Vector Asp

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons 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

Vector Asp

Artifact Creature — Phyrexian Snake

{{B}}: Vector Asp gains infect until end of turn. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

king-saproling on Phyrexian

8 months ago

Personally I would make these swaps:

1x Vat Emergence -> Well of Lost Dreams
Eye of Malcator -> Contentious Plan
Tamiyo's Immobilizer -> Core Prowler
Synthesis Pod -> Ichorclaw Myr
Spy Network -> Vector Asp
Mindstatic -> Plague Myr
Power Taint -> Grim Affliction
Escaped Experiment -> Guildpact Informant
Ambulatory Edifice -> Inexorable Tide
Mindsplice Apparatus -> Necropede
Testament Bearer -> Steady Progress
The Filigree Sylex -> Plague Stinger
Font of Progress -> Throne of Geth
glistener seer -> Viral Drake
Ravenous Necrotitan -> Ichor Rats
Phyrexian Atlas -> Staff of Compleation

Kazierts on Pushing Poison

3 years ago

As someone who loves infect, I have to say your list has waaaaaaaaaay too many creatures and lands. Even slower versions like mine, a Monoblack one, run around 12 creatures + 4 Inkmoth Nexus. Infect is a strong mechanic. So, in order to make it balanced, WOTC made the creatures really bad, which is why it's usually a bad idea to run this many of them. And 28 lands is asking to get mana flooded

Nevertheless, I'll give my suggestions without trying to chance to core ideia of the deck. If playing this was is how you have fun and it works for you and your friends, then I just want to help you make it better without modifying its core.

https://scryfall.com/search?q=%28c%3Ag+or+c%3Ab%29+usd%3D%3C1+legal%3Amodern+%28o%3Adestroy%29&unique=cards&as=gridℴ=cmc&dir=asc

If you want me to give you suggestions more aligned with how Infect is normally played, tell me and I'll be happy to help. I just wanted to respect your deckbuilding style as much as possible with these.

TheoryCrafter on Card creation challenge

3 years ago

Epicurus, I should have been clearer that it was any combination of Praetor creators and creatures with infect. But yes, you can activate it with a Vorcinclex and a bunch of 1/1 creatures with infect or with four Phyrexian Juggernauts and an activated Vector Asp or With each of the original 5 Praetors. Their total power is 26, so the crew requirement has flavor significance.

I don't think it's steep because once you throw a Rune of Might on it with a go wide deck its practically a board wipe. For 4 generic mana with all those keyword abilities its just too powerful without it.

And now for the Wild Card...


Tir, the Living Land

Legendary Planeswalker Land

Mythic Rare

~ Enters the Battlefield Tapped.

: Add one mana of any color to your mana pool. Spend this Mana only to cast Elf Spells. ~ cannot activate loyalty abilities until your next turn.

0 Create a 1/1 Elder Elf creature token with "Whenever an ability this creature has is activated, put a loyalty counter on it" and "when this creature dies, put all counters it has onto ~.

0 ~ becomes a 21/0 Elemental Land Creature until the beginning of your next turn. Prevent all damage to it until the beginning of your next turn.

-20 Add to your Mana Pool.

3


Wild

Mortlocke on New hubs to be added

4 years ago

Hello legendofa,

I propose a new hub to be added: Phyrexian. During Modern Horizons 2, 225 creatures were retconned into having the Phyrexian creature subtype to join Vorinclex, Monstrous Raider . Additionally, there were a smattering of Enchantments, Artifacts and etc that ether have the Phyrexian subtype or create creature tokens that do. Thanks to this retcon I now have a deck that has a Phyrexian tribal theme. For your reference, below is a full list of spells that were affected by WotC's Phyrexian errata.

Source: https://mtg.fandom.com/wiki/Phyrexian

Blue_Freak on Bloody Silverquills | Breena EDH (Primer!)

4 years ago

Also, some manlands like Inkmoth Nexus and Blinkmoth Nexus could do some work fighting against boardwipes. Infect in general could get out of hand real fast (I'm thinking Plague Stinger and Vector Asp ).

Tiny_Sir on One Imaginative Boi

4 years ago

Mainboard Cuts: Worn Powerstone kinda sucks. I'd rather pay one more for Hedron Archive or even Sisay's Ring.

Cathartic Reunion is just better Tormenting Voice in your deck. Run Chandra hugging mom instead of Tormenting.

Cuts from the Sideboard listed cards:

Prismatic Geoscope: Running 18 basics means you might not always get 3 mana from it, more like 2. Eitherway I feel it's bad as a rock and lackluster as a cage target.

25 cards I'll suggest for <15$ (EDHREC TCGPLAYER listed prices, may be higher or lower):

  1. Final Parting: Double tutor, one to the yard one to hand. Good investment for 5 mana. It's no Buried Alive but we can't expect many cards to be. (Price: .90)

  2. Cephalid Inkshrouder: Discard which doesn't matter to make shrouded Mairsil? Hell yeah. (Price: 0.29)

  3. Soliton: Another U: untap is solid. (Price: 0.10)

  4. Forbidden Alchemy: Basically a draw 4 most of the time for 3 mana and can be flashed back if you discard it or mill it another way. (Price: 0.11)

  5. Pestilent Souleater: Can be a backup win con with a card or two that can also pump. (Price: 0.10)

  6. Blighted Bat 1 for haste is worth it when not having Anger in GY or Hammer of Purphoros on board. (Price: 0.05)

  7. Twisted Abomination: Get a land with it then give Mairsil regenerate for a black when his commander tax is too high. Can never have too much protection when the commander is the whole gameplan. (Price: 0.03)

  8. Magus of the Bazaar: Draw 5 for tap on Mairsil. What's not to like? (Price: .46)

  9. Etherium-Horn Sorcerer: 3 To replay Mairsil isn't bad. Also can just be a cascade card if need be. (Price: 0.15)

  10. Cinderhaze Wretch: Untap affect + can be used to disrupt enemies. Also can be used on yourself if you really want for some weird reason? (Price 0.26)

  11. Dreamscape Artist: Discard isn't a downside, and it ramps. Can be put on Mairsil as well if need be. (Price: 0.26)

  12. Vector Asp: B: infect is very strong. Especially with following card. (Price: 0.20)

  13. Spikeshot Elder: This plus infect is a gross combo. Even without R to deal 4 to any target is strong, better than lightning bolt! (Price: 0.21)

  14. Grinning Ignus: A way to bounce Mairsil that's ALSO ramp. Pays for a commander tax! (Price: 0.16)

  15. Frantic Search: Free loot isn't ever bad. Instant speed too. (Price 0.47)

  16. Sinister Sabotage: You don't have much interaction. These next 3 are just interactive pieces to stop your opponents from racing you. Sinister is a good counter that also can basically draw a card with Surveil. (Price: 0.12)

  17. Terminate: No regen for them! Instant speed kill. Nice. (Price: 0.44)

  18. Arcane Denial: Great counterspell that's not mana intensive. (Price: 0.46)

  19. Perplex: Either a counter, makes an opponent lose their hand, or you can transmute to tutor for a 3 drop such as Rings or Commander's Sphere. Very versatile. (Price: 1.24)

  20. AEtherize: Bounce all attackers is a good way to protect yourself, since you already have many ways to protect Mairsil. (Price: 0.23)

21/22. Isochron Scepter/Dramatic Reversal: With enough mana rocks infinite mana and with that you can win for sure. (Price for both: 5.30). I think it's a worth it investment.

  1. Whispering Madness: Wheel that can be repeated. With GY synergies it's amazing. 10/10 (Price 0.57)

  2. Chain Reaction: Boardwhipe most of the time. You need some mass removal. (Price: 0.67)

  3. Pyroclasm: Clears tokens easily. (Price: 0.16)

Total Price: $12.94

Some pump activated abilities may be a good other add.

TheVectornaut on Searing Infection

4 years 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.

Thick_propheT on Searing Infection

4 years ago

Thanks for all the suggestions. I was wondering about a lot of the things your brought up.

I haven't played this deck yet, but I'm already concerned about not having any creature protection. I originally tried to have some defensive capability in the deck, but it felt like the intent and capability of the deck became too diluted as I added those sorts of things. There must be some sort of balance there, but I'm not sure how to achieve it.

I also wasn't sure exactly how many creatures to add and which ones. I'm wondering if I should run fewer creatures overall to make room for more defensive spells. I did have Plague Stinger in at one point but replaced it. My thinking was it would be more useful to have a creature that could give itself +/+. The utility of a flyer is a good idea though, so I probably will put that back in. I had considered adding Vector Asp, but decided against it, since you'd have to pay a any time you wanted it to have infect. This seems counter productive, but I must be not fully seeing the benefit of the asp. Could you elaborate on it? Another creature I was wondering about is Plague Myr. Its intended use is as a mana dork, but I'm wondering if it wouldn't be better to replace it with something that fills the role a little better. If it's just a mana dork, does it really even need infect?

I had trouble deciding what spells to include. In my play testing, I found that my hand could easily get bogged down by spells that weren't useful early game. That's why most of the ones you've suggested replacing have cycling. If it's not useful yet, I can just dump it until I find something I need. I think your suggestions to replace those and also lower the cost of creatures would probably solve that issue though. With cheaper creatures AND spells, I'd be able to do more per turn.

Wild Defiance is very intriguing. I'm definitely not opposed to splashing in another color and was actually considering switching black out for green. I do generally prefer playing decks with black in them though. Do you have any other suggestions for a green splash?

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