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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | 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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Infectious Bite
Instant
Target creature you control deals damage equal to its power to target creature you don't control. Each opponent gets a poison counter.
Mortlocke on Mark Rosewater's Commentary on Poison …
3 months ago
As an enjoyer of the Poison mechanic another user in the previously linked thread provides (In my opinion) a satisfactory answer as to why Poison isn't harder to win with in Commander/EDH:
sjk9000 said: There’s no cEDH poison deck, which should tell you that poison doesn’t need to be made weaker or harder to win with. There are a bunch of cards that help you win quicker with less interaction
From my experience, Poison is a challenging mechanic to win with:
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When you are the only Poison deck at the table, your damage doesn't "stack" with other opponents making you politically isolated. When threatened, the table finds it easier to band together to eliminate the "Poison threat".
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Getting consistent poison counters on opponents can be a challenge without the right build. There are only 6 spells that can directly put poison counters on opponents: (Ichor Rats, Infectious Bite, Prologue to Phyresis, Vraska's Fall, Infectious Inquiry, Phyresis Outbreak). They only guarantee 1 poison counter per spell. That's not enough to outright kill an opponent unless you are fortunate enough to assemble a boardstate with reliable means of Proliferation - but that can easily be disrupted leaving you with little to no means to close out the game.
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Damage from poison counters does not matter until 10. This kind of touches on my first point but the fact that when you deal "damage" to an opponent - it doesn't matter. It doesn't really affect the player's decision making until those counters add up - their life total does not change nor are they actively harmed in any way. That's a massive disadvantage to the poison player at the beginning of the game.
Despite all these challenges and the hack writers who deus ex machina'd one of my favorite tribes during a war they absolutely should have won....I love Poison.
Total side tangent - why in the hell is Jace trying to win more against Phyrexia? The writers literally nerfed every aspect of New Phyrexia so the gatewatch could win. Worse yet, all those who were compleated were reverted back to their original forms off camera. What. The. Fuck. Why does Jace now want to run a victory lap for a war that was given to him only to go so far as to make Phyrexia not even exist in the first place? Eff these writers and I hope Jace becomes the Father of Machines - only then would he finally be interesting. Yeah. I said it. He's effing boring and he's not even half the man Father Yawgmoth was, or a quarter of the terrorist Urza was. Praise be to Phyrexia.
Mortlocke on
The Song of Phyresis
11 months ago
I think that the Sword of Truth and Justice is the better add over Vraska's Fall, and if you don't mind i'd like to walk through my logic on this and get your opinion. Hope you don't mind. Vraska's Fall has the big benefit of getting poison counters on players - but the edict effect becomes less beneficial as the game continues and It costs more than other similar spells (e.g. Infectious Bite and Prologue to Phyresis. The Sword of Truth and Justice requires more set up - it requires a creature on board and an extra for the equip cost. The payoff however can be significant at any point of the game. It further enhances Infect creatures but more importantly provides an additional source of +1/+1 counters. Without the sword only 2 cards in the deck can create +1/+1 counters.
On the subject of +1/+1 counters, should I try and find a spot for Ozolith, the Shattered Spire? It only has partial synergy with the deck, being only dedicated to +1/+1 counters, but it can make infect creatures lethal. What do you think?
Venum on
Poison Counters go Brrrrr
1 year ago
I really like Fynn because you have a lot of cheap options to make that deck really strong.
Viridian Longbow help you target a player without having to attack and then you can proliferate with Contagion Clasp afterward to pump the poison counter every turn.
Ohran Frostfang + Toski, Bearer of Secrets for extra draw
kill other creatures with some Fights mechanic such as Bite Down , Infectious Bite or Smell Fear
As for creature, i really like some Toxic that help your other creature and poison counter up Bloated Contaminator, Contaminant Grafter, Phyrexian Swarmlord and Venerated Rotpriest
Crow_Umbra on
Petrified by the Gorgussy [Primer]
2 years ago
Thank you for taking the time to offer your feedback, and for reading through the primer Profet93, I appreciate it.
I like what you've suggested and wanted to offer my thoughts in turn:
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Skullclamp - A great card draw staple. I think I didn't initially consider this one mostly because I currently have ~8 creatures with 1 toughness, & don't really make small 1/1 tokens besides Preacher of the Schism. High likelihood for revisiting & inclusion.
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Sakura-Tribe Elder/Rampant Growth - I could see Steve slotting in over Farseek. I have Farseek in here as a means of grabbing Overgrown Tomb
for quick fixing. -
Viridian Longbow - This was also suggested by UltimateRoxas40. Definitely a kind of cheeky include. I used to run it in an early version of my Prosper, Tome-Bound deck. The higher concentration of Deathtouch in this deck raises its ceiling. I don't play with equipment much beyond Skullclamp, Lightning Greaves, & Swiftfoot Boots, but might consider swapping one of the instant/sorcery removal spells depending on how first irl playthroughs go.
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Academy Manufactor - I considered this for the deck initially, but it turns out it would be a non-bo with Vraska, the Silencer. Her wording reads "Whenever a nontoken creature an opponent controls dies, you may pay . If you do, return that card to the battlefield tapped under your control. It's a Treasure artifact" Manufactor only makes its plethora of tokens whenever an effect creates a Treasure, Food, or Clue token. Currently, Deadly Dispute, Tireless Provisioner, & Revel in Riches are my only cards that make treasure tokens.
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Mastermind Plum - He has replaced Preacher of the Schism in a couple of my other decks already, so I guess I might as well continue the trend. I think I picked Preacher mostly because I have copies on hand, & my Mastermind Plum is already in another deck.
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Infectious Bite - Forgot about this card & must have overlooked it in my initial brewing. Will likely swap out with Bite Down.
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Bootleggers' Stash/Parallel Lives - Ehhhhh, I kinda like Revel in Riches as my awkward value 5 drop more than Bootlegger's Stash. I don't think I'd consider Parallel Lives for similar reasons listed as Academy Manufactor.
Regarding all the anti-token stuff you mentioned, I agree that Pernicious Deed is what I'm most likely to include. I had it in the initial draft of this deck, but swapped it for some other removal.
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Liquimetal Torque - Definitely a case of "I know I have this on hand". I was also considering Fellwar Stone for this slot. As cool as Jet & Emerald Medallion are, I don't have a copy of either yet. I usually try to focus on what I have initially, then save stuff like the medallions for future upgrades if I like a deck enough to continue investing in it.
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Kura, the Boundless Sky - I typically play against a Kangee, Sky Warden deck quite frequently in my meta. My friend that pilots the deck will frequently go after decks that don't have flying defenses up, & tends to avoid swinging at boards that will stop the flyers. So Kura is here to play mind games with him & deter aggro as a deathtouch flyer, but also is just a bigger body that can help soar over defenses & chip people for 4 damage until they can do something about it. Once he does die, I will pick the land option.
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Saryth, the Viper's Fang - I feel like I tend to see 1-2 wipes per game, but much more targeted removal. Wipes are inevitable, so I don't really worry about them. I'd rather dissuade targeted removal, or at least speedbump folks by offering Saryth up as the bottleneck to the rest of my board without a wipe. If she is too redundant, this could be a potential swap out.
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Questing Beast
- I like it for being a haste-y body that also blocks well against aggro crack back. More importantly it helps negate the occasional Fog effect. Because of my main meta being more aggro, I'd rather have bodies on board than to a certain extent than a higher volume of kill spells. The deck started off with more instant & sorcery speed removal, but felt anemic for board presence. -
Guardian Project - Don't think I've ever encountered anyone killing creatures in response to the trigger for denial. Maybe it's happened once or twice, but I don't think it's happened with any kind of consistency to make me worried about it.
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As for the 3 X finishers, this is definitely another case of "I have these on hand". Most of the time Damnable Pact will be a draw spell for myself, but does have that corner case potential to finish off someone that's low enough. I've seen Exsanguinate enough in my meta, & if it hasn't acted as a finisher, it helps its caster stabilize enough to attrition everyone else out. I think I'd rather include Rise of the Dark Realms over Finale, mostly for budget purposes.
Thank you for the questions and suggestions! Definitely a fun thought exercise to get my day started.
Profet93 on
Petrified by the Gorgussy [Primer]
2 years ago
Crow_Umbra, I apologize in advance for the wall of text below. Your deck is very interesting and got me thinking. If you don't want to respond to each point below, I can't blame you. In the end, I hope these suggestions help or at least get the gears turning. Looking forward to your response.
Skullclamp - Draw
Sakura-Tribe Elder/Rampant Growth > Farseek - Rampant growth gives you the option to get either a basic forest or basic swamp tapped. Farseek is only a swamp tapped. Rampant growth is a strict upgrade given you have no swamps aside from a basic swamp would benefit from the distinction.
Viridian Longbow - Idk if this is too cheeky but given all your deathtouch, this might be worth considering.
Academy Manufactor - This card seems perfect for the deck. You make a lot of treasures, you get more artifacts. You also occasionally make food tokens. If you added tireless tracker (not saying you should per say) then it triggers on clues. All around seems solid. Is this a reason I'm missing for why this isn't included?
Mastermind Plum > Preacher of the Schism - Seems kind of cool, got some synergy. Your description mentioned this is potentially on the cutting block. Given you already have enough deathtouch, would draw not outweigh the redundancy?
Infectious Bite > Bite Down - Given that this is removal 95% of the time according to your description, would the potential for a poison counter to fuel fin outweigh the possibility of killing a PW that isn't there 19/20 times?
Bootleggers' Stash - At the risk of being too on the nose/winmore, could this help? Same question with Parallel Lives.
I read your description regarding the token meta. Below are some anti token suggestions. Some of them are straight up hate, other of them are flexible, depends on what you're going for (in order of most token hate to flexibility)....
Virulent Plague - Straight up hate
Bile Blight - Removal with token emphasis
Maelstrom Pulse - Flexible removal spell (works well against clones too!)
Pernicious Deed - X = 0, bye bye tokens. Or use it normally to wipe when things get out of hand. I see its in your maybeboard, I believe this card warrants a spot the most out of any suggestion above or below.
Liquimetal Torque - What do you primarily use its second ability for? I get that you can make something an artifact to trigger some life loss. Given this deck is low to the ground, would you not be potentially better served with a Jet Medallion or Emerald Medallion? I suppose it depends on how much you value the lifeloss from artifacts + politic to make something artifact for other removal over the additional ramp the medallions can provide.
Kura, the Boundless Sky - What does this provide? I see no anti token, treasure or land token aspect. Perhaps I'm missing somehting?
Saryth, the Viper's Fang - I understand the deathctouch and hexproof anthem. Given your meta is mostly aggro, how many wipes do people typically use? Given your deck already goes wide, wouldn't most people just wipe the board anyways? I definitely see the benefit for sure, just wondering how this card performs and if it could be swapped for something either more impactful such as a Demonic Tutor or something more on theme in your maybeboard?
Questing Beast - I get that it likely wouldn't be blocked by tokens, is that it's primary purpose? Given that you also mentioned there are not a lot of PW's in the meta, would you not be better served with a general removal spell such as Hero's Downfall?
Guardian Project - How often do people kill your creature in response to the trigger to deny you card draw? Not saying to remove it, just curious is all.
I noticed you run torment, exsanguinate and damnable pact. While the latter can be used for an alt wincon, is it not draw most of the time? Assuming this, you run 2 X finishers and if not 3. Do you really need the redundancy? I believe another spell like Rise of the Dark Realms (also in maybeboard) could warrant an inclusion, especially given your aggro meta. I can understand the reluctance given that you are already taking their creatures anyways. If that's an issue, then maybe a Finale of Devastation? Recur/Tutor for a creature and go for the win through smashing face.
Darb_the_Bard on
Buttercup: Princess Bride
2 years 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?
Headers13 on
3 years 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
Blight Mamba Core Prowler Corpse Cur Cystbearer Ichorclaw Myr Paladin of Predation Plague Myr Rot Wolf Spinebiter Tyrranax Atrocity Venomous Brutalizer Viridian Corrupter Carrion Call
Proliferate:
Adaptive Sporesinger Cankerbloom Carnivorous Canopy Copper Longlegs Courage in Crisis Evolution Sage Expand the Sphere Smell Fear Thirsting Roots Unnatural Restoration Urban Daggertooth
Equipment:
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*
Instant kill:
Aggressive Instinct Ambuscade Animist's Might Bite Down Clear Shot Cosmic Hunger Devouring Tendrils Halana, Kessig Ranger Infectious Bite Nature's Way Rabid Bite Spinning Wheel Kick
Unblockable:
Access Tunnel Rogue's Passage Executioner's Hood Prowler's Helm Skeleton Key Wedding Invitation Whispersilk Cloak
Azoth2099 on
Green/Black toxic/proliferate need recommendations
3 years 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.


