Hello everybody, I wanted to share with all of you my Tiny Leaders that has been performing astoundingly well! It is mainly an infect combo deck. The leader is Varolz, the Scar-Striped.
Scavenge an enormous amount of +1/+1 counters on an infect creature to poison the opponent to death.
Scavenging becomes neat with cards that interact with it in an absurd way such as Phyrexian Dreadnought and Death's Shadow. Scavenging those on infect creatures gives us the ability to swing for lethal quite fast.
The deck can also grind poison counters slowly if it cannot pull the combo off.
Sorry if this all seems like a mess I'll clean up the thread properly later as I can't spend too mutch time on this right now seeing as I am in my finals. Hoping for feedback and to spark some interest! :3
Just a very minor thing that I've been thinking about: Replace Twilight Mire with Command Tower. I can't think of any advantage Mire has over the Tower.
It makes it possible to pay double black or double green easier (i.e. you can pay double black with that + a forest).
I am surprised that you are even thinking of that deck without entomb (that is on your list of cards that might improve the deck list though). Snuff out and Gather courage might also be interesting.
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I know, the first change I'm making is putting Entomb in the deck haha, also Snuff Out would be awesome but it sadly does not work because of it's mana cost (3 mana or less Snuff Out is 4).
As for Twilight Mire vs Command Tower, I prefer Twilight Mire for the reason stated above, only needs another green or black producer to have an impeccable manabase.
I do play 16 lands out of 18 (not including Mire) that can activate it... Worst case scenario is if I decide to keep a one land hand and the land is Mire and that's pretty gutsy. I get your point with Command Tower but I just don't feel the need for it. I am not a 3 color deck (although I wish I had access to blue...), and basically they don't have the same function, Mire allows early double colored mana costs activations. i could see land destruction being a problem but stuff like sinkhole can't really be helped. If I was playing more colorless lands then that would of been a good change. But really in the end you have a near perfect mana base at 2 colors so playing Mire or Command Tower really becomes a personal choice.
AceOfJacks: You are totally right, I totally forgot about it having a blue color identity, makes me wish even more I also had blue... Replacing it right away.
Sniper_Mayer: I actually don't really like Phyresis and Glistening Oil, sure it gives the Commander Infect which is its sole role, but it's not always really where i want to be at (the minus counter downside is not really a problem). I chose Glistening Oil because not only it gives the commander Infect but it can also incapacitate an opponent's creature while deteriorating it, and it returns to hand to boot. As for why I have expedition map it's because I really think Inkmoth nexus is that worth it. It's a bomb to be reckoned with. I'm not sure yet but I was thinking of going to 18 lands to include Entomb as I think it is really important. (EDH version of Varolz cannot access Entomb as it is now banned in that format). As for smother, maybe I should cut Glistening Oil for it? What do you think? Slaughterhorn seems really cool as it cannot be countered, hows that working for you. Would you mind posting your list? :3 (Unless it's too close to mine to really matter, I like seeing other builds)
Edit: Added Howl from Beyond to the list of cards in consideration.
Maybe if you are looking for more infect creatures, Phyresis and Glistening Oil could be a good idea since you always have access to our commander, but otherwise id probably go next for Ichor Rats and Septic Rats but they are quite pricey infect creatures.., maybe Flensermite? Or maybe Vector Asp? I personally removed a land for Entomb, going down to 18. Phyrexian Soulgorger is actually a really nice budget option that I oversaw, as for Bayon and friends that's totally understandable :p. Sadly Maelstrom Pulses wont be as effective as it could be (unless you are facing pack rats) but it does destroy any permanent at the very least, did you feel the need for more removal? I'm also still considering Slaughterhorn.
If only we had access to blue haha, I did not know that Yasova Infect was a thing, very interesting. We sure do have a big late game plan as we can always scavenge on infect thus going bigger than pump spells. Buried Alive would only be strickly better than entomb if we played cards like Carrionette, as it is now I agree we only need one of our godzillas in our graveyard to win. Did you feel the need for more protection spells (such as Sheltering Word)?
On another note I was maybe considering Noble Hierarch as it helps the late game plan with exalted, it only taps for green but I don't think it really matters. Don't know if we really need her though.
Also I am a bit surpised you are not playing Cathedral of War as I found the Exalted trigger most helpful without disturbing my mana base too much. It almost feels like a plan C working very well between the pumb spells and the scavenge.
I'm not giving up on Varolz infect ;), I'm thinking of trying stuff like sylvan library and phyrexian arena (or bob) to counter the card draw problem. As for blighted agent, it still makes me wish I had access to blue. I really don't believe that I need Assault Strobe and TBR, Berzerk is quite enough for me. Thoughtseize does backfire but it's too strong to not play, worst case you can discard a creature to scavenge.
The deck can also grind poison counters slowly if it cannot pull the combo off.
Here is my decklist for reference:
1 Varolz, the Scar-Striped
Combo Pieces
2 Death's Shadow
3 Phyrexian Dreadnought
4 Buried Alive
Infect
5 Phyrexian Crusader
6 Plague Stinger
7 Blight Mamba
8 Whispering Specter
9 Glistener Elf
10 Viridian Corrupter
11 Rot Wolf
12 Ichorclaw Myr
13 Necropede
Pump/Protection Spells
14 Berserk
15 Invigorate
16 Vines of Vastwood
17 Might of Old Krosa
18 Mutagenic Growth
19 Rancor
20 Ranger's Guile
21 Unspeakable Symbol
22 Contagion Clasp
23 Glistening Oil
24 Livewire Lash
25 Wild Defiance
Support
26 Dismember
27 Inquisition of Kozilek
28 Thoughtseize
29 Abrupt Decay
Land Fetchers
30 Crop Rotation
31 Expedition Map
Lands to Fetch
32 Inkmoth Nexus
33 Cathedral of War
34 Pendelhaven
35 Urborg, Tomb of Yawgmoth
36 Twilight Mire
37 Centaur Garden
38 Misty Rainforest
39 Wooded Foothills
40 Windswept Heath
41 Verdant Catacombs
42 Polluted Delta
43 Bloodstained Mire
44 Overgrown Tomb
45 Bayou
46 Swamp
47 Forest
48 Forest
49 Forest
50 Forest
Ephemeral Sideboard (Didn't do a serious one yet)
2 Duress
3 Geth's Verdict
4 Virulent Wound
5 Devour Flesh
6 Hymn to Tourach
7 Sign in Blood
8 Treasured Find
9 Black Sun's Zenith
10 Smother
Here is a list of cards im considering to improve the deck
1 Volrath's Stronghold
1 Grasp of Darkness
1 Devour in Shadow
1 Grisly Salvage
1 Unmask
1 Skeletal Scrying
1 Dark Ritual
1 Plunge into Darkness
1 Sylvan Tutor
1 Diabolic Intent
1 Mwonvuli Beast Tracker
1 Barren Moor
1 Tranquil Thicket
1 Maze of Ith
1 Golgari Charm
1 Cabal Therapy
1 Beast Within
1 Maelstrom Pulse
1 Grim Tutor
1 Regrowth
1 Unearth
1 Reanimate
1 Despise
1 Ostracize
1 Blackmail
1 Sheltering Word
1 Phyresis
1 Crucible of Worlds
1 Wasteland
1 Sylvan Scrying
1 Green Sun's Zenith
1 Chord of Calling
1 Deathrite Shaman
1 Life from the Loam
1 Splinterfright
1 Entomb
1 Toxic Deluge
1 Postmortem Lunge
1 Elvish Spirit Guide
1 Night's Whisper
1 Sylvan Library
1 Dark Confidant
1 Shizo, Death's Storehouse
1 Okina, Temple to the Grandfathers
1 Solidarity of Heroes
1 Tainted Strike
1 Plague Myr
1 Carrionette
1 Tortured Existence
1 Temple of Malady
1 Predator's Strike
1 Kiku, Night's Flower
1 Yisan, the Wanderer Bard
1 Brain Maggot
1 Septic Rats
1 Ichor Rats
1 Woodland Cemetery
1 Nether Traitor
1 Slithery Stalker
1 Hunted Horror
1 Oxidize
1 Cavern of Souls
1 Last Rites
1 Delirium Skeins
1 Lignify
1 Defense Grid
1 Song of the Dryads
1 Krosan Grip
1 Sylvan Safekeeper
1 Boneyard Wurm
1 Tarmogoyf
1 Eternal Witness
1 Pack Rat
1 Rishadan Port
1 Fauna Shaman
1 Dosan the Falling Leaf
1 Seal of Primordium
1 Phyrexian Arena
1 Dark Tutelage
1 Worldly Tutor
1 Bojuka Bog
1 Force of Savagery
1 Bramblewood Paragon
1 Ground Seal
1 Living Wish
1 Rite of Consumption
1 Mesmeric Fiend
1 City of Solitude
1 Flensermite
1 Lotus Petal
1 Vampire's Bite
1 Nyxathid
1 Gaze of Granite
1 Nature's Claim
1 Groundswell
1 Slitherhead
1 Bow of Nylea
1 Curse of Predation
1 Restore
1 Howl from Beyond
1 Mana Dorks in General
Sorry if this all seems like a mess I'll clean up the thread properly later as I can't spend too mutch time on this right now seeing as I am in my finals. Hoping for feedback and to spark some interest! :3
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
It makes it possible to pay double black or double green easier (i.e. you can pay double black with that + a forest).
I am surprised that you are even thinking of that deck without entomb (that is on your list of cards that might improve the deck list though). Snuff out and Gather courage might also be interesting.
As for Twilight Mire vs Command Tower, I prefer Twilight Mire for the reason stated above, only needs another green or black producer to have an impeccable manabase.
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
Sniper_Mayer: I actually don't really like Phyresis and Glistening Oil, sure it gives the Commander Infect which is its sole role, but it's not always really where i want to be at (the minus counter downside is not really a problem). I chose Glistening Oil because not only it gives the commander Infect but it can also incapacitate an opponent's creature while deteriorating it, and it returns to hand to boot. As for why I have expedition map it's because I really think Inkmoth nexus is that worth it. It's a bomb to be reckoned with. I'm not sure yet but I was thinking of going to 18 lands to include Entomb as I think it is really important. (EDH version of Varolz cannot access Entomb as it is now banned in that format). As for smother, maybe I should cut Glistening Oil for it? What do you think? Slaughterhorn seems really cool as it cannot be countered, hows that working for you. Would you mind posting your list? :3 (Unless it's too close to mine to really matter, I like seeing other builds)
Edit: Added Howl from Beyond to the list of cards in consideration.
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
On another note I was maybe considering Noble Hierarch as it helps the late game plan with exalted, it only taps for green but I don't think it really matters. Don't know if we really need her though.
Also I am a bit surpised you are not playing Cathedral of War as I found the Exalted trigger most helpful without disturbing my mana base too much. It almost feels like a plan C working very well between the pumb spells and the scavenge.
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
Combo Pieces
2 Death's Shadow
3 Phyrexian Dreadnought
4 Buried Alive
Infect
5 Phyrexian Crusader
6 Plague Stinger
7 Blight Mamba
8 Whispering Specter
9 Glistener Elf
10 Viridian Corrupter
11 Rot Wolf
12 Ichorclaw Myr
13 Necropede
Pump/Protection Spells
14 Berserk
15 Invigorate
16 Vines of Vastwood
17 Might of Old Krosa
18 Mutagenic Growth
19 Rancor
20 Ranger's Guile
22 Contagion Clasp
23 Sword of Light and Shadow
24 Livewire Lash
25 Wild Defiance
Support
26 Dismember
27 Inquisition of Kozilek
28 Thoughtseize
29 Abrupt Decay
Land Fetchers
30 Crop Rotation
31 Expedition Map
Lands to Fetch
32 Inkmoth Nexus
33 Cathedral of War
34 Pendelhaven
35 Urborg, Tomb of Yawgmoth
36 Twilight Mire
37 Centaur Garden
38 Dark Confidant
Other Lands
39 Volrath’s Stronghold
40 Woodland Cemetary
41 Verdant Catacombs
42 Llanowar Wastes
43 Wasteland
44 Overgrown Tomb
45 Bayou
46 Swamp
47 Temple of Malady
48 Forest
49 Forest
50 Forest
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence