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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Target creature you control deals damage equal to its power to target creature you don't control. Each opponent gets a poison counter.
1 month ago
I really want to add Queen Marchesa to the deck. I've been feeling a bit sad that we've taken out most of the small, non-legendary deathtouch creatures that were in the original list. Don't get me wrong - I think the deck is stronger for leaning more heavily into the legendary and keyword soup themes. But I also want to make sure Westley has a chance to shine, particularly if our opponents remove Odric and we need another way to get a bunch of deathtouch creatures in play. Plus, many of the deck's removal spells (fight spells) were added with the expectation that we would always have a deathtouch creatures in play: Infectious Bite, Smell Fear, and Khalni Ambush Flip.
So if the goal is to increase our deathtouch creatures while maintaining our other themes, then Queen Marchesa seems like a great fit. She is legendary and provides three colors for Buttercup, but what I'm most excited about is that she has deathtouch herself and can create more deathtouch dudes (plus the haste she provides to the soup is a bonus). And she also introduces the Monarch upon ETB, so whether we cast her or tutor for her, she replaces herself with a card draw that turn. Then she is either creating another deathtouch creature every turn or drawing us an additional card every turn. I also feel like the Monarch is just a fun and flavorful way to play with Princess Bride cards.
I'm having trouble deciding what to take out though. Any thoughts?
4 months ago
Cheap creatures with deathtouch:
Acidic Slime Ambush Viper Deathbloom Gardener Fang of Shigeki Gnarlwood Dryad Gorgon Flail Greater Basilisk Heir of the Wilds Ichorspit Basilisk Kessig Recluse Mirkwood Spider Moss Viper Narnam Renegade Oakhame Adversary Skullwinder Tajuru Blightblade Thornweald Archer Turntimber Basilisk Underdark Basilisk
Creatures with infect/toxic
Grafted Exoskeleton Prosthetic Injector Swiftfoot Boots Fireshrieker Bladed Pinions Chariot of Victory Jousting Lance No-Dachi Peregrine Mask Sharpened Pitchfork Surestrike Trident Viridian Claw Livewire Lash Pathway Arrows Rogue's Gloves Sorcerer's Wand Thornbite Staff Viridian Longbow*
6 months ago
One more thing!!
As far as cuts go, anything EXCEPT FOR the following should be cut in favor of a more streamlined strategy with some of the pieces that have been mentioned imo:
Blightbelly Rat Bloated Contaminator Cankerbloom Fynn, the Fangbearer Phyrexian Hydra Scheming Aspirant Skithiryx, the Blight Dragon Thalia and The Gitrog Monster Invasion of Ikoria Flip Chromatic Lantern Grafted Exoskeleton Snake Cult Initiation Carnivorous Canopy Drown in Ichor Infectious Bite Putrefy Tainted Strike Command Tower Inkmoth Nexus Karn's Bastion
All of these are great picks that can easily slot into the deck's rework.
7 months ago
My suggestions are based on not spending an arm and a leg to make improvements but maybe a finger or toe.
At a quick glance the first comment I have is lands seem a little low. I personally lean towards 36 if the deck isn't mono colored.
I know they are a bit slower but I would suggest using the tri colored lands as you are already using fetches. These lands add some real good color fixing early on and if they do become dead in hand cycle them away. Spara's Headquarters, Zagoth Triome, Indatha Triome and Raffine's Tower. I would replace your lands that reference the opponent count to come in untapped.
A land that goes on theme is Mirrex since it can get you mites as the game drags on. A second land I recommend since your land base is so varied is Field of the Dead, the zombies can add up and are nice little chumps if need be.
With the above changes I would say Crucible of Worlds but if you find sometimes you struggle to have something to play Conduit of Worlds is an extra mana but has the ability to give you the chance to cast something when you might not have anything else to work with.
I would personally go full Praetor and run each variation if possible for the big flavor. The added benefit is each one of them is practically game warping, but be warned it can attract a lot of attention. The newest Vorinclex is probably the odd man out though since he only finds basic forests and Dominaria Sheoldred simply because of price. Added benefits of the new praetors is you can accelrate their saga. Realmbreaker, the Invasion Tree would then make a very nice inclusion if you go that way.
Cards to consider dumping for them from what I can at a first glance are Flesh-Eater Imp, Plague Stinger, Septic Rats and Slaughter Singer. I chose these because I don't feel once they hit the board they are something that people say "this needs to die".
Norn's Choirmaster is a recent card that gives your commander even more of a presence on the board.
On the sorcery since the only card that I don't like the look of is Nature's Lore, sure it is a cheap way to get you your colors especially if you have dual typed lands but if we are upping the land count I would switch it to a Skyshroud Claim since it can find you the same lands but untapped if the land can come in untapped for mana efficiency.
The biggest suggestion on the instant side would be to add Krosan Grip over Infectious Bite. Sure the bite is a form of removal and poison generation but I find having one of the best artifact/enchantment removals is the better option.
I understand the suggestion fromm KongMing as a strong one but I don't think it works the way he intended it Temporal Distortion does put counters on their lands but it removes ALL of them not just one so even if you proliferate it doesn't keep the lands tapped down longer unless you destroy your own enchantment.
Astral Cornucopia is nice with since you can keep building it but getting only one color out of it can be problematic at times. I suggest replacing with a Crystalline Crawler if you are find being a little off theme.
I would find a home for Chromatic Lantern, having one artifact to fix all of your mana problems is very nice especially when in more than two colors.
Overall there are a couple of other cards I would recommend to consider but unsure of an exact home without taking apart every step. Grafted Exoskeleton, Tainted Strike, if you go the praetor route Geth's Summons is a great reanimation spell of you have the corrupted. Yawgmoth's Vile Offering is also a very strong spell for reanimation and removal. Inexorable Tide should probably have a home somewhere, it is a bit high CMC but it gets the job done. As Foretold also helps a lot of mana problems, do keep in mind it can also be used off turns if you have instant speed spells.
8 months ago
Garruk, Cursed Huntsman, Regrowth, Goblin Anarchomancer, Decimate, Hull Breach, Klothys, God of Destiny, Cindervines, Xenagos, God of Revels, Return of the Wildspeaker, The Great Henge, Conduit of Worlds, Graveyard Trespasser Flip, Bala Ged Recovery Flip, Turntimber Symbiosis Flip, Masked Vandal, Shalai, Voice of Plenty, Akroma's Will, Inscription of Abundance, Dromoka's Command, Austere Command, Binding the Old Gods, Growing Rites of Itlimoc Flip, Legion's Landing Flip, Assassin's Trophy, Deadly Dispute, Big Score, Hostile Negotiations, Plumb the Forbidden, White Sun's Twilight, Skullclamp, Blood for Bones, Victimize, Liliana, Dreadhorde General, Tyvar's Stand, Temur Battle Rage, Domri, Anarch of Bolas, Domri, Chaos Bringer, Mage Slayer, Embercleave, Goreclaw, Terror of Qal Sisma, Hydra Omnivore, Ilharg, the Raze-Boar, Nylea, God of the Hunt, Kessig Wolf Run, Skarrg, the Rage Pits, Putrefy, Takenuma, Abandoned Mire, Staff of Compleation, Ashnod's Altar, Night's Whisper, Anoint with Affliction, Malakir Rebirth Flip, Black Sun's Twilight, Infectious Bite, Mythos of Nethroi, Tainted Strike, Noxious Revival, Glissa Sunslayer, Elesh Norn, Grand Cenobite, Soul Shatter, Arguel's Blood Fast Flip, Yawgmoth's Vile Offering, Rakdos Charm, Despark, Faithless Looting, Reconstruct History, Fracture, Blind Obedience, Thirsting Roots, Migloz, Maze Crusher, Apocalypse Hydra, Destined / Lead, Armed / Dangerous, Unearth, Taunting Elf,
8 months ago
Do you have a preference between combat damage with cards like Dragon's Rage Channeler and Tyvar's Stand, or poison and proliferate with Infectious Bite and Bloated Contaminator? Or are you trying to balance these two win conditions?
9 months ago
Metroid_Hybrid I gotta disagree, winning with infect in EDH isn't difficult, there just haven't been too many options until recently, the primary options being Atraxa, Skittles and occasionally Kamiz because they had the best options for infect creatures and support. With toxic creatures now an option, you can build a poison deck in most colors (other than red). I've been playing Skittles for years and with even a slightly above average hand, you can have 2/3 opponents in a 4 person pod down very quickly.
To answer the original question, Toxic fixes most of the issues with infect, primarily being you can block them. Being able to block and not just watch your board get smaller and smaller is huge, it lets (in standard at least) you be able to run a creature heavy strategy against a toxic deck and be able to block normally. It slows down how fast you can kill your opponent (excluding weird infect storm things) but there's always a chance you can die to damage or poison.
I don't seeing it taking over from infect in modern or legacy outside some fringe builds, I think it's not strong enough outside a few support cards.
As you may have guessed, I'm an infect player, and I've argued for years that "No, 10 is fine because normally you can take someone out but the rest of the table is there to strike back." Which was true for a while. Now though, now I'm starting to think 15 may be a better option. But not because of toxic. A toxic creature still dies to removal and board wipes, they can be chumped and traded with like any other creature. (If you're running one kill spell and two board wipes in EDH and complain about creatures hitting you, your deck needs some work first) For me, the things that's make me reconsider are cards like Infectious Bite or Infectious Inquiry. The entire point of infect and toxic has been, "Hit them, they get poison. Don't hit them, oh well." Removing the combat damage requirement I think is stupid and shortsighted, and for me what pushes us into seriously considering have many poison counters are required in an EDH game, especially with the flood of proliferate on everything.
TL,DR Toxic fixes infect, however other ONE cards are more problematic
9 months ago
As the local Infect enjoyer, I'm overall thrilled about the return of Poison Counters. Not so much about Toxic per sè, however Niko9 did make an excellent point, but Toxic was the only way they were going to be able to make a proper "Return to Phyrexia" block without making Infect absolutely busted in the process..
That being said...
The five cards that I am excited about in particular are Phyresis Outbreak, Vraska's Fall, Infectious Inquiry, Prologue to Phyresis, and Infectious Bite. One or more of these five cards are going to find their way into all but one of my existing Infect decks (2 Modern, 3 EDH), plus inspiring more.
I have not spent any money directly on sealed product since (MH1). However, not only did I pre-order a booster box, but a "Compleat" Bundle, and the Ixhel Precon...
Unfortunately, I'm still waiting on the Box and the Bundle.....