In response to MattHonkylips' request for a fast infect deck, I decided to revise and update my Karona, False God build. What I've found in playing this deck and variants of it is that it's very easy to kill one person before they can do anything about it, but each subsequent victim becomes exponentialy difficult to dispatch. Switching from pump spells like Giant Growth to auras like Unholy Strength helped a lot in this regard, at the cost of some speed. Auras as a game plan also allows for an Enchantress element in the deck, further boosting the "late game."
As heretical as it sounds I'm actually thinking about cutting Sol Ring. There just aren't a ton of cards for it to cast in this deck. Still, there aren't none and the potential to start casting two 2 cmc spells on turn 2 is pretty strong. It also plays well with the newest element of this deck; mass land destruction. I haven't played the deck with these cards yet, but I plan to cast them relatively early. "Turn 1 ramp, turn 2 dude & aura, turn 3 'geddon" has a certain twisted appeal to it, and this deck was already pretty high on the jerk-o-meter before including mass land destruction so what the hell.
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You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
Wow thanks for posting this, I really appreciate that you took the time to do this in response to what I was looking for. Once I get some free time I'll make sure to give this a better look.
I feel like if Enchantress is a subtheme, you're missing some key enchantresses like Eidolon of Blossoms, Enchantrss's Presence, Mesa Enchantress, and Verduran Enchantress. Also, Karona would be better for this type of concept if you included Conspiracy and Xenograft. I also see you're missing Homeward Path and ways to untap it each other turn (like Seedborn Muse and Prophet of Kruphix). I understand the concept, but Karona is in fact a slightly difficult general to build around. I would suggest keeping it simple. The infect / enchantress concept is something I haven't seen before but it can become something as dangerous as it is curious. As per the infect route, it needs more Triumph of the Horde. If you're gonna be enchanting creatures, creatures with bestow would work great and especially cards like Daybreak Coronet and Winds of Rath go great with that theme.
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Riding the Dilu Horse would be really powerful in this deck, though it's an expensive card.
The effect is certainly powerful, but three mana is kind of a lot for this deck. While Riding the Dilu Horse is unique in that it grants horsemanship and can't be Disenchanted, it competes with a lot of extremely good pump auras at 3 cmc, e.g.Ancestral Mask and Empyrial Armor. The issue with pump cards that cost more than 2 mana in this deck is that you lose a lot more tempo by getting Necropede hit by Swords to Plowshares in response to Riding the Dilu Horse than in response to Dust Corona. This deck needs to maintain tempo and end the game quickly because its average card quality is quite low.
I may end up adding some of the 3 cmc Enchantress pieces, but I'm really trying to keep this deck as low to the ground as possible. Femeref Enchantress is a possibility since it would let me reload after an aura-laden infect creature gets killed, but it's not proactive.
Also, Karona would be better for this type of concept if you included Conspiracy and Xenograft. I also see you're missing Homeward Path and ways to untap it each other turn (like Seedborn Muse and Prophet of Kruphix). I understand the concept, but Karona is in fact a slightly difficult general to build around. I would suggest keeping it simple.
Even though she's the general, this is really not a Karona, False God deck. Starting with the premise of a five color infect deck, Karona is the one legendary creature with an ability somewhat relevant to the deck's main plan. I'm not worried about being attacked by my own Karona. If I'm even casting Karona it's because the game has dragged on for a relatively long time (I've made it to 6 mana, after all) and I need that +3/+3 to deliver lethal poison.
All my creatures already have infect. Why spend four mana and a card for a redundant instance of a keyword ability? Also, since there are only so many cheap creatures with infect, this deck doesn't run many creatures, making anthem effects less effective.
If you're gonna be enchanting creatures, creatures with bestow would work great and especially cards like Daybreak Coronet and Winds of Rath go great with that theme.
Daybreak Coronet is excellent, but because it costs WW it's unlikely I'd actually be able to play it on time. Colored mana requirements are also keeping Necropotence out of this list. I kind of like the idea of Winds of Rath here. It could be a good way to push through the last couple of points and/or stay competitive in a slightly longer game. It's competing with Bedlam for the "take out all blockers" role.
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You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
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1 Karona, False God
Infectors
1 Blight Mamba
1 Blighted Agent
1 Flensermite
1 Glistener Elf
1 Ichorclaw Myr
1 Lost Leonin
1 Plague Myr
1 Plague Stinger
1 Necropede
1 Green Sun's Zenith
1 Rot Wolf
1 Viridian Corrupter
Auras
1 Deviant Glee
1 Dust Corona
1 Furor of the Bitten
1 Predator's Gambit
1 Taste for Mayhem
1 Molting Snakeskin
1 Unholy Strength
1 Spectral Flight
1 Rancor
1 Unstable Mutation
1 Bonesplitter
1 Madcap Skills
1 Pursuit of Flight
1 Magefire Wings
1 Ethereal Armor
1 Hammerhand
Protection
1 Vines of Vastwood
1 Ranger's Guile
1 Spider Umbra
1 Hyena Umbra
1 Remand
1 Qasali Pridemage
1 Simic Charm
1 Boros Charm
1 Valorous Stance
1 Winter Orb
1 Impending Disaster
1 Armageddon
1 Ravages of War
1 Cataclysm
Draw/Filter/Tutor
1 Infiltration Lens
1 Aqueous Form
1 Night's Whisper
1 Sylvan Library
1 Dark Confidant
1 Argothian Enchantress
1 Kor Spiritdancer
1 Demonic Tutor
1 Treasure Cruise
Ramp
1 Noble Hierarch
1 Lotus Petal
1 Birds of Paradise
1 Deathrite Shaman
1 Mana Crypt
1 Utopia Sprawl
1 Chrome Mox
1 Arbor Elf
1 Mox Diamond
1 Elvish Spirit Guide
1 Simian Spirit Guide
1 Sol Ring
Lands
1 Pendelhaven
1 Inkmoth Nexus
1 Centaur Garden
1 Horizon Canopy
1 Cephalid Coliseum
1 Arid Mesa
1 Misty Rainforest
1 Marsh Flats
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Scalding Tarn
1 Verdant Catacombs
1 Windswept Heath
1 Plateau
1 Tropical Island
1 Underground Sea
1 Bayou
1 Scrubland
1 Badlands
1 Volcanic Island
1 Savannah
1 Taiga
1 Tundra
1 City of Brass
1 Command Tower
1 Mana Confluence
1 Exotic Orchard
1 Gemstone Mine
1 Tarnished Citadel
1 Thran Quarry
1 Land Grant
1 Temple Garden
1 Overgrown Tomb
And here's the maybe-board:
As heretical as it sounds I'm actually thinking about cutting Sol Ring. There just aren't a ton of cards for it to cast in this deck. Still, there aren't none and the potential to start casting two 2 cmc spells on turn 2 is pretty strong. It also plays well with the newest element of this deck; mass land destruction. I haven't played the deck with these cards yet, but I plan to cast them relatively early. "Turn 1 ramp, turn 2 dude & aura, turn 3 'geddon" has a certain twisted appeal to it, and this deck was already pretty high on the jerk-o-meter before including mass land destruction so what the hell.
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsRakdos The Defiler: A Zero-Sum Game
Varolz, The Scar-Striped
Thanks,
MattHonkylips
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
The effect is certainly powerful, but three mana is kind of a lot for this deck. While Riding the Dilu Horse is unique in that it grants horsemanship and can't be Disenchanted, it competes with a lot of extremely good pump auras at 3 cmc, e.g. Ancestral Mask and Empyrial Armor. The issue with pump cards that cost more than 2 mana in this deck is that you lose a lot more tempo by getting Necropede hit by Swords to Plowshares in response to Riding the Dilu Horse than in response to Dust Corona. This deck needs to maintain tempo and end the game quickly because its average card quality is quite low.
No problem. I'm a compulsive brewer.
I may end up adding some of the 3 cmc Enchantress pieces, but I'm really trying to keep this deck as low to the ground as possible. Femeref Enchantress is a possibility since it would let me reload after an aura-laden infect creature gets killed, but it's not proactive.
Even though she's the general, this is really not a Karona, False God deck. Starting with the premise of a five color infect deck, Karona is the one legendary creature with an ability somewhat relevant to the deck's main plan. I'm not worried about being attacked by my own Karona. If I'm even casting Karona it's because the game has dragged on for a relatively long time (I've made it to 6 mana, after all) and I need that +3/+3 to deliver lethal poison.
All my creatures already have infect. Why spend four mana and a card for a redundant instance of a keyword ability? Also, since there are only so many cheap creatures with infect, this deck doesn't run many creatures, making anthem effects less effective.
Daybreak Coronet is excellent, but because it costs WW it's unlikely I'd actually be able to play it on time. Colored mana requirements are also keeping Necropotence out of this list. I kind of like the idea of Winds of Rath here. It could be a good way to push through the last couple of points and/or stay competitive in a slightly longer game. It's competing with Bedlam for the "take out all blockers" role.