Yup no problem, I did a little more research into Peasant, and I have a list of potential cards to add. Obviously the Peasant section is much smaller, (similar to my primers) so you won't need to add much.
Necropede - This guy is good but mostly for extended games. Normally Infect is a turn 2-3 win deck, but if you expect trouble board this creature for those games.
Swiftfoot Boots - This card is also needed for extended games, normally haste wouldn't effect a turn 2-3 win but in games going longer it can be required.
Honestly though that is about it, the Infect deck as a whole doesn't really change much from Pauper to Peasant, and even when you go without restrictions the basic outline doesn't change much.
EDIT: I completely forgot about Ranger's Guile, this card is best cast during the second phase of your upkeep to prevent any sorcery removal and the like, it won't stop an instant but it is nice none the less.
I also like Elvish spirit guide. gives you a much higher chance of a turn 2 kill. I ran one for a while that was basicly 10 land stompy infect and it was doing pretty good for me. though I'd have to tweak the list because I built it for legacy (had 8 uncommons I'm sure I could cut 3 and still have decent results.)
Also for mono-green infect I found if you really don't want 3 cost creatures running commune with nature can function in a pinch.
just curious, to make the COP: red board work in a non white splash deck, could we maindeck 4-8 fetchlands (depending on your taste) then add in 1-2 plain and 2-4 COP:red in the sideboard. Board them in when needed, don't run the splash when you don't.
just curious under peasant why you would swap out springleaf drum for paradise mantle? They both cost 1 before you can use them, but springleaf can be used turn 1 where mantle can't be used until at earliest turn 2. Also the drum can switch which creature you tap for free and lets you just tap your freshly played guy for an extra mana, which mantle can't do for a multitude of reasons. I'd say use Paradise mantle as Springleaf drums 5-8. If I were to run it as a peasant deck I'd go 4 skullclamps if ever thought I'd find even one person who would be foolish enough to play me, or more practically I'd go for 3 Aether vial and 2 memnite as my uncommons.
with all the life loss you take from your creatures, might I suggest switching from vendetta to doom blade? It's one more mana but can kill bigger things for you.
going peasant might not be such a bad idea because you could go Black green instead of black read and drop in Fecundity then you could go a bit more combo style. this also opens up beat sticks like Putrid leech (common) who you can use to keep pressure while you use the others for your control plan. Peasant might change up the initial plan but will open up more options for you.
Now assuming you want this to be pauper (all commons) then I'd say go faceless butcher, and use the nightmare effect to RFG a creature for good (sac the butcher in response to his enter the field trigger and the target is permanently removed.), but assuming you want some one who will stay on the field longer, go with Festering goblin. Of course these are to replace marauder who is uncommon. for your build I'd also say drop the rakdos lands and up your fetches to 6 then run 2-4 copies of grim discovery as it will not only bring back your creatures but let you get more land.
I'd also up your counters, perhaps run 4 memory lapse. It fits your mana base easier then counterspell, and with all the mill still gets rid of the spell.
yeah turn 3 is early enough especially with counters, but once again that's assuming you have both in hand (and erasure first) by turn 3. If you expect to see burn pack the nourish in the sideboard. Between that and counters you should be pretty set to stall them out and try to build momentum. Think of it like this you said if you counter their first 2-3 bolts you stand a better chance, well one nourish can counter 2 bolts, and can even preemptively counter bolts.
agreed delver is hands down better, but if you're sure you don't want delver the drake is an option. yes he blinks out every other turn so you can only swing every other turn.
you could try Terei's Drake if you really don't want delver. he comes down 2 turns later, and blinks every other turn, but does still hit for 3 a turn.
I just have a few questions.
1) Why talisman of progress over talisman of dominace? There is no white in this build but there is dismember in the board so while it'd only save one life per mana but still better then casting it with talisman of progress.
2) Why squelch over trickbind? is it the draw a card?
3) what's with the oboro? is it just a land that can protect itself? obviously I'll tweak the SB for the expected meta, but otherwise I was looking to start with this main deck.
but to use muddle the mixture to get one means your at best dropping erasure t2, transmute for Quiet Disrepair T3, cast it T4, gain t5 any good burn deck should have you dead by turn 5.
I also like Elvish spirit guide. gives you a much higher chance of a turn 2 kill. I ran one for a while that was basicly 10 land stompy infect and it was doing pretty good for me. though I'd have to tweak the list because I built it for legacy (had 8 uncommons I'm sure I could cut 3 and still have decent results.)
Also for mono-green infect I found if you really don't want 3 cost creatures running commune with nature can function in a pinch.
Now assuming you want this to be pauper (all commons) then I'd say go faceless butcher, and use the nightmare effect to RFG a creature for good (sac the butcher in response to his enter the field trigger and the target is permanently removed.), but assuming you want some one who will stay on the field longer, go with Festering goblin. Of course these are to replace marauder who is uncommon. for your build I'd also say drop the rakdos lands and up your fetches to 6 then run 2-4 copies of grim discovery as it will not only bring back your creatures but let you get more land.
I just have a few questions.
1) Why talisman of progress over talisman of dominace? There is no white in this build but there is dismember in the board so while it'd only save one life per mana but still better then casting it with talisman of progress.
2) Why squelch over trickbind? is it the draw a card?
3) what's with the oboro? is it just a land that can protect itself? obviously I'll tweak the SB for the expected meta, but otherwise I was looking to start with this main deck.