"Commander Collection: Toxic Garden"
###[[symbol:U]][[symbol:G]] Introduction: Witness the Sickness [[symbol:U]][[symbol:G]]
===spoiler:
Welcome to my primer for "Toxic Garden", a Simic infect/proliferate deck for Commander. This is one of my newer lists but it's in pretty much its final form after several iterations and playtests.<br>
<br>
I've taken the view that an infect deck should be part of the 40-deck collection that I've put together. Initially I built it out of obligation more than anything else but I've enjoyed playing it (although you quickly have to accept you'll be the archenemy if you're running a poison strategy), as it creates some interesting game states and attacks on a slightly different axis to other decks.<br>
<br>
Infect was always at least a semi-viable archetype in Commander but, with the release of _Phyrexia: All Will Be One_ and the Toxic mechanic, it's received a healthy (or should that be unhealthy?) dose of power. Although toxic was very much intended by WotC to be a 'fixed' version of infect, it's had the advantage of introducing a whole bunch of new cards into the EDH card pool for us to build around. And that's very much the purpose of this deck, together with its Commander, [[Ezuri, Stalker of Spheres (ONE:317)]].<br>
===endspoiler
###Our Commander
===spoiler:
While poison/infect can be played in various different colour combinations, I've gone with Simic colours and chosen [[Ezuri, Stalker of Spheres (ONE:317)]] as our Commander. As is often the case with [[symbol:U]][[symbol:G]] commanders, he's a powerful value engine who enables us to draw plenty of cards during the typical EDH game - as if all goes to plan, we'll be proliferating a lot. He also supports our poison counters/proliferate strategy as we can pay what's essentially a kicker cost of [[symbol:3]] when he ETBs and proliferate twice (and draw two cards).<br>
<br>
For the most part, Ezuri's not one of those Commanders we'll want to cast right away. He'll usually cost [[symbol:5]][[symbol:G]][[symbol:U]] the first time we play him, as we'll often want to use his proliferate cost to increase the number of poison counters our opponents have already accumulated. We have plenty of ways to generate poison counters (see the "It's Time To Get Ill" section below) and we'll want each opponent to have at least one counter before all the proliferation fun begins (or continues) when [[card:Ezuri, Stalker of Spheres (ONE:317)|Ezuri]] hits the table.<br>
<br>
The main downside of Ezuri is he's a very expensive Commander to cast once you take into account his additional kicker cost and any instances of commander tax. I've typically found I only get to play him once or twice before he becomes prohibitive but, if things are going our way, that's usually enough.<br>
===endspoiler
###Deck Strategy
===spoiler:
Our strategy when playing this deck when playing this deck is pretty straightforward: win by dealing ten poison counters to each opponent. Our typical actions can be summarised in three distinct eary/mid/late game phases as outlined below. Obviously this is an oversimplification, as we'll be dealing with several other players who want to disrupt our strategy and take us out of the game as quickly as possible, but it should give an idea of what we're looking to achieve.<br>
<br>
**<font color="chartreuse">Early Game**</font><br>
In the first few turns, we should be aiming to do several things. The first is to ensure each opponent gets at least one poison counter as quickly as possible, so we can start proliferating. This will usually be with cards like [[Prologue to Phyresis]], or by attacking with our infect or toxic creatures. We also want to be using our ramp spells (if we have them) to develop our resources as [[card:Ezuri, Stalker of Spheres (ONE:317)|Ezuri]] is a mana-hungry Commander and we want to use his ETB ability whenever possible. Finally we also want to start playing - and hopefully - sticking early threats, as we want to take the fight to our opponents and play on the front foot whereever possible.<br>
<br>
**<font color="chartreuse">Mid Game**</font><br>
Once each opponent has at least one poison counter, we want to use the mid game to rapidly increase the number of counters each player has. That's often quite difficult as once we signpost ourselves as a toxic deck, we invariably become the archenemy and our opponents will probably join forces against us. To this end, watch our for threats that disrupt or nullify our game plan and think carefully about best to use our countermagic and removal spells. But, as with the early game, we'll rarely succeed by sitting back and doing nothing, so it's often best to attack aggressively (but not suicidally) and force opponents into tough decisions about trading creatures or getting more poison counters.<br>
<br>
**<font color="chartreuse">Late Game**</font><br>
The late game can be difficult to define as you won't always know it until you're in it (and it's EDH so sometimes players will just win out of nowhere) but once our opponents are approaching 10 poison counters, it's usually time to go for it. This can mean attacking in big waves of infect or toxic creatures to flood the board with poison counters, or saving up lots of cheap spells for proliferate bursts (or using [[Inexorable Tide]]). Always keep back countermagic for existential threats that stop us winning, or that will win the game for other players. At the risk of stating the obvious, if you're forced into choices about how to distribute poison counters, always take out the most threatening opponent first, or prioritise the player who's most likely to impact our game plan.<br>
===endspoiler
###It's Time To Get Ill
===spoiler:
There are a multitude of ways in this list that we can inflict poison counters on our opponents. I'm not going to list them all here individually but have instead grouped them into categories by theme or card type. Obviously your own mileage may vary but these are the most effective tools I've found in the Simic colour combination.<br>
<br>
**<font color="chartreuse">Creatures</font>**<br>
I've tried to pick creatures across the deck's mana curve, starting with [[Blighted Agent]] at [[symbol:U]] and topping out with [[Tyrranax Rex]] at [[symbol:4]][[symbol:G]][[symbol:G]][[symbol:G]]. In the middle we have a wide range of creatures with the infect, proliferate or toxic keywords. Highlights include [[Bloated Contaminator]], [[Bloodroot Apothecary]], [[Contaminant Grafter]], [[Tainted Observer]], [[Tekuthal, Inquiry Dominus]], [[Venerated Rotpriest]] and [[Vorinclex, Monstrous Raider]]. As a general rule, we want creatures that are as efficient as possible, with an emphasis on lower mana values to ensure our overall average CMC for the deck stays below 3.<br>
<br>
**<font color="chartreuse">Instants & Sorceries</font>**<br>
Although the primary way we'll notch up poison counters on opponents is through combat, we can also turn to our various instants and sorceries as another route of attack, or if we can't get through with our creatures. For versatility's sake I've prioritised cards with useful effects that also grant poison counters or proliferate as an additional effect. These include [[Contentious Plan]], [[Noxious Assault]], [[Smell Fear]], [[Tezzeret's Gambit]], [[Unnatural Restoration]], [[Bring the Ending]], [[Experimental Augury]], [[Infectious Bite]] and [[Prologue to Phyresis]]. [[Triumph of the Hordes]] gets a special mention for being such a good finisher card.<br>
<br>
**<font color="chartreuse">Other Permanents</font>**<br>
Many of our other permanents support the deck's infect theme, whether they're artifacts, enchantments or lands. As with our other card categories, we're looking for efficiency and versatility. [[Inexorable Tide]] is amazing and will win games if you can make it stick. [[Sword of Truth and Justice]] is another handy source of proliferation and grants protection from white, the most popular colour for removal in the format. Finally we have lands like [[Karn's Bastion]], [[Mirrex]] and [[Inkmoth Nexus]], each of which are good options for a toxic or infect strategy.<br>
===endspoiler
###Supporting Cards
===spoiler:
We support our suite of toxic, infect and proliferate cards with a selection of other spells that we generally need to compete effectively and impactfully in most EDH posts. These fit into a number of categories outlined below.<br>
<br>
**<font color="chartreuse">Card Draw</font>**<br>
Simic is a pretty good colour combination for drawing cards. We run popular staples such as [[Sylvan Library]], [[Rhystic Study]] and [[Mystic Remora]] alongside the proliferate cards mentioned above that draw us cards as an additional benefit. We supplement them with useful lands that fit into pretty much any deck but work particularly well here: [[War Room]] and [[Bonders' Enclave]].<br>
<br>
**<font color="chartreuse">Removal</font>**<br>
Conversely, one of Simic's weaknesses is its limited selection of removal options. However we have a number of cards that can take out creatures, such as [[Pongify]], [[Rapid Hybridization]], [[Reality Shift]] and - when played correctly - [[Infectious Bite]] and [[Smell Fear]]. [[Beast Within]] is our most versatile option, being able to deal with any permanent on the battlefield. Otherwise we rely on our countermagic to proactively deal with problematic cards.<br>
<br>
**<font color="chartreuse">Counterspells & Protection</font>**<br>
As we're in blue, it seems silly not to play to our strengths and include at least some counterspells. We only have room for a small number though, so it's usually best to save them for existential threats. Currently we're running [[Arcane Denial]], [[Counterspell]], [[Fierce Guardianship]], [[Essence Scatter]], [[Bring the Ending]], [[Strix Serenade]] and [[Mana Drain]].<br>
<br>
Alongside our counterspells, we also have [[Heroic Intervention]] to save our creatures from removal spells or boardwipes. It's best used as a combat trick or when opponents try to take out multiple creatures in one go.<br>
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**<font color="chartreuse">Ramp</font>**<br>
If blue's strength is in countermagic, then green's is definitely ramp. As mentioned in "Early Game Strategy" above, we want to ramp as fast as possible in the early game to develop our resources for later. [[As Foretold]], [[Astral Cornucopia]] and [[Everflowing Chalice]] are all amazing in this list as we can use the proliferate mechanic to increase the number of counters they have. We also have green estaples like [[Exploration]], [[Farseek]], [[Nature's Lore]], [[Rampant Growth]] and [[Three Visits]] to put plenty of lands into play.<br>
===endspoiler
###Strengths
===spoiler:
We attack on a completely different axis to most other EDH decks. Opponents can gain all the life they like but all it takes is ten poison counters and they're out of the game. Sometimes it can be almost trivially easy to take a player out if our toxic or infect creatures get through their defences and we have the right combination of proliferate cards. Our game plan is akin to Commander damage: once we commit to removing a player, it puts them on an irreversable timer. As long as we can notch up the first few poison counters, we present inevitability with the numerous ways we can proliferate.<br>
<br>
At our heart we're an aggro deck and as our Commander, [[card:Ezuri, Stalker of Spheres (ONE:317)|Ezuri]] fulfills a role that many aggressive lists struggle with: he keeps our hard full of cards thanks to ability that allows us to draw each time we proliferate. The Simic colour combination also rewards us as an aggro tempo deck: we can stay on front foot playing creatures that must be answered, all the while drawing cards, ramping quickly and dealing with the most problematic threats with our counterspells.<br>
===endspoiler
###Weaknesses
===spoiler:
Let's be honest, people are irrationally scared of infect. Our reputation preceeds us and we're going to get targetted... a LOT. In fact our bark is often worse than our bite and we rarely deserve our archenemy status. Aggro strategies are hard to execute in EDH because of the abundance of boardwipes, removal and other defensive measures, not to mention that we have to somehow kill three opponents. I've heard it said that infect is great at destroying **one** opponent but it struggles with two or more, which definitely has an element of truth. Although the card pool has deepened recently with _Phyrexia: All Will Be One_ but the power level of infect creatures is below the curve compared to other creatures of the same mana value.<br>
<br>
The other problem I've found is that we're very reliant on creature damage to notch up the first few poison counters. If our creatures are removed in the early turns, or we don't see an early [[Prologue to Phyresis]], it's an uphill battle for us. I recently had a game when my first four or five toxic creatures were destroyed in consecutive turns after they were played, leaving me with a hand full of proliferate cards but no poison counters to spread. I lost the game without dealing a single poison counter. It was utterly depressing.<br>
<br>
Finally, the downside of a poison counters strategy is we don't get to take advantage of the damage our opponents inflict on each other. We can't swoop in when life totals are low: it's ten poison counters or nothing and we're not going to win off the back of other players' efforts.<br>
<br>
But if you don't mind all that, it can still be fun to play an infect deck. You just have to be aware of the risks.<br>
===endspoiler
###Power Level
===spoiler:
I categorise decks in my collection according to four tiers of power, from 1 (most powerful) to 4 (least powerful):<br>
<br>
**<font color="chartreuse">Tier 1:**</font> Higher powered decks with fast mana, free spells, and infinite combos or instant wins that are searchable with tutors.<br>
**<font color="chartreuse">Tier 2:**</font> Well tuned decks which may have infinite combos or instant wins that are searchable with tutors, but not many fast mana sources and/or free spells.<br>
**<font color="chartreuse">Tier 3:**</font> Reasonably well tuned casual decks that are capable of powerful plays. May occasionally have infinite combos or instant wins but don't generally use tutors to find them.<br>
**<font color="chartreuse">Tier 4:**</font> Lower powered or linear decks, weak enough to play against other casual decks.<br>
<br>
I would classify this as one of my **<font color="chartreuse">Tier 3**</font> decks. Although toxic is a feared and hated mechanic, it's not particularly degenerate and tends to be self-regulated because it gets targetted by so many other players. This list doesn't do anything fundamentally unfair or unfun, and tends to make for dynamic, interactive games. It runs a few game-breaking cards like [[Fierce Guardianship]], [[Cyclonic Rift]], [[Rhystic Study]] and [[Vorinclex, Monstrous Raider]], but is still a casual build at heart. I'd be happy to try it at most medium power tables, providing opponents are happy to play against a poison deck.<br>
<br>
In terms of where it sits in WotC's new EDH power brackets, I'd say this list is in Bracket 4. It runs four game changer cards ([[Fierce Guardianship]], [[Worldly Tutor]], [[Cyclonic Rift]] and [[Rhystic Study]]) and is fairly well optimised. So it's definitely stronger than most preconstructed decks and overall, B4 seems about right.<br>
===endspoiler
###Budget
===spoiler:
Becuase of the incluson of the game-changer cards mentioned in the previous section, the budget for this deck is quite high for a casual build, currently sitting at around $650 on Card Kingdom. You don't need to include those game-changers to be successful with a poison list, however, as most toxic/infect/proliferate cards themselves aren't that expensive to buy. Here's a link to some budget [[Ezuri, Stalker of Spheres (ONE:317)]] options, if you're interested in giving it a try with relatively low investment. <font color="chartreuse">https://edhrec.com/commanders/ezuri-stalker-of-spheres/infect/budget</font><br>
===endspoiler
###Future Improvements
===spoiler:
As mentioned in the introductory section, this list is in pretty much its final form for the time being. I've recently adjusted the countermagic package and adjusted the number of poison creatures, so I hope the overall balance of the deck is right.<br>
<br>
Thanks for reading this primer and don't be daunted by the threat of being the archenemy: infect can be a lot of fun to play in EDH. Enjoy it! :)<br>
===endspoiler
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**All My EDH Decks**<br>
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[[symbol:W]] [[Giada, Font of Hope]] [[symbol:W]]<br>
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[[symbol:B]] [[Sidisi, Undead Vizier]] [[symbol:B]]<br>
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[[symbol:B]] [[Syr Konrad, the Grim]] [[symbol:B]]<br>
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[[symbol:R]] [[Torbran, Thane of Red Fell]] [[symbol:R]]<br>
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[[symbol:R]] [[Rionya, Fire Dancer]] [[symbol:R]]<br>
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[[symbol:W]][[symbol:U]] [[Elminster]] [[symbol:W]][[symbol:U]]<br>
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[[symbol:B]][[symbol:R]] [[Rakdos, Lord of Riots]] [[symbol:B]][[symbol:R]]<br>
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[[symbol:B]][[symbol:R]] [[Juri, Master of the Revue]] [[symbol:B]][[symbol:R]]<br>
[**Pandemonium:** Rakdos Sacrifice](https://tappedout.net/mtg-decks/commander-collection-pandemonium/)<br>
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[[symbol:R]][[symbol:G]] [[Hallar, the Firefletcher]] [[symbol:R]][[symbol:G]]<br>
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[[symbol:W]][[symbol:G]] [[Sigarda, Font of Blessings]] [[symbol:W]][[symbol:G]]<br>
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[[symbol:W]][[symbol:G]] [[Captain Sisay (SLD)]] [[symbol:W]][[symbol:G]]<br>
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[[symbol:W]][[symbol:G]] [[Sythis, Harvest's Hand]] [[symbol:W]][[symbol:G]]<br>
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[[symbol:W]][[symbol:B]] [[Daxos the Returned]] [[symbol:W]][[symbol:B]]<br>
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[[symbol:U]][[symbol:R]] [[Firkraag, Cunning Instigator]] [[symbol:U]][[symbol:R]]<br>
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[[symbol:B]][[symbol:G]] [[Hapatra, Vizier of Poisons]] [[symbol:B]][[symbol:G]]<br>
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[[symbol:W]][[symbol:R]] [[Bruenor Battlehammer]] [[symbol:W]][[symbol:R]]<br>
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[[symbol:W]][[symbol:R]] [[General Ferrous Rokiric]] [[symbol:W]][[symbol:R]]<br>
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[[symbol:U]][[symbol:G]] [[Ezuri, Stalker of Spheres]] [[symbol:U]][[symbol:G]]<br>
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[[symbol:W]][[symbol:U]][[symbol:B]] [[Yennett, Cryptic Sovereign]] [[symbol:W]][[symbol:U]][[symbol:B]] <br>
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[[symbol:U]][[symbol:B]][[symbol:R]] [[Marchesa, the Black Rose]] [[symbol:U]][[symbol:B]][[symbol:R]] <br>
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[[symbol:B]][[symbol:R]][[symbol:G]] [[Vaevictis Asmadi, the Dire]] [[symbol:B]][[symbol:R]][[symbol:G]] <br>
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[[symbol:W]][[symbol:R]][[symbol:G]] [[Pantlaza, Sun-Favored]] [[symbol:W]][[symbol:R]][[symbol:G]] <br>
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[[symbol:W]][[symbol:U]][[symbol:G]] [[Galadriel, Light of Valinor]] [[symbol:W]][[symbol:U]][[symbol:G]]<br>
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[[symbol:W]][[symbol:B]][[symbol:G]] [[Karador, Ghost Chieftain]] [[symbol:W]][[symbol:B]][[symbol:G]] <br>
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[[symbol:W]][[symbol:B]][[symbol:G]] [[Bilbo, Birthday Celebrant]] [[symbol:W]][[symbol:B]][[symbol:G]] <br>
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[[symbol:W]][[symbol:U]][[symbol:R]] [[Kykar, Wind's Fury]] [[symbol:W]][[symbol:U]][[symbol:R]] <br>
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[[symbol:W]][[symbol:U]][[symbol:R]] [[Hinata, Dawn-Crowned]] [[symbol:W]][[symbol:U]][[symbol:R]] <br>
[**Phantom’s Revenge:** Jeskai Control](https://tappedout.net/mtg-decks/commander-collection-phantoms-revenge/)<br>
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[[symbol:U]][[symbol:B]][[symbol:G]] [[Yarok, the Desecrated]] [[symbol:U]][[symbol:B]][[symbol:G]] <br>
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[[symbol:W]][[symbol:B]][[symbol:R]] [[Kaalia of the Vast]] [[symbol:W]][[symbol:B]][[symbol:R]] <br>
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[[symbol:U]][[symbol:R]][[symbol:G]] [[Omnath, Locus of the Roil]] [[symbol:U]][[symbol:R]][[symbol:G]] <br>
[**Boulder Dash:** Temur Landfall](https://tappedout.net/mtg-decks/commander-collection-boulder-dash/)<br>
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