Here's the most aggressive Infect option for 1v1 Pauper EDH. Go all out on pump effects and hope to win on turn 3.
Ideal scenario:
Turn 1 Accelerant
Turn 2 Viridian Corrupter
Turn 3 Pump and swing and win
One important note is that I'm trying to run as few equipment as possible, since Corrupter does destroy an artifact upon ETB. Whispersilk Cloak is the only one that "guarantees" a win.
I would run Vitality Charm before running Unnatural Predation. If 1 mana for that one shot effect is good enough, both will come in.
Swapping Petrified Plating for Prey Upon makes sense. Plating and Surging Might were easily the weakest 3 mana auras. Is other removal like the new Theros one worth it as well? I doubt it. I know Lignify can't make the cut besides hiving them an 0/4 blocker is not ideal.
Edit: oh duh. Utopia Vow. How did I miss that? That card will find a slot right away.
It could be that 3 mana aura for +1 power and trample isnt good enough in any form. I originally picked Savage Hunger because if Viridian Corrupter already has trample, might as well try to get something better. Maybe both can be included. We'll see.
I also haven't tested 1v1 Pauper EDH at all, so I don't know if Force Spike, bounce, or a turn 1 drop blocker simply ruins our gameplan.
Nice job, but I think this deck is a good example of why is should be ok to use commons as generals in PDH. Glistener Elf is the general you want to use, but I assume you or your play group won't allow it. The stickies at the top of this forum claim the "official" rules allow common generals. I realize this is followed by pages of disagreement about that rule and the best solution is that you play however your local group wants to.
I just want to suggest that more people try using common generals. If one of them turns out to be over powered you and your friends can always ban it.
I think using Common creatures as Generals is both unnecessary, and unfair. There's a whole slew of 1 mana Common creatures that would dominate... Delver of Secrets, Tinder Wall, Carrion Feeder, Deftblade Elite, Glistener Elf, Goblin Bushwhacker, and that's just at 1 mana. I think it's against the spirit of Pauper EDH.... having the Commander be Uncommon sets it apart from the other 99 in a unique way. Yes, Glistener Elf is *technically* the card the deck wishes it could use as the Commander, but in my playgroup, the Commander should be Uncommon, and I think as a whole, Viridian Corrupter can get the job done. Besides, unless you have a completely nutty opening hand, you can't get a turn 2 win with Glistener Elf anyways... you would need both Mutagenic Growth and Invigorate in your hand. So having Glistener out on turn 1 isn't even that much of an advantage.
Yes the card I was thinking of is Time to Feed. I don't know how many slots need to be dedicated to removal to get rid of early blockers. I thought of some other removal.. is Hornet Sting worth including?
Curfew is truly awful for us, but I think most other early bounce can be handled with our hexproof/protection spells.
On Tranquil Domain, I don't think there's any non-aura enchantment that lands on turn 3 or before that I'm really scared of. I also don't think I'll be in a scenario where I need to destroy lots of non-aura enchantments; I also have Calming Verse for that.
Interesting take but I guess you can't even try to play this deck in a multiplayer game, which is what would stop me from actually building it (since I don't really want to have 3-4 PDH decks when I'm playing PDH once a month).
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
It might be possible to make it work in Multiplayer if the temporary power boosts were replaced with auras and equipment, but it'd be very hard not to get targeted by the other players. You'd be better off with a more controlling Infect creature, such as Tangle Angler or Viral Drake.
oh wow i thought i was the only one working on this idea.....for the last several weeks i have been getting back into MTG and EDH pauper is cheap when building decks. green has always been my favorite color. ive spent HOURS AND HOURS AND HOURS scouring the world of MTG cards, specifically green, using a website to save cards i discovered to use as a database....without further ado, my general is viridian corrupter...same as comicalflop...below is my current list and subject to change....keep in mind i havent played a game yet, just brainstorming, researching, scouring mtg cards for the time being...
well i dont have the time to post my list but i will later on...im gonna quickly post a few cards i have in mine that i havent seen in here...
commune with the gods - almost like impulse however the 4 cards go into GY...deck's too big, 4 cards is nothing...you'll be grabbing an enchantment for a pump...not much creatures in the deck... krosan tusker - i have this in my deck for the time being, most likely will be changed out but the cycling is my main reason... shinen of life's roar - take all the attention away from anyone with infect emerald charm - untap target permanent, destroy global enchantment or creature loses flying evolution charm - search your library for a basic land card, return creature from GY to your hand, or creature gains flying lull - basically a fog however it has cycling so if i dont need it, im drawing a card seedling charm - return creature enchantment to hand, regenerate green creature, or creature gains trample reclaim - instant, at the end of opponent's turn, maybe i had already used an instant pump card on my general....get that back to my hand.... vitality charm - put a 1/1 creature into play, creature gets +1/+1 and trample, or regenerate target beast (this card may be changed out...) viridian longbow - end of turn poison counter generating or tapping dat ass for -1/-1 counters on creatuers...rot wolf loves this tawnos's wand - creature under power 2 is unblockable, then pump it up... executioner's hood - another option like tawnos's wand
as you have said in one of your post, you want to avoid artifacts as viridian corrupter destroys target artifact...take a look at darksteel pendant...corrupter comes into play to target an artifact to destroy, shouldnt it be legal to target the pendant only it just wont be destroyed and thus avoiding destroying any other artifact of your control...of course this is considered when opponents have no artifacts...
im thinking about adding some guys with deathtouch... death-hood cobra - this guy is pretty lovely, he can drop flyers out of the sky. you have plenty of pumps in your deck to keep it alive...(lightning bolts)..may take out blight mamba however that regenerate is lovely. ambush viper not sure on him, surprise attack however no reach.
among others, this im still working on....green isnt known for removal of creatures...however this deck is simply to overrun the hell out of your opponent...i may want to get ancestral mask in here...i may simply drop shinen of life's roar just based on the fact that a creature with infect should have trample going on when you decide to attack which then means so what if they all block life's roar when you have a 9/9 trample/infect
the only creatures i want in this deck is deathtouch/infects/hexproof
one of my favorite hands and this is rare...
turn 1: forest, krosan wayfarer, sac it, drop another land, drop mystic elve.
turn 2(4 mana now): forest, your general...now if you dont cast your general here and have a skyshroud claim, your 3rd turn will have 7 mana...although you may wanna think about casting that general on turn 2...
turn 3: didnt cast the general....is that a harrow in your hand? 8 mana..ulamog's crusher...OUCH...im still working on fitting him in my list
This decklist is designed specifically for 1v1 duels, and optimized for the consistent turn 3 kill. If you want to go Mono Green Infect Multiplayer, the better choice of Commander is Tangle Anger, as I mentioned earlier. Being able to force blocks is leagues better in multiplayer than merely destroying one artifact.
randomdude316, I'm not sure if your list is going to be for duels as well, but here are reasonings why those cards aren't included: Commune with the Gods - not enough targets to justify it, especially since my deck is creature light. In a multiplayer list, with more creatures, more auras, and less instant/sorcery pump, it will be a good inclusion. Krosan Tusker - All my ramp is geared towards having three mana on turn two to cast the Commander. Shinen of Life's Roar - In multiplayer green lists, this card is a great way to sweep someone's board or force through attacks. Since Viridian Corrupter is ideally the only creature on the board, direct forms evasion that don't have summoning sicks is preferred. 4 mana is a lot to ask for to sweep the board; Viridian Corrupter is going to have to already have a lot of auras on him already. Emerald Charm - None of the modes are useful Evolution Charm - None of the modes are useful Lull - My deck is aggressive, not passive Seedling Charm - This might be useful if the opponent has an early Pacifism. I wish it granted +1/+1 in addition the trample, then it'd be an auto-include... definitely in consideration. Reclaim - Since I'm trying to win on turn 3, I need to rely on individual cards all doing the same thing, thus increasing my odds of getting turn two Corrupter followed by turn 3 pump and win. I can't afford to run recursion, since I never want the game to go long enough to require it. Vitality Charm - I'm already running it. 1/1 Insect will probably never be relevant, but it can't hurt to have it. Viridian Longbow - This would be perfect if it weren't an artifact. While inevitable, it's a slow way to win, and I want to win as fast as possible. Executioner's Hood - Ditto; however, I also hate that playing it and equipping it the same turn costs 4 mana, which on turn 3 is all your mana. Ideally on turn 3 you use 4 mana to cast numerous pump spells and win right there. Using up an entire turn just to push through 2 infect damage isn't efficient.
I already run Darksteel Pendant specifically because it's indestructible. It might come out though. Rot Wolf is the only infect creature that provides a major card advantage bonus, which is why I run him and no one else. All the others really do is act as an infect creature, and even Glistener Elf doesn't speed up the clock at all (which would be the only reason to run him), as I mentioned in a previous post. Every infect creature you run is one less pump spell you could be using on your Commander. Krosan Wayfarer will definitely make it into the deck somewhere, since that land ETB untapped which is better than Elvish Pioneer. Yavimaya Elder - Better for multicolored control decks, like Paragon of the Amesha or Ana Battlemage. Death-hood Cobra - This is a defensive creature, and I'm playing an offensive deck Ambush Viper Better for defensive decks. I want to remove blockers, not attackers. Skyshroud Claim - All ramp must be turn 1
A general rule of thumb for card considerations with my aggressive list. It must be one of the following:
-Turn 1 ramp
-Pump spell; +3 minimum for 1 mana or provide trample/evasion/good value/protection
-Removal for blockers
Since I'm trying to deal 10 infect as fast as possible, nothing else matters except for speed, pump, protection, and removal.
Hope that helps. If you're committed to multiplayer infect, Tangle Angler is your guy.
Edit:
Cuts: Wall of Roots- not a turn 1 accelerant Lignify- leaves behind a ground blocker Fists of Ironwood- the 1/1's aren't relevant in an aggressive deck, so Primal Frenzy is more mana efficient. It's possible this will switch over to Unnatural Predation. Petrified Plating- As pointed out, turn 1 we want to be casting a mana accelerant Calming Verse- This is more of a multiplayer card, and by turn 3 I don't expect there to be more than one enchantment on the opponent's side anyways. Soul's Might- 5 mana is too expensive, and most of the best pump isn't from Auras, so unless you have an aura already on it, it's 5 mana for 2 +1/+1 counters. Feral Invocation- Flash is useless Broken Fall- Kind of slow, you should only need to regenerate Corrupter once
nice, so far so good. thanks for the clarification, im rusty but im getting there....
lets replace wild growth with Abundant growth just based on the fact that its a wild growth that also lets you draw a card.
as far as edge of autumn goes, i personally want to replace it with harrow. thats just me. it also leaves you with 2 untapped forests. now i can see that edge of autumn offers a cycle and its one mana cheaper...i love my harrows. also during my search i came across gaea's touch..although not sure if i want to make room for it just yet
i agree with you on krosan wayfarer. i stumbled upon that card and was like oh snap! and if you have a mana elf in hand, well thats 4 mana turn 2.
i noticed time to feed & prey upon. ever consider provoke which is similar and allows for a card draw...so you have these 3 cards as option along with utopia vow and arachnus web...considering this deck is fast, this is more than enough to eliminate whatever weakling they put before the vaunted viridian corrupter
another card to consider is strength in numbers. battlegrowth or burst of strength can always be replaced....strength in numbers is basically a stat within vitality charm as it grants trample and +1/+1. now you may go well viridian corrupter is the only one attacking as it will only get +1/+1. consider that battlegrowth and burst of strength do the same but in the form of counters. as you have said about this deck being fast and eliminating opponent real fast. another bonus is using our elves to attack along with the general just to beef it up. also another example is dragon fangs
another card to consider is strength in numbers. battlegrowth or burst of strength can always be replaced....strength in numbers is basically a stat within vitality charm as it grants trample and +1/+1. now you may go well viridian corrupter is the only one attacking as it will only get +1/+1. consider that battlegrowth and burst of strength do the same but in the form of counters. as you have said about this deck being fast and eliminating opponent real fast. another bonus is using our elves to attack along with the general just to beef it up. also another example is dragon fangs
Because 100 singleton format isn't as consistent as 60 card constructed, you're not always going to be attacking on turn 3 for lethal. It's helpful to have cards like Battlegrowth and Burst of Strength in order to attack more than once as a 3/3, which should get around most early game 2/2's.
yes good point on those two cards, shows u have more experience than i.
ive went on deck building sites, copied a bunch of random decks or use other people's creations and put them under playtest and pit them against each other, only downside i get to see both hands which is fine as im just trying to get an idea...this deck wins wickedly fast for what it is and if you dont have removal/creatures who can withstand the trample...ouch. i found that turn 3 is a rare occasion however turn 5 and 6 are more common than no. 3.
invigorate and mutagenic growth are just brutal as you got mana to drop a spell to grant trample.
ill be checking out the local competition. think a newcomer like me gonna make friends when he walks into FNM and drop 10 poison counters in under 5 minutes? haha
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So opponent has 5 heatlh, no cards in play, no cards in hand...
Mage: Norin the wary I cast giant growth on you...Norin?
Infect and making friends do not go hand in hand. My advice is to try and organize Pauper EDH Competitive 1v1 games... Its what I'm trying to do at my local store. This kind of deck isnt the sort of thing you pull out to introduce people to the format.
yah ive been asking around. im not exactly new to looking out for a community as i have traveled all over the south for tekken and other fighting games, and met so much competition...MTG isnt any different. ill probably start with my knotvine mystic deck, land destruction with the mystic as my general. the infect deck is just too much to deal with if you gonna organize the format lol...lemme make the friends first or quietly play the role of psychologist and pick apart the right ppl who would be excited to get 10 counters in under 5 mins...haha the laid back ppl "holy *****! no way! that deck is awesome"
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So opponent has 5 heatlh, no cards in play, no cards in hand...
Mage: Norin the wary I cast giant growth on you...Norin?
For multiplayer infect, I'd recommend Ichor Rats instead. This looks like it's coming along nicely though. But yeah, general should be Glistener Elf :/
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As I've pointed out before, Glistener Elf does not speed up the clock at all, so having it as the Commander would not make much of a difference. I still feel strongly that Common creatures should not be the Commander in Pauper EDH.
Here's the most aggressive Infect option for 1v1 Pauper EDH. Go all out on pump effects and hope to win on turn 3.
Ideal scenario:
Turn 1 Accelerant
Turn 2 Viridian Corrupter
Turn 3 Pump and swing and win
One important note is that I'm trying to run as few equipment as possible, since Corrupter does destroy an artifact upon ETB. Whispersilk Cloak is the only one that "guarantees" a win.
Lands
30 Forest
1 Hickory Woodlot
1 Tranquil Thicket
1 Slippery Karst
1 Opal Palace
Creatures
1 Llanowar Elves
1 Fyndhorn Elves
1 Elvish Mystic
1 Boreal Druid
1 Arbor Elf
1 Llanowar Augur
1 Slaughterhorn
1 Rot Wolf
1 Elvish Pioneer
1 Krosan Wayfarer
Artifacts
1 Lotus Petal
1 Darksteel Pendant
1 Whispersilk Cloak
Enchantments
1 Wild Growth
1 Utopia Sprawl
1 Rancor
1 Seal of Strength
1 Savage Hunger
1 Moldervine Cloak
1 Oakenform
1 Forced Adaptation
1 Dragon Fangs
1 Arachnus Web
1 Trollhide
1 Savage Silhouette
1 Serpent Skin
1 Snake Umbra
1 Spider Umbra
1 Ancestral Mask
1 Armor of Thorns
1 Briar Shield
1 Seal of Primordium
1 Treetop Bracers
1 Tiger Claws
1 Utopia Vow
1 Nature's Panoply
1 Invigorate
1 Mutagenic Growth
1 Vines of Vastwood
1 Predator's Strike
1 Groundswell
1 Titanic Growth
1 Giant Growth
1 Wild Might
1 Hunger of the Howlpack
1 Wildsize
1 Ranger's Guile
1 Nature's Claim
1 Naturalize
1 Avoid Fate
1 Battlegrowth
1 Burst of Strength
1 Deglamer
1 Earthbrawn
1 Ferocious Charge
1 Mortal's Resolve
1 Withstand Death
1 Vitality Charm
1 Seedling Charm
1 Phytoburst
1 Monstrous Growth
1 Monstrify
1 Wielding the Green Dragon
1 Prey Upon
1 Time to Feed
Other options:
Horned Helm, Kitesail, Neurok Hoversail, Bladed Pinions, Vorrac Battlehorns, Ferocity, Jolrael's Favor, Predatory Hunger, Primal Cocoon, Surging Might, Tiger Claws, Bond Beetle, Reverent Silence, Provoke, Scent of Ivy, Terrifying Presence, Unnatural Predation, Viridescent Wisps, Skyshroud Ranger
Wall of Roots, Lignify, Fists of Ironwood, Petrified Plating
Calming Verse, Soul's Might, Feral Invocation
Cuts:
Wall of Roots
Lignify
Fists of Ironwood
Petrified Plating
Calming Verse
Soul's Might
Feral Invocation
Broken Fall
Adds:
Elvish Pioneer
Krosan Wayfarer
Primal Frenzy
Utopia Vow
Seedling Charm
Vitality Charm
Prey Upon
Time to Feed
5/15/14:
-Edge of Autumn
-Primal Frenzy
+Nature's Panoply
+Tiger Claws
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Swapping Petrified Plating for Prey Upon makes sense. Plating and Surging Might were easily the weakest 3 mana auras. Is other removal like the new Theros one worth it as well? I doubt it. I know Lignify can't make the cut besides hiving them an 0/4 blocker is not ideal.
Edit: oh duh. Utopia Vow. How did I miss that? That card will find a slot right away.
It could be that 3 mana aura for +1 power and trample isnt good enough in any form. I originally picked Savage Hunger because if Viridian Corrupter already has trample, might as well try to get something better. Maybe both can be included. We'll see.
I also haven't tested 1v1 Pauper EDH at all, so I don't know if Force Spike, bounce, or a turn 1 drop blocker simply ruins our gameplan.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
I just want to suggest that more people try using common generals. If one of them turns out to be over powered you and your friends can always ban it.
Yes the card I was thinking of is Time to Feed. I don't know how many slots need to be dedicated to removal to get rid of early blockers. I thought of some other removal.. is Hornet Sting worth including?
Curfew is truly awful for us, but I think most other early bounce can be handled with our hexproof/protection spells.
On Tranquil Domain, I don't think there's any non-aura enchantment that lands on turn 3 or before that I'm really scared of. I also don't think I'll be in a scenario where I need to destroy lots of non-aura enchantments; I also have Calming Verse for that.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
well i dont have the time to post my list but i will later on...im gonna quickly post a few cards i have in mine that i havent seen in here...
commune with the gods - almost like impulse however the 4 cards go into GY...deck's too big, 4 cards is nothing...you'll be grabbing an enchantment for a pump...not much creatures in the deck...
krosan tusker - i have this in my deck for the time being, most likely will be changed out but the cycling is my main reason...
shinen of life's roar - take all the attention away from anyone with infect
emerald charm - untap target permanent, destroy global enchantment or creature loses flying
evolution charm - search your library for a basic land card, return creature from GY to your hand, or creature gains flying
lull - basically a fog however it has cycling so if i dont need it, im drawing a card
seedling charm - return creature enchantment to hand, regenerate green creature, or creature gains trample
reclaim - instant, at the end of opponent's turn, maybe i had already used an instant pump card on my general....get that back to my hand....
vitality charm - put a 1/1 creature into play, creature gets +1/+1 and trample, or regenerate target beast (this card may be changed out...)
viridian longbow - end of turn poison counter generating or tapping dat ass for -1/-1 counters on creatuers...rot wolf loves this
tawnos's wand - creature under power 2 is unblockable, then pump it up...
executioner's hood - another option like tawnos's wand
as you have said in one of your post, you want to avoid artifacts as viridian corrupter destroys target artifact...take a look at darksteel pendant...corrupter comes into play to target an artifact to destroy, shouldnt it be legal to target the pendant only it just wont be destroyed and thus avoiding destroying any other artifact of your control...of course this is considered when opponents have no artifacts...
my creatures in the deck is minimal...
blight mamba - infect
blightwidow - infect
rot wolf - infect
Elvish mystic, fyndhorn elves, llanowar elves
llanowar augur - trample pump
krosan wayfarer - two lands in hand? cast this guy drop another land, nothing else
slaughterhorn - a creature who can be a giant growth
shinen of life's roar - a lure card
yavimaya elder - land and draw
krosan tusker - same idea as slaughterhorn, only draw/land search, cycling it
im thinking about adding some guys with deathtouch...
death-hood cobra - this guy is pretty lovely, he can drop flyers out of the sky. you have plenty of pumps in your deck to keep it alive...(lightning bolts)..may take out blight mamba however that regenerate is lovely.
ambush viper not sure on him, surprise attack however no reach.
among others, this im still working on....green isnt known for removal of creatures...however this deck is simply to overrun the hell out of your opponent...i may want to get ancestral mask in here...i may simply drop shinen of life's roar just based on the fact that a creature with infect should have trample going on when you decide to attack which then means so what if they all block life's roar when you have a 9/9 trample/infect
the only creatures i want in this deck is deathtouch/infects/hexproof
one of my favorite hands and this is rare...
turn 1: forest, krosan wayfarer, sac it, drop another land, drop mystic elve.
turn 2(4 mana now): forest, your general...now if you dont cast your general here and have a skyshroud claim, your 3rd turn will have 7 mana...although you may wanna think about casting that general on turn 2...
turn 3: didnt cast the general....is that a harrow in your hand? 8 mana..ulamog's crusher...OUCH...im still working on fitting him in my list
Mage: Norin the wary I cast giant growth on you...Norin?
Norin: Nope.
Boldwyr Intimidator doesnt think he's a coward.
randomdude316, I'm not sure if your list is going to be for duels as well, but here are reasonings why those cards aren't included:
Commune with the Gods - not enough targets to justify it, especially since my deck is creature light. In a multiplayer list, with more creatures, more auras, and less instant/sorcery pump, it will be a good inclusion.
Krosan Tusker - All my ramp is geared towards having three mana on turn two to cast the Commander.
Shinen of Life's Roar - In multiplayer green lists, this card is a great way to sweep someone's board or force through attacks. Since Viridian Corrupter is ideally the only creature on the board, direct forms evasion that don't have summoning sicks is preferred. 4 mana is a lot to ask for to sweep the board; Viridian Corrupter is going to have to already have a lot of auras on him already.
Emerald Charm - None of the modes are useful
Evolution Charm - None of the modes are useful
Lull - My deck is aggressive, not passive
Seedling Charm - This might be useful if the opponent has an early Pacifism. I wish it granted +1/+1 in addition the trample, then it'd be an auto-include... definitely in consideration.
Reclaim - Since I'm trying to win on turn 3, I need to rely on individual cards all doing the same thing, thus increasing my odds of getting turn two Corrupter followed by turn 3 pump and win. I can't afford to run recursion, since I never want the game to go long enough to require it.
Vitality Charm - I'm already running it. 1/1 Insect will probably never be relevant, but it can't hurt to have it.
Viridian Longbow - This would be perfect if it weren't an artifact. While inevitable, it's a slow way to win, and I want to win as fast as possible.
Executioner's Hood - Ditto; however, I also hate that playing it and equipping it the same turn costs 4 mana, which on turn 3 is all your mana. Ideally on turn 3 you use 4 mana to cast numerous pump spells and win right there. Using up an entire turn just to push through 2 infect damage isn't efficient.
I already run Darksteel Pendant specifically because it's indestructible. It might come out though.
Rot Wolf is the only infect creature that provides a major card advantage bonus, which is why I run him and no one else. All the others really do is act as an infect creature, and even Glistener Elf doesn't speed up the clock at all (which would be the only reason to run him), as I mentioned in a previous post. Every infect creature you run is one less pump spell you could be using on your Commander.
Krosan Wayfarer will definitely make it into the deck somewhere, since that land ETB untapped which is better than Elvish Pioneer.
Yavimaya Elder - Better for multicolored control decks, like Paragon of the Amesha or Ana Battlemage.
Death-hood Cobra - This is a defensive creature, and I'm playing an offensive deck
Ambush Viper Better for defensive decks. I want to remove blockers, not attackers.
Skyshroud Claim - All ramp must be turn 1
A general rule of thumb for card considerations with my aggressive list. It must be one of the following:
-Turn 1 ramp
-Pump spell; +3 minimum for 1 mana or provide trample/evasion/good value/protection
-Removal for blockers
Since I'm trying to deal 10 infect as fast as possible, nothing else matters except for speed, pump, protection, and removal.
Hope that helps. If you're committed to multiplayer infect, Tangle Angler is your guy.
Edit:
Cuts:
Wall of Roots- not a turn 1 accelerant
Lignify- leaves behind a ground blocker
Fists of Ironwood- the 1/1's aren't relevant in an aggressive deck, so Primal Frenzy is more mana efficient. It's possible this will switch over to Unnatural Predation.
Petrified Plating- As pointed out, turn 1 we want to be casting a mana accelerant
Calming Verse- This is more of a multiplayer card, and by turn 3 I don't expect there to be more than one enchantment on the opponent's side anyways.
Soul's Might- 5 mana is too expensive, and most of the best pump isn't from Auras, so unless you have an aura already on it, it's 5 mana for 2 +1/+1 counters.
Feral Invocation- Flash is useless
Broken Fall- Kind of slow, you should only need to regenerate Corrupter once
Adds:
Elvish Pioneer- Turn 1 accelerant
Krosan Wayfarer- Theoretically the best turn 1 mana accelerant.
Primal Frenzy- replaces Fists of Ironwood to be 1 mana cheaper.
Utopia Vow- Should have been in the decklist from the beginning
Seedling Charm- Flexible
Vitality Charm- Flexible (sorta)
Prey Upon- Much needed removal of early blockers
Time to Feed- Much needed removal of blockers
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
lets replace wild growth with Abundant growth just based on the fact that its a wild growth that also lets you draw a card.
as far as edge of autumn goes, i personally want to replace it with harrow. thats just me. it also leaves you with 2 untapped forests. now i can see that edge of autumn offers a cycle and its one mana cheaper...i love my harrows. also during my search i came across gaea's touch..although not sure if i want to make room for it just yet
i agree with you on krosan wayfarer. i stumbled upon that card and was like oh snap! and if you have a mana elf in hand, well thats 4 mana turn 2.
i noticed time to feed & prey upon. ever consider provoke which is similar and allows for a card draw...so you have these 3 cards as option along with utopia vow and arachnus web...considering this deck is fast, this is more than enough to eliminate whatever weakling they put before the vaunted viridian corrupter
another card to consider is strength in numbers. battlegrowth or burst of strength can always be replaced....strength in numbers is basically a stat within vitality charm as it grants trample and +1/+1. now you may go well viridian corrupter is the only one attacking as it will only get +1/+1. consider that battlegrowth and burst of strength do the same but in the form of counters. as you have said about this deck being fast and eliminating opponent real fast. another bonus is using our elves to attack along with the general just to beef it up. also another example is dragon fangs
gather courage can be with the family of mutagenic growth and invigorate as practically manaless spells.
im still in the process of scouring all of MTG cards...the night's still young..ill start green now and ill swing by when i find whatever...
Mage: Norin the wary I cast giant growth on you...Norin?
Norin: Nope.
Boldwyr Intimidator doesnt think he's a coward.
edit:
question...rune of protection: green since viridian corrupter does his damage in the form of poison counters, rune of protection: green is helpless, right?
Mage: Norin the wary I cast giant growth on you...Norin?
Norin: Nope.
Boldwyr Intimidator doesnt think he's a coward.
Strength in Numbers is unreliable in boosting beyond just +1/+1.
Because 100 singleton format isn't as consistent as 60 card constructed, you're not always going to be attacking on turn 3 for lethal. It's helpful to have cards like Battlegrowth and Burst of Strength in order to attack more than once as a 3/3, which should get around most early game 2/2's.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
ive went on deck building sites, copied a bunch of random decks or use other people's creations and put them under playtest and pit them against each other, only downside i get to see both hands which is fine as im just trying to get an idea...this deck wins wickedly fast for what it is and if you dont have removal/creatures who can withstand the trample...ouch. i found that turn 3 is a rare occasion however turn 5 and 6 are more common than no. 3.
invigorate and mutagenic growth are just brutal as you got mana to drop a spell to grant trample.
ill be checking out the local competition. think a newcomer like me gonna make friends when he walks into FNM and drop 10 poison counters in under 5 minutes? haha
Mage: Norin the wary I cast giant growth on you...Norin?
Norin: Nope.
Boldwyr Intimidator doesnt think he's a coward.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam
yah ive been asking around. im not exactly new to looking out for a community as i have traveled all over the south for tekken and other fighting games, and met so much competition...MTG isnt any different. ill probably start with my knotvine mystic deck, land destruction with the mystic as my general. the infect deck is just too much to deal with if you gonna organize the format lol...lemme make the friends first or quietly play the role of psychologist and pick apart the right ppl who would be excited to get 10 counters in under 5 mins...haha the laid back ppl "holy *****! no way! that deck is awesome"
Mage: Norin the wary I cast giant growth on you...Norin?
Norin: Nope.
Boldwyr Intimidator doesnt think he's a coward.
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New change:
-Edge of Autumn, +Nature's Panoply
Will probably never activate Strive, but a 3rd Battlegrowth is good.
-Primal Frenzy, +Tiger Claws
The extra +1/+1 feels necessary.
EDH Decks:
Elesh Norn, Grand Cenobite
Tajic, Blade of the Legion
Oloro, Ageless Ascetic
Kozilek, Butcher of Truth
Purphoros, God of the Forge
Ezuri, Renegade Leader 1v1
Prossh, Skyraider of Kher 1v1
Hythonia the Cruel
Trying to build:
Jenara, Asura of War
Designing a Custom Set:
Clash of the Cultures: 5 Wedges, 5 Cultures
Providing Artwork for:
Archester: Frontier of Steam