
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | 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 |
Unbounded Potential
Instant
Choose one —
- Put a +1/+1 counter on each of up to two target creatures.
- Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Entwine (Choose both if you also pay the entwine cost.)


leovolt884_ on
Selesnya Heroic / +1/+1 counters
9 months ago
jonjonhholt Travel Preparations and Unbounded Potential are probably my favorites because of the efficiency. I mean two mana to target two things, and the ability to cast it again from the graveyard?? It makes the "worse" heroic creatures that aren't often seen much better. You're essentially getting 4 +1/+1 counters for 2 mana. Something like Repel the Darkness can even be used on the opponents end step in an aggressive manner to tap a blocker and target one of your own creatures, or target 2 if your opponent is greedy. Unlike an aura based deck it doesn't revolve around one or two big creatures either, just exponential gain all around
wallisface on
Bant Infect
2 years 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.
minisnow on
Winter Is Coming
2 years ago
March of Otherworldly Light is probably not great in mono white.
Ghostly Prison doesnt make the pay for walkers, Archon of Absolution Baird, Steward of Argive
I think Inspiring Leader over Sigarda's Summons since it is in the command zone but if people target your commander then its probably the other way around.
Maybe cut:
Ugin, the Ineffable, Elspeth, Undaunted Hero, Contagion Clasp (although proliferate is good its not great for 4 mana in mono white)
Rebuff the Wicked although it sounds great, people pretty much only deal with walkers through combat damage so fog effects are better
Teyo, the Shieldmage although he has good effects he is the weakest walker so idk how many more you need to cut
You are currently at 14 ramp, not sure if that was the plan or not
Definitely Cut:
Wanderer's Strike this one pains me because of the flavor, but 5 mana AND sorcery speed is too much
Nayru_Incarnate on
Dragon God smack Down
3 years ago
Maybe replace Clarion Spirit with Grateful Apparition for the proliferate, as proliferate works w loyalty counters. In a similar vein Unbounded Potential or Karn's Bastion work as well. Other than that, it’s a moderately solid deck.
junga on
Mono white +1 counters and lifelink
3 years ago
So, ur deck is kind all over d place, no offense. U decided wat u want ur deck 2 do, but not How (+1 counters vs enchantments, win con etc) and some cards haver no place in there (some odd ones R d Soul's Attendant (fits swarm strategy better), Rhox Veteran (needs swarms and .. i really dont like dat card lol) and d Arcbound Mouser (needs other artifact creature 4 it's ability), Rising Populace (outclassed as far as cmc goes, and ia more of a aristocrat card)and u lack evasion (only d princess may avoid some blockers. Ill assume u want a more direct aggro strategy. Lets focus on creatures first, Sacred Cat os quite Nice, even better agains removal heavy, Healer's Hawk is another 1cmc slot and adds evasion. At d 2cmc u can fill with some 2/2 lifelinkers (LL) (there r some Functional reprints of Ajani's Sunstriker If u want other models and Sungrace Pegasus 1/2 flying LL. On a heavier cmc u can consider Seraph of Dawn as a finisher, a 2/4 LL with flying is Nice. u could consider ETBs pumpers like Dawnfeather Eagle so u can hit and still keep ur defenses up. On d +1 counter profit u could consider maybe Ainok Bond-Kin giving ur creatures with +1/+1 d first Strike ability. I would drop d enchantments pumps since u wont b protecting ur creatures. As Far as removals Go, 8 cards should b enough i Guess. U could use Oblivion Ring or Journey to Nowhere and Sunlance , there r some other Fun options like Weight of Conscience . I would also drop Battlefield Promotion , Moment of Triumph and Wanderer's Strike . Shoulder to Shoulder could be paired with Unbounded Potential for some card draw. White doesnt have dar many card advantage maybe Revitalize could help u 2, and drop 2 Idyllic Grange 4 2 Secluded Steppe . Dis r Just some random thoughts, d most important is 2 have Fun. Oh, and when starting a New deck, think about d rules of 4 (9-10 different non-land cards, 4 copies each so u can reproduce more consistent outcomes )
stellarnear on
Atraxa
3 years ago
Read the Bones
>
Esper Sentinel
Abzan Charm
>
Unbounded Potential
Supreme Verdict
>
Promise of Loyalty
MobsterBubbles on
Cube 1.0 SMB
3 years ago
6/21/21: Removed Integrity / Intervention and Mystical Teachings . Added Lightning Helix and Muse Vortex
6/29/21:1. Removed Magistrate's Scepter . Added Steel Dromedary
Removed Winota, Joiner of Forces . Added Venerable Warsinger
Removed Grakmaw, Skyclave Ravager . Added Ravenous Squirrel
Removed Triskelion . Added Myr Scrapling
Removed Prosperous Pirates . Added Etherium Spinner
Removed Loreseeker's Stone . Added Extruder
Removed Bloodline Pretender . Added Ornithopter of Paradise
Removed Paradise Plume . Added Bottle Golems
Removed Triumph of Gerrard . Added Unbounded Potential
Removed Venerated Loxodon . Added Constable of the Realm
Removed Blade Instructor . Added Knighted Myr
Romved Elite Scaleguard . Added Nykthos Paragon
Removed Approach of the Second Sun . Added Settle Beyond Reality
Removed Windrider Wizard . Added Murktide Regent
Removed Spark Harvest . Added Bone Shards
Removed Keskit, the Flesh Sculptor . Added Legion Vanguard
Removed Sengir Nosferatu . Added Loathsome Curator
Removed Volcanic Dragon . Added Goblin Traprunner
Removed Dragon Mage . Added Arcbound Slasher
Removed Demanding Dragon . Added Flametongue Yearling
Removed Smelt-Ward Minotaur . Added Harmonic Prodigy
Removed Kaya's Guile . Added Graceful Restoration
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