I added my deck to the new spreadsheet. I play this deck online, but finally got around to building it in paper. I can't find some of the cards in my collection, like Angelic Purge, that should be in here. I'll keep looking. At some point, it's less expensive to just buy the missing cards rather than spend more time trying to find them.
I added my deck to the new spreadsheet. I play this deck online, but finally got around to building it in paper. I can't find some of the cards in my collection, like Angelic Purge, that should be in here. I'll keep looking. At some point, it's less expensive to just buy the missing cards rather than spend more time trying to find them.
My deck has a little bit of spice that I didn't see in the other lists.
Nice.. Very cool.
I just tweaked it a tiny bit.. With your deck addition some cards were now overlapping in your deck and another so moved those out of the yellow.. And made the cards that are in your deck that aren't in any one else's yellow.
Hey everyone! I've been looking recently for a new EDH deck and this looks like the one.
I have two opponents to play but I usually only play with one of them; therefore, how viable to you think this deck is for just playing 1v1? So far I have several other decks including Slivers, Breya, and Inalla but they're pretty oppressive and the friend I play against doesn't have much fun in our games most of the time.
After reading through the old and new primers and the last two pages of the comments this deck looks pretty oppressive too but in a more fun way; plus going with the pauper version I have practically every card already so why not build it?
So with that in mind, do you guys have any suggestions for possible optimization for 1v1 games? It's not a situation of wrecking noobs either - my usual opponent plays a highly optimized Atraxa deck and a spikey Nahiri build as well. In addition, are there any tips from you seasoned CoA players for beating those types of strategies?
Any thoughts about Secrets of the Golden City? This seems to be the only reasonable card to consider from this newest set.
Edit: ZombieShakespeare beat me to it some days ago
I played in a $50 budget EDH tournament this weekend. Saw the event posted on Facebook, and thought, "I have just the thing!" -- but to my surprise, my deck list was over budget. I had to cut Rhystic Study, Strip Mine, and Ash Barrens (!) to make it legal. In their places I brought in a Forest, an Island, and a Deep Analysis (EDIT: also cut Aether Spellbomb for Reap and Sow, since Strip Mine was out). Who knew Ash Barrens would be so dang expensive?!
We played 3 rounds of Swiss in 3-man pods; first place in each pod got 2 points, second place got 1 point. Round 1 was against Ephara, God of the Polis and Krenko, Mob Boss. I mulliganed once into a five-lander. After popping Child once, I moved to combo out but was stopped by Shock + Pyroblast. Instead, I set up a Child of Alara loop and went to town with commander beats + Rolling Thunder for the win.
Round 2 was against Grenzo, Havoc Raiser and Sram, Senior Artificer. Child of Alara loop got set up pretty quickly; I think I blew up the world more in this game than any other game I've ever played. Sram and Grenzo worked together and got my life total down to 4 -- I barely managed to stabilize by casting Devour Flesh twice. After we were all sick of it, I finally drew what I needed to combo out. Was stopped by Disenchant the first time, but EOT Reclaim sealed the deal.
Round 3, I am playing against the two Goblin decks, Grenzo and Krenko. I get smacked down pretty quickly. I still managed to pop Child once, but I never really stood a chance in the 2v1.
In retrospect, one mistake I made was in Round 2: when I went infinite, I Rolling Thundered both players at the same time, so they tied for second place, and each got one point. If I had killed Grenzo last, I would not have had to face double-Goblin beatdown in the last round! But congrats to the Grenzo player, who I believe went on to win the whole thing.
Great report! Thanks for sharing. How long did the rounds go? Were they timed? What price guide did they use to determine what fell within the $50 budget? How did they even check that with all the decks that showed up? Sorry for the all the questions. The LGS wants to do a budget or theme related EDH event and this info would be helpful.
Great report! Thanks for sharing. How long did the rounds go? Were they timed? What price guide did they use to determine what fell within the $50 budget? How did they even check that with all the decks that showed up? Sorry for the all the questions. The LGS wants to do a budget or theme related EDH event and this info would be helpful.
It jumped when CFB started doing Pauper side events at their GPs. I need more.
I do not think the rounds had a time limit, or if they did, no one reached it. My first two games were the longest, probably around 60-70 minutes each. They used mtggoldfish for pricing, and required the decklists to be emailed to the director in advance for registration.
So I updated the spread sheet.. I decided to leave your 2016 deck in tact as the new deck you used was for a specific $50 tournament.. So I added that deck in front of your deck list and made the notation.. But you can see what is different from the $50 deck to the 2016 deck you listed
I plan to purchase the cards I'm missing for this list very soon, with the intention of upgrading individual cards to non-pauper versions as I can afford them.
I'm curious if anyone else has looked into building a "fully powered" version of this deck. What cards did you end up replacing and what did you replace them with? I'm especially curious what the win condition would look like without the pauper restriction.
The wincon would probably look different. The full-powered version can much more reliably keep bringing Child back, nuke the field, reanimate, nuke again, etc etc. The whole thing that's making this deck actually FUN is the puzzle it presents that you need to win with just commons.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I am planning on taking this deck to play EDH at least a few times over the next couple weeks. I have not made any changes in forever, but I think the main thing I would need is Sidisi's Faithful.
The mana certainly has gotten a lot fancier in the past couple years, but I have always liked running just the 10 Guildgates and the best 5 color lands, mainly because it increases the max amount of mana that green spells can get you to. If you do not run combo, then that is a critical part of wrapping up the late game. Far Wanderings is the best ramp card I believe since it gets you to the last turn where you cannot leave up a counter much quicker.
I do not get the love for Angelic Purge. I get that it saves space as removal and sac outlet, but it is a very bad sac outlet and merely passable as removal as a sorcery. Mind Extraction wins games and sometimes is clunky.
Edit: Back after playing a game with my deck and getting some of the newer cards for it. I won the game pretty easily since nobody else played counters or had any graveyard hate. Playing Far Wanderings 3 times with threshold really pulled me ahead.
I still believe that a high basic land count is important for wrapping up the late game, even as I got the cards for the CoF combo. I never really had issues with early mana, and once you cast your second ramp spell you are home free on colors most of the time. Then high basic count lets you achieve higher maximum mana from ramp and they will all come into play untapped late game. After adding bouncelands and newer utility lands and cutting Guildgates, I have 20 basics left.
I will try some games with the changes and hopefully upload the decklist and results.
I managed to combo off tonight against 3 other people with good strong combo decks.
Things I think my deck still might need-
1. Peregrine Drake to have some redundancy and not need bouncelands to combo off. However, it is difficult to search up.
2. A way to kill Child directly off Merchant's Scroll. This has come up several times. I am not sue if Hydroblast or Perilous Research would be better. Hydroblast certainly has utility and blowout potential without Child out and is one less mana. Perilous Research is the better top deck and general use card.
Finally, I am not sure if I want to focus more on the combo or still leave it mostly like it is to win the long drawn out resource war. Combo kill is clean and cuts hours off of the game, but if you lose Ghostly Flicker, you have to fight the Mind Extraction, Far Wanderings, Capsize game.
More redundant combo pieces would help this, but then if things go south, you are less equipped to win the fair game.
Edit: I made a few changes to the deck to try after thinking about my above comments. I added Perilous Research for my Merchant Scroll target. I took out Kami of False Hope since I cannot think of a good situation where I would want it. You need recursion to use it well, so why not use Child? It may keep people off your back sometimes, but it will not stop a determined effort to finish you off. I would rather have a counterspell most of the time, I think. It also sucks in your opener something fierce.
Speaking of that, I am trying a few cards with an eye toward how much I would want them in my opener. I cut Scrivener since I never want it in my opener and never would tutor for it. Krosan Tusker is back since not only is he a great mana fixer, but him plus Disturbed Burial is a slow late game CA engine.
Also, I am barely using Sidisi's Faithful. I know it will be useful if the game comes down to Disturbed Burial/Child/Faithful, but usually I use to tutor to get Costly Plunder and loop that as my sac outlet so that I can see more of my library. I have used it more often as a Silent Departure. The sorcery speed on blowing up the board is slightly annoying, as doing is as an instant sometimes lets you be the first to play after it, and gives you a nice chilling effect of anybody else trying to combo.
I chose the heavier combo path as well.
I removed Bant Panorama, Brainstorm, Ponder, Preordain, Darksteel Pendant, and False Defet.
I added Azorius Chancery, Brinspoil, Peregrine Drake, Scrivener, Displace, and Disturbed Burial.
So I removed almost all dig I could and added combo redundancy, doubling the non-land parts and adding a double land. Also, I chose to have a reusable/slow recursion spell instead of a faster (but usable only once) one. Maybe I miss some draw spells, if so I can try to add 1-2 draw spells instead of something. But I am happy with the changes so far, in almost all games I am the last or second to last standing.
Yes, Salvager of Secrets is the real deal. Ghostly Ficker keeps getting better and better.
And Displace. And Brainspoil. And Peregrine Drake.
Seriously now, maybe it's time to build some more around this engine, or at least test more things. Thinking about it.
I'm excited about it for my Merieke list but is it better than Izzet Chronarch or Mnemonic Wall in Child? Both seem a little easier to cast here unless you just want a 4th recursion wizard on top of them.
I use 3 wizards - Izzet Chronarch, Archaeomancer, and Scrivener. Now that I am more combo oriented I added redundancy 3rd wizard) and abuse of Vedalken Aethermage and now I use Brainspoil as well. Mnemonic Wall is subpar IMO because it's not a Wizard. Now (at least for me) Salvager of Secrets replaces Scrivener. I don't think 3UU casting cost is a drawback compared to 4U, you already shuld have UU and BB available by turn 8 or so anyway.
I probably keep Mnemonic Wall in just to have an extra Brainspoil target, and at the same time, it can sop up a hit or two.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
https://docs.google.com/spreadsheets/d/1HJjy0jAAL9SHc8nZu8TdttvW2d0dICWACPrZoiYCgxE/edit?usp=sharing
My deck has a little bit of spice that I didn't see in the other lists.
Secrets of the Golden City
1UU
Sorcery
Ascend
Draw two cards. If you have the city's blessing, draw three cards instead.
Source
Nice.. Very cool.
I just tweaked it a tiny bit.. With your deck addition some cards were now overlapping in your deck and another so moved those out of the yellow.. And made the cards that are in your deck that aren't in any one else's yellow.
You def have your own flair in some areas.
I have two opponents to play but I usually only play with one of them; therefore, how viable to you think this deck is for just playing 1v1? So far I have several other decks including Slivers, Breya, and Inalla but they're pretty oppressive and the friend I play against doesn't have much fun in our games most of the time.
After reading through the old and new primers and the last two pages of the comments this deck looks pretty oppressive too but in a more fun way; plus going with the pauper version I have practically every card already so why not build it?
So with that in mind, do you guys have any suggestions for possible optimization for 1v1 games? It's not a situation of wrecking noobs either - my usual opponent plays a highly optimized Atraxa deck and a spikey Nahiri build as well. In addition, are there any tips from you seasoned CoA players for beating those types of strategies?
Thanks!
Edit: ZombieShakespeare beat me to it some days ago
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
1 Child of Alara
Creatures (16)
1 Spore Frog
1 Sidisi's Faithful
1 Dimir Infiltrator
1 Qasali Pridemage
1 Sakura-Tribe Elder
1 Cadaver Imp
1 Drift of Phantasms
1 Farhaven Elf
1 Krosan Restorer
1 Sea Gate Oracle
1 Tilling Treefolk
1 Yavimaya Elder
1 Archaeomancer
1 Izzet Chronarch
1 Mnemonic Wall
1 Mulldrifter
Library Manipulation (9)
1 Dizzy Spell
1 Ponder
1 Preordain
1 Brainstorm
1 Merchant Scroll
1 Night's Whisper
1 Deep Analysis
1 Mystical Teachings
1 Treasure Cruise
Removal (9)
1 Tragic Slip
1 Pyroblast
1 Red Elemental Blast
1 Devour Flesh
1 Terminate
1 Angelic Purge
1 Capsize
1 Rend Flesh
1 Rolling Thunder
1 Arcane Denial
1 Counterspell
1 Muddle the Mixture
1 Negate
1 Dream Fracture
1 Faerie Trickery
1 Perplex
1 Soul Manipulation
1 Condescend
1 Overrule
Mana (7)
1 Expedition Map
1 Wayfarer's Bauble
1 Darksteel Ingot
1 Cultivate
1 Kodama's Reach
1 Far Wanderings
1 Reap and Sow
Misc (8)
1 Nihil Spellbomb
1 Reclaim
1 Crimson Wisps
1 Grim Harvest
1 Shred Memory
1 Mind Extraction
1 Reaping the Graves
1 Freed from the Real
Lands (40)
1 Command Tower
1 Rupture Spire
1 Transguild Promenade
1 Path of Ancestry
1 Opal Palace
1 Terramorphic Expanse
1 Evolving Wilds
1 Bant Panorama
1 Esper Panorama
1 Grixis Panorama
1 Jund Panorama
1 Barren Moor
1 Forgotten Cave
1 Lonely Sandbar
1 Secluded Steppe
1 Tranquil Thicket
1 Halimar Depths
1 Bojuka Bog
1 Mortuary Mire
1 Dimir Aqueduct
7 Island
6 Forest
4 Swamp
2 Mountain
1 Plains
We played 3 rounds of Swiss in 3-man pods; first place in each pod got 2 points, second place got 1 point. Round 1 was against Ephara, God of the Polis and Krenko, Mob Boss. I mulliganed once into a five-lander. After popping Child once, I moved to combo out but was stopped by Shock + Pyroblast. Instead, I set up a Child of Alara loop and went to town with commander beats + Rolling Thunder for the win.
Round 2 was against Grenzo, Havoc Raiser and Sram, Senior Artificer. Child of Alara loop got set up pretty quickly; I think I blew up the world more in this game than any other game I've ever played. Sram and Grenzo worked together and got my life total down to 4 -- I barely managed to stabilize by casting Devour Flesh twice. After we were all sick of it, I finally drew what I needed to combo out. Was stopped by Disenchant the first time, but EOT Reclaim sealed the deal.
Round 3, I am playing against the two Goblin decks, Grenzo and Krenko. I get smacked down pretty quickly. I still managed to pop Child once, but I never really stood a chance in the 2v1.
In retrospect, one mistake I made was in Round 2: when I went infinite, I Rolling Thundered both players at the same time, so they tied for second place, and each got one point. If I had killed Grenzo last, I would not have had to face double-Goblin beatdown in the last round! But congrats to the Grenzo player, who I believe went on to win the whole thing.
Draft my Mono-Blue Cube!
lichess.org | chess.com
It jumped when CFB started doing Pauper side events at their GPs. I need more.
Draft my Mono-Blue Cube!
lichess.org | chess.com
So I updated the spread sheet.. I decided to leave your 2016 deck in tact as the new deck you used was for a specific $50 tournament.. So I added that deck in front of your deck list and made the notation.. But you can see what is different from the $50 deck to the 2016 deck you listed
https://docs.google.com/spreadsheets/d/1HJjy0jAAL9SHc8nZu8TdttvW2d0dICWACPrZoiYCgxE/edit?usp=drivesdk&ouid=103855095094664067345
I plan to purchase the cards I'm missing for this list very soon, with the intention of upgrading individual cards to non-pauper versions as I can afford them.
I'm curious if anyone else has looked into building a "fully powered" version of this deck. What cards did you end up replacing and what did you replace them with? I'm especially curious what the win condition would look like without the pauper restriction.
Thanks!
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Draft my Mono-Blue Cube!
lichess.org | chess.com
CURRENT DECKS
WUBRG Child of Alara, Pauper Dreamcrusher GRBUW | BGU Muldrotha, Dreamcrusher REDUX UGB | WUB Dreamcrusher Pt. III: Nevinyrral's Disco BUW
I am planning on taking this deck to play EDH at least a few times over the next couple weeks. I have not made any changes in forever, but I think the main thing I would need is Sidisi's Faithful.
The mana certainly has gotten a lot fancier in the past couple years, but I have always liked running just the 10 Guildgates and the best 5 color lands, mainly because it increases the max amount of mana that green spells can get you to. If you do not run combo, then that is a critical part of wrapping up the late game. Far Wanderings is the best ramp card I believe since it gets you to the last turn where you cannot leave up a counter much quicker.
I do not get the love for Angelic Purge. I get that it saves space as removal and sac outlet, but it is a very bad sac outlet and merely passable as removal as a sorcery. Mind Extraction wins games and sometimes is clunky.
Edit: Back after playing a game with my deck and getting some of the newer cards for it. I won the game pretty easily since nobody else played counters or had any graveyard hate. Playing Far Wanderings 3 times with threshold really pulled me ahead.
I still believe that a high basic land count is important for wrapping up the late game, even as I got the cards for the CoF combo. I never really had issues with early mana, and once you cast your second ramp spell you are home free on colors most of the time. Then high basic count lets you achieve higher maximum mana from ramp and they will all come into play untapped late game. After adding bouncelands and newer utility lands and cutting Guildgates, I have 20 basics left.
I will try some games with the changes and hopefully upload the decklist and results.
Turn 2 Two Goblin Guide
Draft my Mono-Blue Cube!
lichess.org | chess.com
LOL i guess i pocket posted..
I applaud your creativity.
1 Sidisi's Faithful
1 Gatecreeper Vine
1 Veldalken Aethermage
1 Dimir Infiltrator
1 Cloud of Faeries
1 Sakura-Tribe Elder
1 Sea Gate Oracle
1 Cadaver Imp
1 Farhaven Elf
1 Drift of Phantasms
1 Archaeomancer
1 Izzet Chronarch
1 Mnemonic Wall
1 Mulldrifter
1 Krosan Tusker
1 Mycosynth Wellspring
1 Darksteel Ingot
1 Preordain
1 Disturbed Burial
1 Merchant Scroll
1 Compulsive Research
1 Cultivate
1 Far Wanderings
1 Mind Extraction
1 Kodama's Reach
1 Reap and Sow
1 Foresee
1 Deep Analysis
1 Rush of Knowledge
1 Urborg Uprising
1 Brainspoil
1 Rolling Thunder
1 Pyroblast
1 Dizzy Spell
1 Crop Rotation
1 Red Elemental Blast
1 Reclaim
1 Perilous Research
1 Arcane Denial
1 Muddle the Mixture
1 Devour Flesh
1 Shred Memory
1 Memory Lapse
1 Costly Plunder
1 Grim Harvest
1 Counterspell
1 Capsize
1 Ghostly Flicker
1 Soul Manipulation
1 Forbidden Alchemy
1 Faerie Trickery
1 Perplex
1 Pulse of Murasa
1 Unmake
1 Snakeform
1 Rewind
1 Mystical Teachings
1 Death Denied
1 Mortuary Mire
1 Bojuka Bog
1 Dimir Guildgate
1 Simic Guildgate
1 Izzet Guildgate
1 Azorius Guildgate
1 Golgari Guildgate
1 Gruul Guildgate
1 Golgari Rot Farm
1 Simic Growth Chamber
1 Dimir Aquaduct
1 Azorius Chancery
1 Izzet Boilerworks
1 Terramorphic Expanse
1 Evolving Wilds
1 Ash Barrens
1 Rupture Spire
1 Transguild Promenade
1 Command Tower
1 Path of Ancestry
8 Island
6 Forest
4 Swamp
1 Mountain
1 Plains
I managed to combo off tonight against 3 other people with good strong combo decks.
Things I think my deck still might need-
1. Peregrine Drake to have some redundancy and not need bouncelands to combo off. However, it is difficult to search up.
2. A way to kill Child directly off Merchant's Scroll. This has come up several times. I am not sue if Hydroblast or Perilous Research would be better. Hydroblast certainly has utility and blowout potential without Child out and is one less mana. Perilous Research is the better top deck and general use card.
Finally, I am not sure if I want to focus more on the combo or still leave it mostly like it is to win the long drawn out resource war. Combo kill is clean and cuts hours off of the game, but if you lose Ghostly Flicker, you have to fight the Mind Extraction, Far Wanderings, Capsize game.
More redundant combo pieces would help this, but then if things go south, you are less equipped to win the fair game.
Edit: I made a few changes to the deck to try after thinking about my above comments. I added Perilous Research for my Merchant Scroll target. I took out Kami of False Hope since I cannot think of a good situation where I would want it. You need recursion to use it well, so why not use Child? It may keep people off your back sometimes, but it will not stop a determined effort to finish you off. I would rather have a counterspell most of the time, I think. It also sucks in your opener something fierce.
Speaking of that, I am trying a few cards with an eye toward how much I would want them in my opener. I cut Scrivener since I never want it in my opener and never would tutor for it. Krosan Tusker is back since not only is he a great mana fixer, but him plus Disturbed Burial is a slow late game CA engine.
Also, I am barely using Sidisi's Faithful. I know it will be useful if the game comes down to Disturbed Burial/Child/Faithful, but usually I use to tutor to get Costly Plunder and loop that as my sac outlet so that I can see more of my library. I have used it more often as a Silent Departure. The sorcery speed on blowing up the board is slightly annoying, as doing is as an instant sometimes lets you be the first to play after it, and gives you a nice chilling effect of anybody else trying to combo.
Feels great to be playing this deck again.
Turn 2 Two Goblin Guide
I chose the heavier combo path as well.
I removed Bant Panorama, Brainstorm, Ponder, Preordain, Darksteel Pendant, and False Defet.
I added Azorius Chancery, Brinspoil, Peregrine Drake, Scrivener, Displace, and Disturbed Burial.
So I removed almost all dig I could and added combo redundancy, doubling the non-land parts and adding a double land. Also, I chose to have a reusable/slow recursion spell instead of a faster (but usable only once) one. Maybe I miss some draw spells, if so I can try to add 1-2 draw spells instead of something. But I am happy with the changes so far, in almost all games I am the last or second to last standing.
HTH
Cheers
PS: Fresh frm M19, Salvager of Secrets is a nice upgrade for me to replace Scrivener. Hmm, will test.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Draft my Mono-Blue Cube!
lichess.org | chess.com
And Displace. And Brainspoil. And Peregrine Drake.
Seriously now, maybe it's time to build some more around this engine, or at least test more things. Thinking about it.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G
I probably keep Mnemonic Wall in just to have an extra Brainspoil target, and at the same time, it can sop up a hit or two.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Manalith is meh compared to the other 2 rocks we can use.
Commander: Child of Alara BURGW, Adeliz, the Cinder Wind UR
Tiny Leaders: Gwafa, Hazid Profiteer UW
Regular Pauper: Stompy G, Mono-G Tron G, Infect G