Enchantment — Aura
Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
2 months ago
Infect is terrifying because it's so much easier to count to 10 instead of 20/40. It has been powerful and overly present in Modern, In constructed 1v1 where there's only one player whose interaction you need to stop. I think it stopped being very relevant around the time Fatal Push was printed?
Anyway, in commander you still need to survive the interaction of three other players, and have to count to 10 two more times after you've killed an opponent and established yourself as someone dangerous who needs to be dealt with. Outside of Skittles (Skithiryx, the Blight Dragon) who insinuates his game plan before the game even started and is therefor not that dangerous and easy to anticipate, and maybe Atraxa, Praetors' Voice who can do cute things like proliferate the counters for inevitabe kills, there's barely any valid infect commander strategies, outside of oneshotting people with one-time effects like Triumph of the Hordes or Tainted Strike.
The only infect card I play is Inkmoth Nexus in my equipment deck, because that's a scary land with an easy-equipped Colossus Hammer. Any card that would remove infect counters, would come too late for any opponent that I infected. That's probably why people don't see the need for a Vampire Hexmage for players.
Antidotes do exist in real life, but this is not just any infection we're dealing with. This is Phyresis, a magical infection to remove organical impurities and leave nothing but the perfect life form. It's a lot more potent than penicillin ;-)
2 months ago
Wow! Looks amazing! After the changes, the only cards I 'may' consider cutting (if you have a few more cards you'd like to run) would be the following: Phyresis, Coveted Jewel, and surprisingly Lightning Greaves. Now that you have made a huge change, feels time to talk about the land base... my recommendations in that group would be the following: Choked Estuary < Witch's Clinic, Spirebluff Canal < Blood Crypt, Flooded Strand < Scalding Tarn, Underground River < Bloodstained Mire, Shivan Reef < Morphic Pool, Mountain < Luxury Suite, Island < Riverglide Pathway Flip, Island < Clearwater Pathway Flip.
2 months ago
Cut Day's Undoing - Because it ends the turn, you do not receive any of the damage triggers from Nekusar.
Font of Mythos/Howling Mine/Dictate of Kruphix/etc. effects are a bit of a trap. They look like they should be good with Nekusar but, in actuality, are rather lackluster and tend to help your opponents more than they help you. Nekusar's biggest problem is that he gives your opponents additional cards, making it easier for some opponent to draw into whatever they need to stop you. Each Font of Mythos or similar effect increases the chance your opponents will draw into the card they need to stop you, while only providing a small amount of damage--and only providing that damage if you can keep your Nekusar-like effects on the field. I would include Temple Bell and Geier Reach Sanitarium on this list of cards that should be cut.
Add Teferi's Puzzle Box--unlike Font of Mythos effects, Teferi's Puzzle Box does not provide card advantage to opponents, and can severely disrupt their ability to run tutors and such. It can provide massive, consistent damage per turn, helping you win the game rather quickly.
Helm of the Ghastlord also draws your entire deck with Niv-Mizzet and has the added advantage of forming a soft lock when put on Nekusar. If you play a wheel-type effect (including having Teferi's Puzzle box afield), Ghastlord will force an opponent to discard each card they draw, locking them out of anything other than instants or cards with flash.
Windfall is another wheel effect that you missed that isn't all that expensive.
Do not run Izzet Boilerworks, or any others of these bounce lands, ever. They are just bad cards, and are actually worse in a budget mana base, because of the high likelihood you might have to bounce (and eventually replay) a "this land enters tapped" land.
4 months ago
Hey! I really like your list! While undoubtedly less powerful than mine, you haven't distorted the general idea of the deck. The budget inclusions you have made are all very accurate. Here are a few specific suggestions:
Mindshrieker is very random and not enough reliable, although it can be fun.
I would remove every single land that comes into play tapped and replace them with basic lands. You don't need too much mana fixing, especially considering Lazav requires colourless mana, and this strategy cannot afford the tempo loss of a land entering the battlefield tapped.
I wouldn't bother with Miscast, as it doesn't scale particularly well in Commander. Rotting Regisaur can be included in your current list, considering you are not running Dreadnought. Access Tunnel is okayish. Four mana total is a lot, but it's better than Rogue's Passage. I would consider it, especially since it comes into play untapped.
Regarding how well I think your deck would perform in a mid-high power setting, it depends. See, this strategy is very fast and all-in because it is very weak at its core. A Voltron deck that relies on the graveyard suffers a lot from both creature and graveyard removal. That's why my deck is so fast, with cheap win conditions and cheap tutors. Because you need to kill your opponents before they can stop your game plan. If you cut all the powerful cards (which are, unfortunately, the most expensive) and replace them with more expensive (in terms of mana) versions, the deck will become significantly slower and thus much easier to stop. So, if your meta tends more towards the mid power-level, I think you deck can stand a chance. But if your play environment is more on the powerful side, I think you should adjust your deck accordingly.
Proxying a few key cards would drastically affect the power level of the deck. Phyrexian Dreadnought in particular is irreplaceable and its inclusion would completely change the way the deck plays. The tutors would also help a lot bring up the power level.
4 months ago
I think this is great, I love the new take on infect. Most of my suggestions have to do with the manabase, I know you're running a fairly limited base but I would consider Inkmoth Nexus, just so you have one more option to get infect damage through along with Tainted Strike and Phyresis. I think you could also lose a Sunbaked Canyon and an Inspiring Vantage for a Silent Clearing, and either Fetid Heath or Graven Cairns, so you can turn red or white mana into more black sources.
How's your luck been in drawing creatures overall?
4 months ago
Love a good Phyrexian deck! This one's dedication to the flavor is especially impressive, great job here!
I'd suggest trying out some of the "choose a creature type" cards such as Kindred Summons and Reflections of Littjara to take advantage of the newly-implemented Phyrexian creature type that all your creatures share, (okay, most of them at least, poor Consecrated Sphinx) but those cards themselves might be considered rather off-flavor. Hopefully we get some proper Phyrexian tribal support soon!
By the way, a second Tainted Strike seems to have snuck its way in there. If you end up looking for a replacement, Phyresis and Glistening Oil do a similar thing and hold the same thematic resonance, though they're a bit slower and more telegraphed.
4 months ago
This looks like it could definitely be scary once it gets going. Very dedicated to its theme.
From a general construction sense, it could probably use a few less lands, a bit more ramp and card draw, and a few less cards on the top end (the mana curve leans high).
Some good mana staples that would help and fit the theme: Sol Ring, Arcane Signet, Commander's Sphere, Fellwar Stone, Everflowing Chalice, Astral Cornucopia, Solemn Simulacrum, Fertilid, Gyre Sage, Rishkar, Peema Renegade, Incubation Druid, Rampant Growth
Since your goal is to get poison counters on ASAP (so that proliferate matters), stuff like Ichor Rats and Plague Stinger would be good additions. Grafted Exoskeleton and Phyresis can make it so some of your other creatures can contribute to the poison damage count. Viridian Corrupter and Relic Putrescence both give you a way to give poison counters while also serving as artifact removal of a sort.
For cards to potentially remove, there are a few that fit the theme, but may be harder to get the benefit from. Melira, Sylvok Outcast and Second Chance don't do too much for you. Door of Destinies doesn't really have a good tribe to name.
There is a sort of sacrifice sub-theme going on that doesn't feel like it fully pans out. The Arcbound creatures are on the expensive side and you don't have a ton of artifact creatures to move the counters onto. Plus, if they hit for regular damage, they're not going to contribute to your infect plan. Throne of Geth and Plaguemaw Beast give repeatable proliferate, but you don't have a ton of things that you want to sacrifice, or ways to get things back from the graveyard to recur them. Martyr for the Cause and Roalesk, Apex Hybrid are only really good if you get exactly Plaguemaw Beast.
7 months ago
Really like your deck. I am also aiming to build an unblockable tribal deck but going to partner Ukkima, Stalking Shadow and Cazur, Ruthless Stalker Flip at the helm so I can add green for the ramp. You could look at adding in Phyresis and Grafted Exoskeleton to boost the infect which will make the unblockable hits that much more painful. Ukkima would be a natural addition to the deck too and I would also consider adding Etrata, the Silencer and the new land Access Tunnel to help the wee guys who can be blocked get through