Scale Up

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Scale Up

Sorcery

Until end of turn, target creature you control becomes a green Wurm with base power and toughness 6/4.

Overload (You may cast this spell for its overload cost. If you do, change the text by replacing all instances of "target" with "each.")

Pinkfluffyant on Interactive poison (home ver.)

1 month ago

Thanks for the tips! I love Scale Up, that is an instant include, but still want to keep red. I'm not explicitly focusing on counter magic, and a little burn helps make the deck mine. If I were SUPER meta leaning I would run black blue white, but that's for another deck.

I will remove fynn, I was keeping them because they were amazing with bow of nylea, but now that it's gone it's a moot card.

wakawakawaka on Interactive poison (home ver.)

1 month ago

some other stuff I noticed:

Fynn does not scale with pumping.

Mutagenic Growth is likely better than ruthless instincts.

I would focus more on pumping your creatures and protecting them from removal than just playing creatures on curve. a 2/4 for 4 is not very good in modern. a blighted agent + Scale Up with countermagic up is quite good. you're playing red only for temur charm, lightning bolt, lightning strike. i would look into going straight blue/green and replacing some of the red cards with Spell Pierce, Apostle's Blessing or Flusterstorm.

also - replacing natures claim with Gemrazer could be pretty spicy. the mutated creature keeps infect.

legendofa on Oh look, modern infect 2022

1 month ago

I don't think Embiggen adds enough value here. For Inkmoth Nexus, it's a +5/+5, and for everything else it's Giant Growth. Scale Up is +5/+3 for all of your infect creatures, and +6/+3 for your Hierarchs, if for some reason you ever need to use it that way. Since infect aggro wants to deal as much damage as possible as quickly as possible, you should definitely keep at least the Scale Ups. For the Distortion Strikes, the unblockability is also more valuable than a Giant Growth.

Ender666666 on Oh look, modern infect 2022

1 month ago

I'm thinking of cutting Distortion Strike and Scale Up for 4 of Embiggen. Does that make sense?

TheOfficialCreator on

2 months ago

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

wallisface on Bant Infect

2 months ago

This link here is an example of what current modern infect decks look like. Specifically, the deck aims to win the game as fast as possible, ideally on turns 2 or 3. The deck doesn't want the game to go long because that will most-certainly mean defeat.

Added to the above, even non-aggressive modern decks still generally don't want to be playing more than 3-4 cards costing 4-mana, with nothing above this cost (you've got a whopping 20 cards costing 4-or-more, which will cause your deck to be miserably slow). Modern infect decks typcically don't want to play anything costing more than 2-mana (Though some more recent decks have been playing Phyrexian Crusader to help versus some matchups).

So, firstly I'd strongly suggest ditching all your slow and sluggish cards - all of Core Prowler, Evolution Sage, Vorinclex, Monstrous Raider, Ajani, Sleeper Agent, Tamiyo, Compleated Sage, and Fuel for the Cause, Brokers Ascendancy, Hadana's Climb  Flip, Inexorable Tide, and Oath of Teferi. All of these cards are faaaar too slow and will just give your opponent too much time to get a stable boardstate and lock you out of the game. I would also suggest ditching Unbounded Potential, just because it's a weak spell, and adding a 3rd colour just needlessly complicates what you're doing given your awkward landbase (if you play just 2 colours you can probably just run basics and not slow yourself down running taplands).

Cards to consider adding in include Become Immense, Vines of Vastwood, Mutagenic Growth, Might of Old Krosa, Blossoming Defense, Distortion Strike, Scale Up, and Rancor. When playtesting your deck, you want to be aiming to reliably deal 10 infect within the first 2-3 turns.

TheOfficialCreator on Bant Infect

2 months ago

Scale Up is a card I have seen work incredibly well in infect decks.

StoryArcher on Don't Let Em Breathe (Quick)

2 months ago

demonicgrizzly

I was looking at your Green Deck Wins deck - I definitely suggest that you check out the green deck I linked because it follows a similar strategy and might give you some good ideas. Augur of Autumn is a very powerful card-drawing engine that pairs nicely with the Werewolf Pack Leader. Yorvo and Rhonas are both great 1-of's in the deck, maybe even 2-of's. Scale Up is also a great option for that deck since it can turn one of your hierarchs into a serious surprise beater or it can flat out win the game for you with it's Overload ability. Old-Growth Troll is a card you'll probably automatically add due to its green devotion, trample ability and survivability. Hexdrinker is almost a no-brainer one-drop these days.

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