Vampires do have a big amount of 1 mana dudes that hit for 2, some recursion and some two-for-ones.
That's not enough yet, they need some really pushed tribal card to be a deck.
The indulgent aristocrat is nice but not pushed enough.
It seems amazing to me how much the community underplays cost flexibility, and flexibility in general.
What was our initial take on Endless One? Or Kolaghan's Command? I'm sure everyone of us was on the wagon for those two cards making an impact in the format, right?
The beauty of the X in Epiphany's cost is the flexibility it provides. Sure, Gifts Ungiven is a much more powerful card in the right context (though most people hadn't caught on to that either), but if you're stuck with a pair of Gifts against an aggressive deck without any means of acceleration (and sometimes even then) you are just dead. In those scenarios you would probably much rather have Think Twice to dig through to sweepers or removal, but playing that card can also leave you dead in the mud against some of the more busted draws available to Modern. In a similar fashion, there might well be games that dragged out and you have a lot of mana but not much to spend it on. If only you had more Sphinx's Revelations in your deck, but you can't go overboard with that card because it's a very poor draw early in the game.
That, in short, is why I think Epiphany at the Drownyard has a shot at making an impact (will be played) in Modern. It can be played at 1U, 3U, or XU.
None of the cards I've mentioned have that many modes to them. Granted, that flexibility comes at a cost, but I don't think that it is as steep as people are making it out to be. Also, even if all the cards I've made comparisons to are strictly better to Epiphany at every point in the curve, which is highly debatable, you can't really play all of them due to the fact that the space you have for these kind of effects is very limited in Modern, even more so then in other formats. So instead of playing all three of them why not try playing one card that can do a reasonable imitation of all three?
If you're stuck against aggro with a pair of Epiphanies you're in pretty deep trouble too. The opponent is not going to choose your Anger of the Gods, you know. X = 2? Here, have 2 lands, not the snap you so obviously wish you could have. Or a land and a serum visions.
Its the randomness coupled with the opponent's final choice at the end that makes the card objectively poor in my eyes. When you brought up flexibility you used Kommand as an example. That's a terrible example, because Kommand is not flexible in that way; it doesn't unlock more power as you lay more lands. Its powerful as soon as you can pay that cost, and you are getting 2 out of 4 options. Its a 2 for 1, and it can retrieve your snap from the GY.
The "flexibility" you're raving about is the same type Banefire has. At X=1, you can kill dark confidants and young pyromancers, and it grows more capable the more mana you have. This is not "flexibility". The card simply gets better as you have more mana, period. The problem I'm pointing out is that the imitations it does of the spells its supposed to supplant at any point in X, are pretty bad. They're not really reasonable imitations at all. Another good comparison is Epic Experiment. They grow as you have more mana. They can be played cheap, but it seldom makes sense to do so.
No, its not comparable to thought scour, because I'd love to see a fetch, scour and tasigur in my opening hand, but epiphany is just meh.
Steam Augury isn't even played, so I'll skip that.
Gifts Ungiven? i've toyed with the idea before but if I'm going to use this 4 cmc instant, I could have a soft win (rite-Iona, for example), why would I use it in grixis? the small 4 cmc slot is already occupied by Cryptic command.
Overall, even the people speaking for the card have acknowledged the card only shines when you have a decent amount (>6) mana to spend on it. Well isn't that a surprise, look at what Banefire does when you hit that number too!
The question is, what can decks accomplish with 6 mana? Do they want to do a 6-card Steam Augury? Or cast tasigur for B, and hold up 2UU for his activation with Cryptic command back up, with one spare mana for dispel/spell snare?
I mean, we say we aren't going to get what we want, but at the same time, Jace, Architect of thought basically did the same thing as this card was doing, and we considered it a bomb. Still sucks for your opponent if I put the silver bullet in one pile and a bunch of decent stuff in the other pile
If you're stuck against aggro with a pair of Epiphanies you're in pretty deep trouble too. The opponent is not going to choose your Anger of the Gods, you know. X = 2? Here, have 2 lands, not the snap you so obviously wish you could have. Or a land and a serum visions.
Its the randomness coupled with the opponent's final choice at the end that makes the card objectively poor in my eyes. When you brought up flexibility you used Kommand as an example. That's a terrible example, because Kommand is not flexible in that way; it doesn't unlock more power as you lay more lands. Its powerful as soon as you can pay that cost, and you are getting 2 out of 4 options. Its a 2 for 1, and it can retrieve your snap from the GY.
The "flexibility" you're raving about is the same type Banefire has. At X=1, you can kill dark confidants and young pyromancers, and it grows more capable the more mana you have. This is not "flexibility". The card simply gets better as you have more mana, period. The problem I'm pointing out is that the imitations it does of the spells its supposed to supplant at any point in X, are pretty bad. They're not really reasonable imitations at all. Another good comparison is Epic Experiment. They grow as you have more mana. They can be played cheap, but it seldom makes sense to do so.
No, its not comparable to thought scour, because I'd love to see a fetch, scour and tasigur in my opening hand, but epiphany is just meh.
Steam Augury isn't even played, so I'll skip that.
Gifts Ungiven? i've toyed with the idea before but if I'm going to use this 4 cmc instant, I could have a soft win (rite-Iona, for example), why would I use it in grixis? the small 4 cmc slot is already occupied by Cryptic command.
Overall, even the people speaking for the card have acknowledged the card only shines when you have a decent amount (>6) mana to spend on it. Well isn't that a surprise, look at what Banefire does when you hit that number too!
The question is, what can decks accomplish with 6 mana? Do they want to do a 6-card Steam Augury? Or cast tasigur for B, and hold up 2UU for his activation with Cryptic command back up, with one spare mana for dispel/spell snare?
I really like how you're calling out people for being too personal and then follow that up but accusing me of "raving". Is a measured discussion too much to ask for? I know we're at MTGSalvation but still...
Another assumption that everybody seems to be making when evaluating this card is that every player has perfect information about the game state, a Telepathy emblem if you will. A game of Magic isn't that neat. Barring hand disruption you should have more information about what you actually need out of an Epiphany then your opponent. He might think you need a sweeper, based on the information available to him, but what you really need is the mana for the sweeper, and so on.
The X spells you've mentioned aren't exactly comparable to this new card. For one thing, Epic Experiment isn't exactly something I could see myself doing for 1RU. It was an all-in mana sink during your fundamental turn and that's about it. You never tried to play Epic Experiment for value. As for other points regarding flexibility I would highly recommend this read:
I get that people aren't exactly sold on the card. Frankly, neither am I, not for Modern anyway, but I'm open for the "free-trial" option before I genuinely buy into it at least.
Private Mod Note
():
Rollback Post to RevisionRollBack
In my dream, the world had suffered a terrible disaster. A black haze shut out the sun, and the darkness was alive with the moans and screams of wounded people. Suddenly, a small light glowed. A candle flickered into life, symbol of hope for millions. A single tiny candle, shining in the ugly dark. I laughed and blew it out.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
On the second thought new Olivia is kinda cool as vampire enabler. As long as she's in play you threaten to play several vampires with haste via madness dude and smash for lethal.
for tribals to be competitive there needs to be some extremely potent synergy that sets them apart, as individually they have no hope standing againt modern's powerhouses like the iconic goyf
the most succesfull tribal is ofc merfolk due to the unique advantage of having 2 cmc lords and being in the right (or wrong) color, than it's elves due to the tons of mana + Ezuri, Renegade Leader synergy and having the fortune of being in the CoCo color
vampires have no such edge unfortunately, their tribal synergies are thin and their lords overcosted, while black has only disruption to offer, so not really, unless something completely crazy gets printed they're doom to being a casual tribe
generally the crash tests for Modern are Jund and affinity: Jund is naturally favored against such creature decks (resilience standard),while affinity sets the speed standard
I'm having trouble dealing with this much misguided condescension. I'm going to try to make a reasonable post in response.
I am well aware of all of those things. Very nearly everyone already knows all of those things. I am well aware that synergistic decks have to do a lot to challenge Tarmogoyf. I am well aware that they would not be a faster deck than Affinity. Everyone who has ever played a single game of Modern is aware of those things. Don't assume that people are incompetent so readily, it makes you look like a shmuck.
My point, entirely, was that several vampires with strong tribal synergy that could allow them to compete were just spoiled, and may be "something completely crazy", or at least good enough to promote a decent tier 2/2.5 deck that can be fun at FNMs and occasionally surprise a larger event.
Falkenrath Gorger, Indulgent Tormentor, and Olivia's Bloodsworn are all cheap vampires that synergize well with other vampires, including powerful but fringe cards that lacked a good shell like Bloodghast, Blood Artist, andVampire Nighthawk, as well as known good cards like Kalitas, Traitor of Ghet and Olivia Voldaren. I'm sure there are other interesting cards I could point out, but I'm logging out of MtGS now instead of digging deeper because I don't think my psychological state needs to have a big goofy argument about fake vampires on the internet.
The confusion comes from the fact that when people think tribal, they think Merfolk and elves, which have low cmc costs due to their colors tribal strategies. Black has almost always been more midrange outside of suicide lists, with most of their key tribal lords at 3 and 4 cmc. Since the non-tribal good stuff has been better than the tribal synergy stuff, most mid range decks in modern have dodged going tribal.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
A long time ago, most decks that we would call midrange or control today in powerful formats played 1-2 Draw X spells in the maindeck. Of course, they were playing powerful effects like Braingeyser or Stroke of Genius which are much stronger than Epiphany at the Drownyard.
Magic and deckbuilding have changed a lot, but I could see playing Epiphany as a 1-2 of because of the flxibility as others have mentioned. Being an instant and usable for whatever mana you have lying around during the opponents end step with its scaling ability is interesting at least. We can argue that it is inefficient, but in a grindfest when you topdeck it on turn 12 and cast it during the opponents end step for U7, you're going to be pretty happy. And that same card being playable for U2 to either get one good card or two bad ones makes it flexible enough for consideration.
When I used to brew with Vampires for a buddy of mine, around 1.5 years ago, I found the best bet was to use it as a sac and recur shell. Bloodghast, kalistra highborn, blood artist, is a great way to start. You also get the bonus of using Grey Merchant to wreck people pretty easily, since most of the creatures cost B or BB. Then you run blasting station as a sac outlet, and chain bloods, highborn triggers and artist triggers to really make it nutty. Indulgent Aristocrat and Heir slot into that deck pretty well, giving you a pump spell sac outlet as well as station, and heir being able to toss bloodghast pretty often.
I dunno If Id want to run "norma;" or madness vampires right now. I don't think it would work out pretty well because, well... goblins are all better at what its doing, which is basically be red deck wins with tribal. The madness route (right now) isnt super great either because the only playable madness we've got so far is big game hunter, dark withering, and incouragable youths, all of which arent stupid stellar. The other pieces feel like forcing a flavor theme, over an actual good mechanical decision... Which I'm all for, but you have to go in knowing you're not building the best deck you can.
Actually, Lantern, your comment on this got me thinking. What about Indulgent Aristocrat in Bx Devotion? It looks like there are lists that run at least 6-7 other vampires between Bloodghast and Nighthawk, and the deck runs PLENTY of recursive creatures. Plus, with Nykthos, the deck's going to easily have enough mana to use that activation. Particularly nice is the ability to put Nighthawk out of bolt range with a single activation. Being able to bring back a Gravecrawler and sac it every turn to load up at least 1 or 2 creatures with +1/+1 counters seems pretty good, if a tad mana intensive.
Traverse the Ulvenwald is interesting, you either get jank functionally worse Sylvan Scrying if you don't have Delirium, or you get Sylvan Scrying meets Worldly Tutor 2.0 with Delirium.
Drownyard Temple also shows interesting design in being a recurring land, the only other of its kind I can think of right now is Dakmor Salvage.
Westvale Abbey is partially the card I wanted Myr Turbine to be way back in SOM, a few of the Myr support cards in Scars would've been better as lands.
None of these I expect to see play in Modern, I just think they're cute explorations of design. If they were pushed a bit harder (Traverse is probably pushed as hard as it gets though), I'd find ways to make them work.
Belcher gets a minor upgrade in Traverse the Ulvenwald. Get lost, Lay of the Land.
Delirium is actually pretty hard to turn on in Belcher though. You can get "sorcery" and "creature" in your graveyard pretty easily, but you will never have "land" because you have no fetches and 86-100% your lands are basics. If you do have delirium, then it turns into an easy Wurmcoil Engine or Chancellor of the Tangle.
Drownyard Temple is cool. If you're milling yourself, e.g. Dredge, this is basically a 3-mana ramp spell, which sounds bad, but you're putting things like Stinkweed Imp and Golgari Grave-Troll in your hand instead of lands every time you dredge, so being able to hit more lands is good. Unfortunately, Life from the Loam already solves that problem of not drawing lands. Also, Dredge decks are mostly 3 colors splashing for a fourth, so a colorless-producing land is a tough sell.
The demon land could work in BW Tokens, depending on meta.
What do you guys think of Traverse the Ulvenwald in a Sultai shell? Early game you have the typical BG stuff (the discard, Goyfs, and similar) and then TtU comes in late game to ensure that you find a way to close out the game. U gives you Thought Scour for the line of
T1: Inquisition of Kozilek (sorc)
T2: Tarmogoyf or Thought Scour + TtU
T3: Goyf
Between this and Generator Servant, we now have a few reliable ways to reach 5 mana on turn three in a red big mana deck. Not sure if that's good, but I'm definitely interested.
6 mana is so much for this card but the fact that his plus wins you a game is interesting at least. Reminds me of Keranos, God of Storms.
For me the question is whether he is better then Elspeth, Sun's Champion if you're in white anyway. Elspeth can turn around a hopeless situation pretty fast otoh this Sorin will probably end the game quicker. I think Elspeth is still a bit better because the plus ability gives you board presence, so can be used offensilvely or defensively.
Vessel has brew potential at least. And the Demon land could be janky fun in a tokens shell (watch for it in the casual MTGO rooms folks, I'll be playing with both. :p)
Vessel has brew potential at least. And the Demon land could be janky fun in a tokens shell (watch for it in the casual MTGO rooms folks, I'll be playing with both. :p)
Pentad Prism brings us up to 12 ways of developing 5 mana on turn 3. Anything strong we can do with that, particularly in red?
Vessel has brew potential at least. And the Demon land could be janky fun in a tokens shell (watch for it in the casual MTGO rooms folks, I'll be playing with both. :p)
Pentad Prism brings us up to 12 ways of developing 5 mana on turn 3. Anything strong we can do with that, particularly in red?
Ad Nauseum came to my mind as being the most popular deck that relies on acceleration not named ritual.
Vessel has brew potential at least. And the Demon land could be janky fun in a tokens shell (watch for it in the casual MTGO rooms folks, I'll be playing with both. :p)
Pentad Prism brings us up to 12 ways of developing 5 mana on turn 3. Anything strong we can do with that, particularly in red?
Deus of Calamity and Demigod of Revenge both seem pretty sweet on turn 3.
Vessel has brew potential at least. And the Demon land could be janky fun in a tokens shell (watch for it in the casual MTGO rooms folks, I'll be playing with both. :p)
Pentad Prism brings us up to 12 ways of developing 5 mana on turn 3. Anything strong we can do with that, particularly in red?
Ad Nauseum came to my mind as being the most popular deck that relies on acceleration not named ritual.
Vessel has brew potential at least. And the Demon land could be janky fun in a tokens shell (watch for it in the casual MTGO rooms folks, I'll be playing with both. :p)
Pentad Prism brings us up to 12 ways of developing 5 mana on turn 3. Anything strong we can do with that, particularly in red?
Through the Breach.
I think Pentad is better though, doesn't require further mana investment and is a lot more flexible in what it produces, enabling you to whip out the only other 5 mana thing worth casting that early on in the game: Ad Nauseam.
Vessel is pretty bad. It's just a means of storing mana, which is a function Pentad Prism already fulfills. There are more ways to kill a Pentad Prism than a Vessel of Volatility, but you can remove the charge counters on Prism to cast an instant speed dig spell like Peer Through Depths or Izzet Charm, even if you're tapped out.
Actually it seems OK in Possibility Storm. You can't play Pentad Prism because Ornithopter might flip into it. edit: no, you can, Endless One
Sorin's +1 reminds me of Blast of Genius. Pretty funny that a BW card gets an effect that I'd expect to be in UR.
That's not enough yet, they need some really pushed tribal card to be a deck.
The indulgent aristocrat is nice but not pushed enough.
If you're stuck against aggro with a pair of Epiphanies you're in pretty deep trouble too. The opponent is not going to choose your Anger of the Gods, you know. X = 2? Here, have 2 lands, not the snap you so obviously wish you could have. Or a land and a serum visions.
Its the randomness coupled with the opponent's final choice at the end that makes the card objectively poor in my eyes. When you brought up flexibility you used Kommand as an example. That's a terrible example, because Kommand is not flexible in that way; it doesn't unlock more power as you lay more lands. Its powerful as soon as you can pay that cost, and you are getting 2 out of 4 options. Its a 2 for 1, and it can retrieve your snap from the GY.
The "flexibility" you're raving about is the same type Banefire has. At X=1, you can kill dark confidants and young pyromancers, and it grows more capable the more mana you have. This is not "flexibility". The card simply gets better as you have more mana, period. The problem I'm pointing out is that the imitations it does of the spells its supposed to supplant at any point in X, are pretty bad. They're not really reasonable imitations at all. Another good comparison is Epic Experiment. They grow as you have more mana. They can be played cheap, but it seldom makes sense to do so.
No, its not comparable to thought scour, because I'd love to see a fetch, scour and tasigur in my opening hand, but epiphany is just meh.
Steam Augury isn't even played, so I'll skip that.
Gifts Ungiven? i've toyed with the idea before but if I'm going to use this 4 cmc instant, I could have a soft win (rite-Iona, for example), why would I use it in grixis? the small 4 cmc slot is already occupied by Cryptic command.
Overall, even the people speaking for the card have acknowledged the card only shines when you have a decent amount (>6) mana to spend on it. Well isn't that a surprise, look at what Banefire does when you hit that number too!
The question is, what can decks accomplish with 6 mana? Do they want to do a 6-card Steam Augury? Or cast tasigur for B, and hold up 2UU for his activation with Cryptic command back up, with one spare mana for dispel/spell snare?
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
I really like how you're calling out people for being too personal and then follow that up but accusing me of "raving". Is a measured discussion too much to ask for? I know we're at MTGSalvation but still...
Another assumption that everybody seems to be making when evaluating this card is that every player has perfect information about the game state, a Telepathy emblem if you will. A game of Magic isn't that neat. Barring hand disruption you should have more information about what you actually need out of an Epiphany then your opponent. He might think you need a sweeper, based on the information available to him, but what you really need is the mana for the sweeper, and so on.
The X spells you've mentioned aren't exactly comparable to this new card. For one thing, Epic Experiment isn't exactly something I could see myself doing for 1RU. It was an all-in mana sink during your fundamental turn and that's about it. You never tried to play Epic Experiment for value. As for other points regarding flexibility I would highly recommend this read:
http://magic.wizards.com/en/articles/archive/level-one/flexibility-2015-09-14
I get that people aren't exactly sold on the card. Frankly, neither am I, not for Modern anyway, but I'm open for the "free-trial" option before I genuinely buy into it at least.
Many thanks to HotP Studios. Special thanks to DNC for this great sig.
The confusion comes from the fact that when people think tribal, they think Merfolk and elves, which have low cmc costs due to their colors tribal strategies. Black has almost always been more midrange outside of suicide lists, with most of their key tribal lords at 3 and 4 cmc. Since the non-tribal good stuff has been better than the tribal synergy stuff, most mid range decks in modern have dodged going tribal.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Magic and deckbuilding have changed a lot, but I could see playing Epiphany as a 1-2 of because of the flxibility as others have mentioned. Being an instant and usable for whatever mana you have lying around during the opponents end step with its scaling ability is interesting at least. We can argue that it is inefficient, but in a grindfest when you topdeck it on turn 12 and cast it during the opponents end step for U7, you're going to be pretty happy. And that same card being playable for U2 to either get one good card or two bad ones makes it flexible enough for consideration.
I dunno If Id want to run "norma;" or madness vampires right now. I don't think it would work out pretty well because, well... goblins are all better at what its doing, which is basically be red deck wins with tribal. The madness route (right now) isnt super great either because the only playable madness we've got so far is big game hunter, dark withering, and incouragable youths, all of which arent stupid stellar. The other pieces feel like forcing a flavor theme, over an actual good mechanical decision... Which I'm all for, but you have to go in knowing you're not building the best deck you can.
Drownyard Temple also shows interesting design in being a recurring land, the only other of its kind I can think of right now is Dakmor Salvage.
Westvale Abbey is partially the card I wanted Myr Turbine to be way back in SOM, a few of the Myr support cards in Scars would've been better as lands.
None of these I expect to see play in Modern, I just think they're cute explorations of design. If they were pushed a bit harder (Traverse is probably pushed as hard as it gets though), I'd find ways to make them work.
Delirium is actually pretty hard to turn on in Belcher though. You can get "sorcery" and "creature" in your graveyard pretty easily, but you will never have "land" because you have no fetches and 86-100% your lands are basics. If you do have delirium, then it turns into an easy Wurmcoil Engine or Chancellor of the Tangle.
Drownyard Temple is cool. If you're milling yourself, e.g. Dredge, this is basically a 3-mana ramp spell, which sounds bad, but you're putting things like Stinkweed Imp and Golgari Grave-Troll in your hand instead of lands every time you dredge, so being able to hit more lands is good. Unfortunately, Life from the Loam already solves that problem of not drawing lands. Also, Dredge decks are mostly 3 colors splashing for a fourth, so a colorless-producing land is a tough sell.
| Ad Nauseam
| Infect
Big Johnny.
What do you guys think of Traverse the Ulvenwald in a Sultai shell? Early game you have the typical BG stuff (the discard, Goyfs, and similar) and then TtU comes in late game to ensure that you find a way to close out the game. U gives you Thought Scour for the line of
T1: Inquisition of Kozilek (sorc)
T2: Tarmogoyf or Thought Scour + TtU
T3: Goyf
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
Between this and Generator Servant, we now have a few reliable ways to reach 5 mana on turn three in a red big mana deck. Not sure if that's good, but I'm definitely interested.
For me the question is whether he is better then Elspeth, Sun's Champion if you're in white anyway. Elspeth can turn around a hopeless situation pretty fast otoh this Sorin will probably end the game quicker. I think Elspeth is still a bit better because the plus ability gives you board presence, so can be used offensilvely or defensively.
Spirits
Pentad Prism brings us up to 12 ways of developing 5 mana on turn 3. Anything strong we can do with that, particularly in red?
Pentad Prism, this new thing, and what?
Ad Nauseum came to my mind as being the most popular deck that relies on acceleration not named ritual.
Spirits
Deus of Calamity and Demigod of Revenge both seem pretty sweet on turn 3.
Generator Servant.
Sadly, Ad Nauseam costs BB and this adds RRRR.
Through the Breach.
I think Pentad is better though, doesn't require further mana investment and is a lot more flexible in what it produces, enabling you to whip out the only other 5 mana thing worth casting that early on in the game: Ad Nauseam.
Vessel is pretty bad. It's just a means of storing mana, which is a function Pentad Prism already fulfills. There are more ways to kill a Pentad Prism than a Vessel of Volatility, but you can remove the charge counters on Prism to cast an instant speed dig spell like Peer Through Depths or Izzet Charm, even if you're tapped out.
Actually it seems OK in Possibility Storm. You can't play Pentad Prism because Ornithopter might flip into it. edit: no, you can, Endless One
Sorin's +1 reminds me of Blast of Genius. Pretty funny that a BW card gets an effect that I'd expect to be in UR.
| Ad Nauseam
| Infect
Big Johnny.