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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Spider
Whenever Obelisk Spider deals combat damage to a creature, put a -1/-1 counter on that creature.
Whenever you put one or more -1/-1 counters on a creature, each opponent loses 1 life and you gain 1 life.
1 month ago
From a competitive modern standpoint, all of the following cards have super-impressed me and felt a lot stronger than they first appear:
Of course, every card is bad in the wrong deck, and these are no exception. Most of these cards do feel like they require more support than the average competitively-played card, but i’ve certainly found them all to pull their weight above-and-beyond what i’d initially expected.
3 months ago
As has already been said before, infect decks generally want to be just running creatures that can deal infect damage - you currently have a LOT of cards that have no place in an infect deck, namely Alloy Myr, Coretapper, Darksteel Myr, Evolution Sage, Obelisk Spider, Shimmer Myr, Titan Forge and Myr Matrix are all creatures (or make creatures) that are completely useless for an infect strategy.
You seem to have a lot of cards that are just 1-ofs and 2-ofs here. That's going to lead to a really inconsistent (and so weaker) deck. Aim to mostly play playsets of cards if you can.
You seem to have a bunch of cards that have no real place in either Infect or Modern in general. Mana rocks like Dimir Signet, Coalition Relic, Myr Reservoir certainly have no real place in an Infect deck, and don't really make it into any Modern deck unless they're doing something particularly janky. Leyline of Abundance, Force of Vigor, and Dimir Charm are all also really weird spell choices.
You have nothing to do one turn 1. Infect decks are known for being fast and reliably threatening lethal on turn-2 or turn-3. Not being able to cast something on turn-1 reliably is going to put you ages behind and put your opponent at a huge advantage. You should have at least 8-12 cards you can cast on turn-1 (so far you have 0, meaning you're always starting a turn behind your opponent). Furthermore, sooo many of your lands enter play tapped that you won't even be able to reliably do something on turn 2... fix that landbase!
Your mana curve goes waaay too high. I would suggest ditching all of your 4 and 5 mana cards, and at least halving your amount of 3-mana cards (if not removing them entirely).
You're running waaay too many creatures for infect, and you don't have nearly enough ways to pump them. This is going to cause you all sorts of problems. Infect creatures are generally weak, so you want to aim to end a game quickly, and going-wide doesn't help you achieve that.
An example of where to start with infect is here - this page lists 3 infect decks of various budgets, and should give you a good idea of the direction the deck should head in.
5 months ago
FFA win vs Balan, Kozilek GD, Go-Shintai
8 months ago
Few Groupings / General Notes
- Multiple legendaries are bad
- Multiples of any grouping is bad
- Kitchen Finks is good in multiples (good value)
- Devoted Druid is decent in multiples (ramp)
- If a card is multicolored, running 3 or less copies main lets you run +4 virtual copies for
- SAC OUTLET + ANTI -1/-1 + Kitchen Finks (wincon sort of optional)
- SAC OUTLET + Heliod, Sun-Crowned + Kitchen Finks (wincon sort of optional)
- SAC OUTLET + Saffi Eriksdotter + Renegade Rallier + Lifegain Win-Con (not Dina, Soul Steeper
- ANTI -1/-1 + Devoted Druid + Mana Win-Con (sort of optional, but not as optional - a lot easier to die with infinite mana than infinite life)
- Devoted Druid + Quillspike
- Heliod, Sun-Crowned + Spike Feeder (wincon sort of optional) / Walking Ballista (sort of mana intensive and Walking Ballista can't be fetched for this, but you can do infinite damage with a lifelink Ballista with 2 +1/+1 counters)
Math to follow, just had to organize what I was going to be calculating for first.
8 months ago
I'm just going to ramble here, but probably some decent ideas to consider.
Bretagard Stronghold could be a thought for re-using persist triggers or just pumping creatures. Hex Parasite is an interesting idea with Kitchen Finks or maybe even Devoted Druid that just might be abusable (not quite infinite).
Cruel Celebrant is essentially a Blood Artist that doesn't target and is wishable. It's comparable to Dina, Soul Steeper except it doesn't work with the Spike Feeder + Heliod, Sun-Crowned combo but does work for Saffi Eriksdotter + Renegade Rallier. Since the second group is all multicolored, you could probably change some things around to allow for wishing for more game enders, and potentially freeing up some redundant slots while you are at it.
Obelisk Spider seems like it would work with Good-Fortune Unicorn and persist triggers etc. so it may be worth shuffling some cards around there. Also, now that I think about it, you could have Cauldron Haze as a persist set up giving you a nice protection option / potential sac outlet. You can also use Hapatra, Vizier of Poisons to make lots of tokens with triggers instead of going for life (probably not as ideal).
Varolz, the Scar-Striped might be a more versatile sacrifice outlet than Cartel Aristocrat. The scavenge synergizes nicely with persist, allowing some interesting plays. Unfortunately, you don't really have any cheaply costed overpowered creatures, so you miss some opportunities with Devoted Druid and mana.
So I'm thinking something like:
-1 Spike Feeder - only really works with Heliod, Sun-Crowned who combos with other cards like Kitchen Finks
-2 Vizier of Remedies
+2 Good-Fortune Unicorn
+1 Obelisk Spider
+1 Bretagard Stronghold
-1 Indatha Triome or Forest
-1 Dina, Soul Steeper
-1 Dromoka's Command
+1 Cruel Celebrant
+1 Obelisk Spider or Hapatra, Vizier of Poisons
+1 Cauldron Haze
You could also concentrate more on certain infinite combos instead of being spread as much, but there's downsides to that as well.
9 months ago
I would probably make the deck more focused on a specific theme/synergy. I think currently the most synergy is tokens and -1/-1 counters, so I'd cut Winding Constrictor.
Sedgemoor Witch makes a bunch of tokens and has a nice interaction with Plumb the Forbidden... but you only have 8 instants and 2 sorceries. To make Sedgemoor good you need at least 20 total. I'd just cut it.
Strixhaven Stadium is kind of useless. At that point you should be able to win through combat damage anyways.
Going along with a -1/-1 counter + tokens theme, there's definitely one card I believe you should definitely add: Hapatra, Vizier of Poisons. Even though its legendary I think she deserves the full playset. For only 2 mana, it places -1/-1 counters and creates a ton of deathtouch snakes which clog up whatever non fliers the opponent has.
Obelisk Spider is another good one, similar to Hapatra: it makes -1/-1 counters and also drains the opponent.
It's too bad you can't play Black Sun's Zenith because the card is kind of bonkers in this sort of deck.
Land count looks a little high, I think 22 seems like a better number since your curve is pretty low. Cards like Heroic Intervention are generally not worth running just to save your creatures from wipes.
1 year ago
If you’re looking for feedback, here are my thoughts:
phyrexian mana is gross. I’d just price it at 3BR and maybe make it a 4/4. Nobody is going to pay for those Phyrexian symbols with actual mana, so lets not pretend they might.
the gain life static ability feels really out of place. BR is not a colour pair that typically gains life. I feel this should be changed to life drain (like Obelisk Spider) so it at least feels more in-theme.
the tap ability feels very very expensive, in a colour pair that’s typically aggressive. I’d drop it to X1BR, or if you’re worried about big-mana, just change it to deal 2 damage for tap and 2BR.