely run the full 4 of Partisan.
All that being said, I think I'd rather remove Howlpack Resurgence before either instant. It's typically a worse lord than Immerwolf , and like the unblockable wolves, its trample benefit becomes worse the wider your deck goes. More than anything though, there's now a bit of a glut on 3-drops here, and dropping some for more 1's and 2's could smooth the curve. You can always sideboard in extra lord effects in games where you're getting hammered by Anger of the Gods sweepers or just need the extra damage to overcome a stalemate.
4 months ago
Aside from Outcast tokens and the Mimic, you only have 4 dragons to top out at. Most Gruul dragon packages I've seen run in the 8-12 range. Some popular inclusions are Thunderbreak Regent , Glorybringer , Harbinger of the Hunt , Scourge of Valkas , Mirrorwing Dragon , Terror of the Peaks , Lathliss, Dragon Queen , and the odd Steel Hellkite . Personally, I'm a fan of going for multiple attacks with Hellkite Charger and Savage Ventmaw . The new Leyline Tyrant might have some role in such a strategy, but I haven't had the chance to test it. The first two cards I'd cut would probably be Wolfir Silverheart and Grim Lavamancer . The former is undeniably powerful soulbonded to a double-striking dragon, but for 5 mana, it may as well just be another double-striking dragon itself. As for the wizard, I get the impression its ability will act like a 1 mana tax that distracts from casting your bombs. Even if you can afford to activate it often, a lack of fetchlands (even if they're budget alternatives) will limit its potency.
Otherwise, you have a couple of cards that have stronger replacements in modern. Titanic Growth is worse than Phytoburst at least some of the time, although I'd prefer 1 cost versions like Might of Old Krosa , Groundswell , Blossoming Defense , or Vines of Vastwood anyway. Similarly, Run Amok could probably be Rancor if the trample is important. As long as you're still interested in playing around with the graveyard, Traverse the Ulvenwald could be a neat replacement for Track Down that lets you literally track down your singleton dragons. Adventurous Impulse and Oath of Nissa are less powerful but less demanding options. Shackles of Treachery likely represents a mechanic you don't even need in the deck, but if you want an Act of Treason , I've had pretty decent success with Kari Zev's Expertise . The last cards I'll suggest are just some other dragon synergy tools. Draconic Roar is an amped Lightning Strike , Dragon Tempest can be a much cheaper Warstorm Surge if you're pumping out enough reptiles, and Frontier Siege offers flexibility between ramp and control. Finally, there are the spirit dragon lands if you think those would be useful.
Let me know if you have any questions and good luck with your build!
5 months ago
No problems! I made a mistake in my suggestions, though. Might of Old Krosa is an uncommon; I meant to suggest Groundswell (I got the two mixed up).
24 lands is a lot in Pauper. Most midrange decks will play 20-22 lands and aggro decks will play 19 or less.
6 months ago
The card selections here are good, but you do have way too many lands. Infect lists sometimes run land counts in the low teens, and without more expensive threats like Wild Defiance, I definitely would run 20 at the most. If you do want to stick with a higher land count to avoid mana screw, Groundswell will almost always be better than Titanic Growth while still being more budget friendly than Might of Old Krosa. Although, it looks like even Might is fairly cheap after being reprinted. Other relatively cheap buffs I'd look at would be Rancor and Mutagenic Growth. The former is persistent and combos well with Ichorclaw Myr. The latter is basically half an Invigorate, but Invig is so good it's banned in pauper.
8 months ago
9 months ago
What a cool deck! My deck, Double Trouble EDH ⫸PRIMER⫷, functions quite similarly with a lot of ramp and unblockable spells, so I may be able to give you a few tips! First thing, I would recommend playing a bunch more of unblockable spells. 6/100 cards aren't very reassuring, and there are many more of them that could prove useful! Infiltrate, Cloak of Mists, Canopy Cover, and Aether Tunnel are all pretty good as well! If you have the budget, Thassa, God of the Sea could work well in that regard too. I would also consider a bunch of more pump spells and a couple of neat draw spells. One of the best ones in this regard would be Berserk, basically a 1 hit KO, but as that may not be within your budget, I would look through the following: Blossoming Defense, Briar Shield, Groundswell, Hunt the Hunter, Might of Old Krosa, Mutagenic Growth, Seal of Strength, Vines of Vastwood, Favor of the Overbeing, Might of the Nephilim, Phytoburst, Titanic Growth, Invigorate, Might of Oaks, and of course the final two. Hunter's Prowess, and Hunter's Insight. If you have an unblockable spell, you can draw 12+ cards with arixmethes, and if you have some pump spells, that can be WAY more. Pump spells also increase commander damage, letting you reach your goal relatively quicker. While the pump spells aren't necessary, I think the draw spells would work wonderfully. For lands and ramp, I'll try to stick to cheaper things, so I think Exotic Orchard would work really well, since almost everyone nowadays plays in blue/green, and you'd have pretty great chances. As for ramp, I would definitely include Sol Ring, Arcane Signet, Simic Signet, Birds of Paradise, Nature's Lore, Three Visits (It will be reprinted in commander legends for less than a dollar), Sylvan Caryatid, Explore, Growth Spiral, Emerald Medallion/Sapphire Medallion, Mark of Sakikoand as for non-budget options, Burgeoning, Exploration, and Selvala, Heart of the Wilds. I also do not think you really need the "fatties" section, as they don't directly contribute to the gameplan and they seem to be more of a flavorful aspect. Anyways though, be sure to check out some of my decks, hope this helps, and have a wonderful day! Happy tapping!
10 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.
11 months ago
Selvala, Heart of the Wilds would work wonders in your deck. Pump, the for one mana add like a billion mana, it's super helpful in my decks.
And have you considered cards that will untap your commander? Unatp him, then use his pump ability again and again, which is super helpful. Seeker of Skybreak, etc.
Nice deck! +1