Might of Old Krosa

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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
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
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Might of Old Krosa

Instant

Target creature gets +2/+2 until end of turn. If you cast this spell during your main phase, that creature gets +4/+4 until end of turn instead.

Mortlocke on Atraxa, infectious scream (Need help)

1 week ago

I do have some ideas in mind when it comes to closing out a game with Poison counters. But you don't have to make it through a couple times - all it takes is once and it's the beginning of the end. Some traditional combo pieces would be:

And other spells of that ilk. Another synergy are +1/+1 counters. Forgotten Ancient, Hardened Scales, Branching Evolution, Ozolith, the Shattered Spire and The Ozolith are real powerhouses if you wish to go that route. This synergy does telegraph your moves more and you'd be less explosive.

But what to do when the table goes against you? I recommend stax. Tying up the resources of the table, forcing slower and less impactful turns on your opponents while the clock continues ticking. Cards like Astral Cornucopia and Everflowing Chalice help break parity as you will likely have access to more mana than your opponents while they're being held back. Some oldies but goldies would be:

  • Winter Orb
  • Static Orb
  • Ensnaring Bridge (This has good synergy well with the aforementioned pump spells as you can still attack with low power infect creatures)
  • Tangle Wire (A personal Fave as you can proliferate these counters)
  • Parallax Wave (A personal Fave as you can proliferate these counters)
  • Parallax Tide (A personal Fave as you can proliferate these counters)

Playing pretty much any of these cards will likely earn you some ire - but the idea is to only play these when you have poison counters on your opponents and you can reliably proliferate them at least once or twice a turn. The idea is that you've already got your opponents where you want them, all you'd need to do is simply wait while the Poison counters end them.

Andramalech on Mono-green Toxic

1 month ago

Venerated Rotpriest, Bloated Contaminator, and a number of pump spells like Scale Up, Might of Old Krosa, and Royal Treatment for protection.

MadPilot on Infect 2025 (UG)

4 months ago

Sempifi99

Why Nature's Claim when I have Force of Vigor in SB to cast for free?

No Inkmoth Nexus is a conscious decision because I want access to green mana always. Also Ikmoth is overrated in this deck as without ramp it can only kill as soon as turn 4. The Glistener Elf can do that on T2 and Plague Stinger on T3 (also without ramp). I talk about creature + Scale Up + either Groundswell or Might of Old Krosa combo.

Instead of Verdant Catacombs I have Windswept Heath which do the same.

Also dude, I have no "slow lands", what are you talking about?

SufferFromEDHD on Ayumi, the Last Voltron

8 months ago

Exactly Señor Profit. The 7 power actually makes this a serious threat. I've never seen it played before! I like the idea of a land walk commander and this turned out kind of interesting.

This needs as many cheap +X/+X to make the Berserk double effects into one big swing. Vines of Vastwood is fantastic. Maybe Might of Old Krosa to round out the playset.

Bear Umbra > Mark of Sakiko?

Nature's Cloak ;) also been considering Mana Web for even more tech

Return of the Wildspeaker I know I own this. Will add it. Perfect for the strategy. I'm not gonna cut Rishkar's Expertise but will find something.

leovolt884_ on Rotpriest Infection

11 months ago

Definitely Does not need as many pump spells. Keep the Vines of Vastwood for protection and maybe a Snakeskin Veil or two if you want to argue for that. Heroic Intervention is a good alternative as always but doesn't have pump capabilities. I think it would be decent as mass removal is pretty common especially with -x/-x to all creatures being a common effect on black cards and your deck is very susceptible to that kind of removal. Most mass removal doesn't target so you wont even get Venerated Rotpriest triggers so some board wide protection seems necessary. Might of the Masses seems like a good cut because only 16 creatures with very limited card draw won't end up pumping more than other spells too often. Groundswell and Might of Old Krosa seem pretty redundant so picking one or the other would be best.

Depending on how you feel about splashing, maybe consider red for something like Rhythm of the Wild for protection and better aggro. Something to provide trample can be found here as well. Temur Battle Rage is an okay option and can be deadly but requires an additional pump spell to be at full potential. Can't think of any other cards like it off the top of my head but they definitely exist. If staying in two colors, consider 3-4 Vexing Shusher to simulate Rhythm and serve as removal bait in which case Triumph of the Hordes can maybe be justified as a boardwide buff and trample enabler, also giving shusher infect. In terms of creatures, running a few more may perform well, possibly a few copies of Flensermite and I would highly recommend Skithiryx, the Blight Dragon to close out games if you can't take them early. It would be a good idea to at least sideboard it against control or burn. Some of your current sideboard cards should be run mainboard like Dismember, a Force of Despair, and some Thoughtseize to disable your opponent.

I understand running Urborg, Tomb of Yawgmoth especially with the Inkmoth Nexus but it feels a bit pricey and could be replaced with an Overgrown Tombfoil since your mana ratio is already pretty good. A few lands may also be cut, considering 1.4 average cmc is very low and with limited card draw you really don't want to get mana flooded.

The deck feels almost like a "one trick" kind of deal and would be pretty easy to work around. You have to play really well to force your opponent into numerous combat tricks so maybe take it easier on yourself by running more removal and card draw. Dumping your hand then drawing 1 to 2 combat tricks per turn may not work against control decks or even aggro decks that can afford to chump block. Unearth is a good idea, consider running 1 less in favor of a mass recursion effect or something that lets you access multiple cards from the graveyard later in the game when you've run out of resources.

aholder7 on Why is Infect Not Returning?

2 years ago

The balancing issues people are referring to are in regards to non-edh formats. infect in edh only really comes up with triumph. but in other formats Glistener Elf and Blighted Agent are the back bone of infect as the only half decent cards with infect. but even as simple as those cards are they are decks that can run away with Turn 2 or 3 kills because they can drop an elf turn 1 then swing turn 2 with something like Scale Up and Might of Old Krosa or any other combination of cards. In a way infect is sort of like doublestrike to players and wither to creatures. both really strong effects, but its hard to put powerful effects like that on a large number of cards without having to make most of those expensive or bland. and if they misbalance even 1 or 2 they are likely going to see those cards run away with the 60 card formats of all kinds. the other problem for the design of infect was that you could only play an infect card if you were going to play an infect deck. infect only deals poison damage to players, not regular damage. so if your deck was mainly regulars you'd never hope to kill with infect (Arcbound Ravager into Inkmoth Nexus not withstanding)) and if you were a majority infect deck, your non infects would have to be relegated to entirely support based roles as their damage on their own couldn't take out an opponent. There are a couple other minor reasons they wouldn't do it but i think the above ones are the main factors.

DeinoStinkus on

2 years ago

Ichorclaw Myr, Scale Up, Might of Old Krosa, Vines of Vastwood, and Inkmoth Nexus seem like strong additions.

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