Creature — Human Druid
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Gain , , or .
|Have (3)||, CompleteWaste , gildan_bladeborn|
|Want (5)||TheMagicFanatic , StormTwenty , Darui , , niot5|
Printings View all
|Double Masters (2XM)||Rare|
|Ultimate Masters (UMA)||Rare|
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Modern Masters 2015 Edition (MM2)||Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Noble Hierarch Discussion
2 days ago
2 days ago
rkjunior, great feedback, thanks! I’ve also experienced mulling for more than two lands as well, quite a bit actually. Things are pretty tight to cut as is, which is a reason I was asking for thoughts on adding Birds of Paradise and Noble Hierarch in place of Cultivate and Kodama's Reach to hopefully fix mulling if one of those are in hand with two lands and hope that we draw into at least one other land. Though two extra lands or even one more isn’t asking much so I’ll try to get those adjustments made. I’ll keep Flagstones of Trokair in mind for inclusion. I’m staying away from Strip Mine and Wasteland because having the colorless mana in opening hands is brutal. I’ve experienced this with Field of the Dead and that’s the only colorless I run.
The planeswalkers have been considered, I just had a hard time justifying inclusion at the time and only went with Nissa, Vital Force, but even she just got cut for a tutor.
I have also experienced an abundance of unused mana at times and because draw has been an issue, I was considering replacing stuff for x cost draw effects, such as, Pull from Tomorrow, Finale of Revelation, Sphinx's Revelation or even Hydroid Krasis.
As threatening as an eldrazi Titan would be and the flavor fits Zendikar well, I think I’ll pass on the idea for now.
Let’s continue to discuss this. We are making great progress at tuning this deck.
2 days ago
1 week 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.
1 week ago
Flayer is a good source of selection, trample is semi relevant evasion and delirium is not hard to get to in a control shell. I feel like hierarch gives you access to very important colors for the deck on top of exalted being a thing in some corner cases. Id consider dropping boreal druid for hierarch in this regard.
Again, these are suggestions and if you're having results already, then that is a-okay! If it ain't broke, no need to fix it ;)
1 week ago
4x Birds of Paradise 2x Noble Hierarch 4x Courser of Kruphix 2x Tireless Tracker 4x Siege Rhino 4x Abzan Charm 2x good 4 mana planeswalker (One of the Sorins or Vraska) 2x good 6 mana planeswalker (Elspeth it Liliana) 2x Murderous Rider
Something like that
1 week ago
So I mean, the easiest way to improve the deck I can see is to add more 2-mana mana-rocks and potentially some 1-mana mana-dorks. I try to never run more than 32 or 33 lands in non-landfall decks, so cutting 5-6 lands is acceptable if you replace them with mana sources. Note that 3-mana mana-rocks are significantly worse than 2-mana rocks, and should be replaced. Consider running some of the following: the talismans (Talisman of Indulgence, Talisman of Hierarchy and friends), Fellwar Stone, Coldsteel Heart, the signets (Dimir Signet, Orzhov Signet and friends), Birds of Paradise, Avacyn's Pilgrim, Noble Hierarch, Elves of Deep Shadow, Deathrite Shaman, Orcish Lumberjack... All of these are low-cost ways to get more mana. Dropping a rock on turn two and casting a four-mana spell turn three is much better than ramping on turn 3, in my experience. With the exception of Noble Hierarch, I think all these cards should be well under $20.
1 week ago
Well, if budget is taken out of the picture...
Your mana base is also very important here. All the fetch lands (or OG duals if you really like to spend money, though you can absolutely get by without them) can go in to make it much easier to get your colors online quickly. Lands that tap for any color are also good, like Forbidden Orchard and City of Brass.
If you want to go more competitive/combo focused, Dockside Extortionist, Emiel the Blessed, Demonic Consultation, and Thassa's Oracle should also be on your radar. Emiel can go infinite with Dockside to make infinite mana, and to be honest any infinite mana combo is good enough, so you can run multiple for consistency. Consultation and Oracle are popular wincons in CEDH, and I'd advise you to look at how the combo works if that's the direction you want to go.
I also forgot to mention Training Grounds as it is also amazing here.
That's what I could think of off the top of my head, but I hope that helps you out a little!