So, I actually got a T2 Kill with my infect deck against America Control (T1: Forest, Glistener Elf, T2 Forest, Groundswell, Groundswell, Mutagenic Growth. Good times...
Anyways, I need help with a sideboard. Right now I've got 4 Nature's Claim, 4 Unsummon, 4 Wild Defiance, and 3 Pongify. I do plan to use Dismember, but that's the next budget cycle for me.
Also, I enjoy brewing, and I am trying to see if a mono-blue Infect deck could work (Basically, 12 infect creatures, counterspells and draw the rest of the way. Any thoughts?
What does everyone think of Become Immense as a one of? It's nice that it's an instant but it may just bee too unreliable with its steep cost. I've seen some lists run Phytoburst as a one of which is a sorcery. I feel as though Become Immense is better than that card.
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Modern: Bant Company GWU Dredgevine GBR Affinity 0 Grixis Control UBR
It's not worth playing. By the time you have enough cards in your graveyard to reduce it to 2 or less, you have either already given them 10 poison counters, or they killed all your creatures. So the game is basically decided at that point: you've either won already, or lost (and Become Immense won't do anything to change that loss into a win).
Become Immense is worse than Phytoburst, but Phytoburst is worse than Might of Old Krosa. The guy who played it (Tom Ross) admitted that he did so because of availability (he couldn't find the last two copies of Might of Old Krosa), but he got lucky and it turned out OK for him.
I believe that list has about a ~18% chance of assembling the pieces a turn two kill, not including the chance of drawing a Glistener Elf as your draw on turn 2. Whereas on the draw that list has a ~41% chance on the draw. I believe the math for this is (8 Choose 1)(4 Choose 1)(4 Choose 1)(10 Choose 1)(14 Choose 1)(55 Choose 3)/(60 Choose 8) if on the play, and (8 Choose 1)(4 Choose 1)(4 Choose 1)(10 Choose 1)(14 Choose 1)(55 Choose 4)/(60 Choose 9) if on the draw. The numbers are 8 possible +4/+4 Pump spells, 4 Possible Elves, 4 Strobes, 10 Sources that get or produce red mana, and 14 other sources that produce green mana the turn they are played. These are then multiplied by the combinations of other cards that can be in your hand. The 55 Choose 3, or the 55 Choose 4. This product is then divided by total number of combinations of cards you see in your over the game if it would end with your victory. The math may be a little off, but I believe it to be correct. This means that your build should favor speed over resiliency, but the draw spells give you more resiliency than at first appears.
That's the thing. I wasn't going for just speed. Being able to kill on turn 2 or 3 is nice but by having draw spells, 8 protection spells and etc I can keep up and just win on turn 5-6. Somewhat how Legacy UG Infect can win on turn 2 and 3 but you almost never go for it and just play like a somewhat tempo deck and win on turn 5-7. I am sure a lot of the time I won't just run out an elf on turn 1 or an agent on turn 2 and wait until turn 2 adn 3 respectively with protection up. I think the only time you ever go for a turn 2/3 kill is if you used probe to see if the coast is clear.
If you want to go just speed, you would just add a bunch more pump spells in mutagenic growth and etc.
It could be correct to remove the 4th probe and 4th assault for 2 spell pierce or something.
Assault Strobe is useless in multiple and useless without another pump spell/boost. Berserk is passable in the Legacy version because it's on-color and grants trample, and then only as a 2-of because of the "bad in multiples" issue.
You're most certainly not playing enough Infect creatures. Tom Ross plays 10 (Viridian Corrupter + Crop Rotation as the 9th and 10th) in a format with Brainstorm. Kelvin Chew played 10 and his deck had 4 Sleight of Hand and 3 Serum Visions.
Well, I've been looking for a deck for a while now and I think I've settled on Infect. I had a mono green one build when i started because it was cheap. I was getting 4 noble hierarch to try and GW hatebears but i stuck them in the green infect in place of Necropede and got second at my FNM. lots of just random decks and it was fun the big thing I was happy about though was that I beat a guy playing UR faeries 2-1. He was someone who's went to big tournaments apparently and played very rules lawyer ish after our match him and his friend kept saying how unfair infect was, it was awesome! I'll admit, I haven't been following any tournaments lately is the main infect decks G/u or has it mainly gone to bug?
I'll admit, I haven't been following any tournaments lately is the main infect decks G/u or has it mainly gone to bug?
Infect isn't really a deck most people bring to a large event for modern. In legacy it has been doing really well to where most people who thought it was iffy at best brewing with it.
But that is legacy, it's less of a glass cannon thanks to wasteland, force of will, daze, spell pierce.
And the deck is much more explosive with crop rotation, invigorate, the A/B/U dual lands in it, and the berserk.
If you want to get into actual tournaments with infect build that variant, all said and done it will be roughly $2100ish if you purchase at retail and get some near mint cards. cheaper if you get heavy played white border or less pimp cards
Just started building the mono green version tom ross posted in his article but was wondering why the list ran groundswell over might of old krosa? It just seems a more reliable source of the +4/+4.
short answer because it's better
long answer requirees advanced play with the deck.
because it is hidden, and can be played in response to something like a bolt, crack fetch their turn for a shock or a forest, groudswell responding to bolt triggers landfall so +4/+4.
there are benefits to leaving fetches uncracked too like liliana or devour flesh respose, or getting a shockland at endstep
Question to the thread regarding the new card from Khans: Become Immense. This seems like a phenomenal 1-2 of in our decks (especially UG with more evasion). From my experience (and with the increased affordability of fetches) it is not unusual to have 5 or 6 cards in the graveyard by turn 3 or 4 (especially if they are killing my creatures. Then we can untap and as an instant no less, put some use to our graveyard and get a 1cmc to 2cmc instant +6/+6. This seems great. Now obviously multiple copies are atrocious, but I think as a 1-2 of, this card has a ton of potential. With it alone, 1 rancor, and 1 cathedral in mono green, you have lethal (assuming no blockers). I just think it has a lot of potential, and infect having so many cheap spells could certainly benefit from this card.
with infect in modern, turn 3 or 4 is the game changing turn.
i assume the card in question is some delve pump spell. if you think it's the best card for the deck feel free to put it in your deck and brew with it.
but generally it is too situational for infect in my opinion. we all have been around the block long enough to know what is game breaking or not. a turn 5/6 situational pump isn't it.
the weakest card in infect hands down is might of old krosa. if they print a better +4/+4 enabler for the deck we won't even run it. actually what most modern infect players are waiting for is invigorate to replace the krosa. i mean some people are running giant growth in that position, its that dire.
second up is rancor, which screams 2-for-1 that deck that requires a 1/1 NOW.
i know there are A LOT of newer players who picked up this deck and get excited whenever they see something that is green, one or 2 cmc situational and says +X/+x until end of turn
So seeing that there are three different versions of infect...G, UB, and BUG...I'm looking to see which build is better against RG Tron, and if anyone would know what build exactly? Maybe any sample decklists against RG Tron
So seeing that there are three different versions of infect...G, UB, and BUG...I'm looking to see which build is better against RG Tron, and if anyone would know what build exactly? Maybe any sample decklists against RG Tron
Tron is an easy match up for infect no matter what build you use. They have no interaction with us except for a pyroclasm and maybe a skite post board. It's an easy race for infect.
Tron is an easy match up for infect no matter what build you use. They have no interaction with us except for a pyroclasm and maybe a skite post board. It's an easy race for infect.
Ok cool, just curious...I'm thinking about building BUG infect, but I feel that UG might be more consistent and better? What version do you play?
So seeing that there are three different versions of infect...G, UB, and BUG...I'm looking to see which build is better against RG Tron, and if anyone would know what build exactly? Maybe any sample decklists against RG Tron
tron is an easy matchup but experienced tron players can blow you out if you don't sideboard correctly.
i like to remove pump spells that can be redirected, so keep everything on "you control" like ranger's guile. side out the rancor (nothing to trample over) bring in the pithing needles to shut off karn and skite.
bring in the viridian corrupters, the nature's claim.
you want to deal as much poison as you can before they stick a turn 3 karn or a turn 3 wurmcoil
then from there you can start evading.
best trick is to let them karn an inkmoth, tap inkmoth float 1, animate inkmoth ranger's guile targeting inkmoth in response to a karn exile. it's basically timewalking them.
best build for tron is blue/green
your main threats are going to be blighted agent and inkmoth.
they'll chump wurmcoil over and over which is 3 big ass pain in the ass blockers as your hand goes down.
keep in mind it only takes maybe 2 turns to wi once a karn hits the table, they fetch out emurakul, they target themselves exiling emurakul from their hand, then restart the game and you lose
4 Noble Hierarch
4 Glistener Elf
4 Blighted Agent
4 Plague Stinger
2 Phyrexian Crusader
2 Ghor-Clan Rampager
Instants
4 Vines of the Vastwood
4 Might of Old Karosa
4 Giant Growth
4 Mutagenic Growth
2 Apostle Blessing
2 Assault Strobe
Lands
4 City of Brass
4 Mana Confluence
4 Gemstone Mine
4 Overgrown Tomb
4 Inkmoth Nexus
2 Phyrexian Crusader
4 Nature's Claim
Anyways, I need help with a sideboard. Right now I've got 4 Nature's Claim, 4 Unsummon, 4 Wild Defiance, and 3 Pongify. I do plan to use Dismember, but that's the next budget cycle for me.
Also, I enjoy brewing, and I am trying to see if a mono-blue Infect deck could work (Basically, 12 infect creatures, counterspells and draw the rest of the way. Any thoughts?
4 Verdant Catacombs
4 Breeding Pool
2 Forest
2 Pendelhaven
4 Inkmoth Nexus
4 Glistener Elf
4 Blighted Agent
3 Viridian Corrupter
4 Noble Hierarch
1 Dryad Arbor
4 Gitaxian Probe
4 Mutagenic Growth
1 Apostle's Blessing
3 Distortion Strike
4 Groundswell
4 Vines of Vastwood
3 Might of Old Krosa
2 Wild Defiance
2 Spellskite
1 Dismember
1 Apostle's Blessing
2 Twisted Image
4 Nature's Claim
3 Dispel
| Ad Nauseam
| Infect
Big Johnny.
Become Immense is worse than Phytoburst, but Phytoburst is worse than Might of Old Krosa. The guy who played it (Tom Ross) admitted that he did so because of availability (he couldn't find the last two copies of Might of Old Krosa), but he got lucky and it turned out OK for him.
| Ad Nauseam
| Infect
Big Johnny.
4 Noble Hierarch
4 Glistener Elf
4 Blighted Agent
Sorceries (12)
4 Gitaxian Probe
4 Serum Visions
4 Assault Strobe
4 Might of Old Krosa
4 Groundswell
4 Vines of Vastwood
2 Apostle's Blessing
2 Dispel
Lands (20)
4 Inkmoth Nexus
4 Misty Rainforest
4 Wooded Foothills
2 Breeding Pool
2 Stomping Ground
2 Pendelhaven
1 Forest
1 Dryad Arbor
If you want to go just speed, you would just add a bunch more pump spells in mutagenic growth and etc.
It could be correct to remove the 4th probe and 4th assault for 2 spell pierce or something.
You're most certainly not playing enough Infect creatures. Tom Ross plays 10 (Viridian Corrupter + Crop Rotation as the 9th and 10th) in a format with Brainstorm. Kelvin Chew played 10 and his deck had 4 Sleight of Hand and 3 Serum Visions.
| Ad Nauseam
| Infect
Big Johnny.
Infect isn't really a deck most people bring to a large event for modern. In legacy it has been doing really well to where most people who thought it was iffy at best brewing with it.
But that is legacy, it's less of a glass cannon thanks to wasteland, force of will, daze, spell pierce.
And the deck is much more explosive with crop rotation, invigorate, the A/B/U dual lands in it, and the berserk.
If you want to get into actual tournaments with infect build that variant, all said and done it will be roughly $2100ish if you purchase at retail and get some near mint cards. cheaper if you get heavy played white border or less pimp cards
short answer because it's better
long answer requirees advanced play with the deck.
because it is hidden, and can be played in response to something like a bolt, crack fetch their turn for a shock or a forest, groudswell responding to bolt triggers landfall so +4/+4.
there are benefits to leaving fetches uncracked too like liliana or devour flesh respose, or getting a shockland at endstep
i assume the card in question is some delve pump spell. if you think it's the best card for the deck feel free to put it in your deck and brew with it.
but generally it is too situational for infect in my opinion. we all have been around the block long enough to know what is game breaking or not. a turn 5/6 situational pump isn't it.
the weakest card in infect hands down is might of old krosa. if they print a better +4/+4 enabler for the deck we won't even run it. actually what most modern infect players are waiting for is invigorate to replace the krosa. i mean some people are running giant growth in that position, its that dire.
second up is rancor, which screams 2-for-1 that deck that requires a 1/1 NOW.
i know there are A LOT of newer players who picked up this deck and get excited whenever they see something that is green, one or 2 cmc situational and says +X/+x until end of turn
but it's not what we're looking for.
I am going to eventually build and playtest this list over the next month or so:
4 Noble Hierarch
4 Glistener Elf
4 Blighted Agent
Sorceries (11)
4 Gitaxian Probe
4 Serum Visions
3 Assault Strobe
4 Might of Old Krosa
4 Groundswell
4 Vines of Vastwood
2 Apostle's Blessing
3 Spell Pierce
Lands (20)
4 Inkmoth Nexus
4 Misty Rainforest
4 Wooded Foothills
2 Breeding Pool
2 Stomping Ground
2 Pendelhaven
1 Forest
1 Dryad Arbor
1 Assault Strobe
2 Dispel
1 Negate
1 Viridian Corrupter
2 Spellskite
2 Twisted Image
2 Nature's Claim
1 Ancient Grudge
2 Wild Defiance
1 Apostle's Blessing
Tron is an easy match up for infect no matter what build you use. They have no interaction with us except for a pyroclasm and maybe a skite post board. It's an easy race for infect.
Ok cool, just curious...I'm thinking about building BUG infect, but I feel that UG might be more consistent and better? What version do you play?
tron is an easy matchup but experienced tron players can blow you out if you don't sideboard correctly.
i like to remove pump spells that can be redirected, so keep everything on "you control" like ranger's guile. side out the rancor (nothing to trample over) bring in the pithing needles to shut off karn and skite.
bring in the viridian corrupters, the nature's claim.
you want to deal as much poison as you can before they stick a turn 3 karn or a turn 3 wurmcoil
then from there you can start evading.
best trick is to let them karn an inkmoth, tap inkmoth float 1, animate inkmoth ranger's guile targeting inkmoth in response to a karn exile. it's basically timewalking them.
best build for tron is blue/green
your main threats are going to be blighted agent and inkmoth.
they'll chump wurmcoil over and over which is 3 big ass pain in the ass blockers as your hand goes down.
keep in mind it only takes maybe 2 turns to wi once a karn hits the table, they fetch out emurakul, they target themselves exiling emurakul from their hand, then restart the game and you lose