I always see people trying to splash blue or black in infect and running some goofy builds with like 8 creatures and 30 pump spells and I never understood how those decks just didn't die to a single well timed Swords/Bolt/Path or just drawing nothing but pump with no creatures.
This is my own crappy build, that sucks for different reasons.
At best the deck wins on turn 2 with a Invigorated Berserk'd Glistener Elf.
If I were to splash a colour, I was considering black just for Plague Stinger and Vector Asp. Asp sucks technically, but he can still win on turn 2, so he's got that going for him.
I need to work on the sideboard too. What else kills Delver? That seems to be the only deck in EVERY format other than standard.
It's not about splashing blue. It's about all in blue. The one creature you need is Blighted Agent since it's unblockable and Blazing Shoal+any red card that is 9+cmc. Then you Force of Will, Daze, Pact of Negation anything that tries to stop your instant win.
Thanks for the feedback so far! Hexproof and creature protection isn't toooo big a problem with Vines in main and Ranger's Guile in the side. But I do definitely like the idea of splashing for counterspells and what not.
The land count thing, is just something I'm cursed with. I literally can NEEEEEVVVEER run under 22 lands. Even when affinity was big in standard, I was running 22 lands in it when everyone else was running 16. If I run any less, I'll be mulliganning down to 4 cards every game, guaranteed. I guess I could update the list with less land though and keep the 23 land in my real build as I know no one else has that problem.
Lotus petal, elvish spirit guide, land grant... All options to aid the low land count.
True, I did totally forget about some of those. This is my first legacy deck, so I don't know what's available as much.
Much thanks for the input, that's the sort of thing I was looking for. Just stuff that works well in an aggressive legacy deck like this that I never thought of.
Is there another thread for Infect Stompy? I thought I remember seeing one. Wouldn't mind seeing a U/G list, or a R/G list with the Blazing Shoal combo.
Is there another thread for Infect Stompy? I thought I remember seeing one. Wouldn't mind seeing a U/G list, or a R/G list with the Blazing Shoal combo.
I'm sure there is/was at some point. But I checked the first few pages and didn't see anything.
I've seen U/G and R/G lists but I never really liked either of them.
With U/G I just can't wrap my mind around how the deck would ever be even remotely in the ballpark of consistent. Most of the builds I've seen run 8 creatures, a handful of draw power and counter magic and a ton of creature pump. I just don't understand how they wouldn't constantly run into situations where they draw no creatures and end up goldfishing for 3-4 turns trying to draw for them.
With the R/G builds, Blazing Shoal is cool and all. But it still involves running a bunch of otherwise dead big red spells that could clog up your hand. And Shoal+Big Spell+Creature for the win isn't any less cards than Invigorate+Berserk+Creature for the win.
But, in all fairness there must be some reason they're semi-popular so there could be something I'm missing.
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This is my own crappy build, that sucks for different reasons.
4 Glistener Elf
4 Ichorclaw Myr
4 Plague Myr
4 Viridian Corrupter
4 Rot Wolf
Spells: 16
4 Invigorate
4 Berserk
4 Groundswell
4 Vines Of Vastwood
4 Inkmoth Nexus
4 Wasteland
4 Verdant Catacombs
4 Wooded Foothills
8 Forest
4 Seedtime
4 Ranger's Guile
4 Creeping Corrosion
3 Choke
At best the deck wins on turn 2 with a Invigorated Berserk'd Glistener Elf.
If I were to splash a colour, I was considering black just for Plague Stinger and Vector Asp. Asp sucks technically, but he can still win on turn 2, so he's got that going for him.
I need to work on the sideboard too. What else kills Delver? That seems to be the only deck in EVERY format other than standard.
My other issue would be your heavy land count. Consider cutting it to 18.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
The land count thing, is just something I'm cursed with. I literally can NEEEEEVVVEER run under 22 lands. Even when affinity was big in standard, I was running 22 lands in it when everyone else was running 16. If I run any less, I'll be mulliganning down to 4 cards every game, guaranteed. I guess I could update the list with less land though and keep the 23 land in my real build as I know no one else has that problem.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
True, I did totally forget about some of those. This is my first legacy deck, so I don't know what's available as much.
Much thanks for the input, that's the sort of thing I was looking for. Just stuff that works well in an aggressive legacy deck like this that I never thought of.
I'm sure there is/was at some point. But I checked the first few pages and didn't see anything.
I've seen U/G and R/G lists but I never really liked either of them.
With U/G I just can't wrap my mind around how the deck would ever be even remotely in the ballpark of consistent. Most of the builds I've seen run 8 creatures, a handful of draw power and counter magic and a ton of creature pump. I just don't understand how they wouldn't constantly run into situations where they draw no creatures and end up goldfishing for 3-4 turns trying to draw for them.
With the R/G builds, Blazing Shoal is cool and all. But it still involves running a bunch of otherwise dead big red spells that could clog up your hand. And Shoal+Big Spell+Creature for the win isn't any less cards than Invigorate+Berserk+Creature for the win.
But, in all fairness there must be some reason they're semi-popular so there could be something I'm missing.