http://media.wizards.com/images/magi...sz5kng1_en.jpg
This guy seem decent,although nothing special, 3cc for 2/3 infect isn't that bad.
Assault Strobe R
Sorcery
Target creature gains double strike until end of turn.
Hah, they did it, they made a 1cc Infect artifact.![]()
May your suffering equal your weakness--Ihsan's Shade
Heh, I had not noticed there was a thread already for this. Cool Seems we're on the same track, though this one is practically putting itself together.
Here's what I have so far. Keep in mind this is my first draft and I haven't tested it at all.
2 Pendlehaven
2 Bayou
4 Verdant Catacombs
2 Wooded Foothills
1 Taiga
1 Badlands
2 Gemstone Caverns (probably needs to go to 4)
4 Elvish Spirit Guide
4 Plague Stinger
4 Ichorclaw Myr
4 Vector Asp
3 Blight Mamba
4 Necropede
4 Thoughtseize
2 Cold eyed Selkie
2 Groundswell
4 Might of Old Krosa
4 Invigorate
4 Berserk
3 Assault Strobe
I spread the Zerk effects out to 7 and pump4 effects to 10 spells so it's a little lopsided, but I think it may work. I'll have to play with it some before I get the numbers right in there for that. I might want another assault Strobe, but casting a red spell out of the deck might be tricky.
I just plain didn't have enough black spells to support Unmask in the end, though I desperately wanted it in this deck. Rouse is an interesting idea since it ups the black count. I may have to play around with that idea since Unmask would be amazingly good in this style of deck.
These are my tossed cards list.
Unmask - not enough black sadly.
Swarmyard - I'm using a really tight manabase so I didn't think I could get away with it. Great trick though.
Swamp Mosquito - It is a nice little guy to finish people off even if it doesn't do damage.
Vines of the Vastwood - I tried this card in regular Green stompy and it became a love/hate relationship. you love having it for the random Swords that comes eventually for your guy, but hate how it turns off Berzerk.
Simian Spirit Guide - Might be a consideration especially since Assault is red.
Dark Confidant - I really like the idea of this guy in there. Might replace Selkie. I haven't tested either yet.
Bounty of the Hunt - Free spells are always good. It just wasn't a one shot kill with Zerk stuff so I tossed it.
Goyf - Amazingly good card, but goes against the theme pretty hard. Not going for a damage kill, though he may be a consideration later if the infect guys are just too weak. Confidant would probably go in first though.
Rancor - another card I really wanted, but it's just half as slow as a +4 pump so it went to the wayside. Might come back later if I keep seeing a need to use the wither part of infect more. there are a lot of creatures out right now.
Livewire Lash - 2 Artifact equipment
Equipped creature gets +2/+0 and gains "Whenever this creature becomes a target of a spell, this creature deals 2 damage to target creature or player." Equip 2
I thought about this one and decided it was too slow also. Now for standard I might play this. It's a pretty nasty trick.
The fact that you can get blown out by a Stifle or waste is a definite problem so I may have to raise the counts a lot. Bah, this deck wants so much good stuff. I'm probably going to have to up the land count anyway since its seriously, seriously greedy, but it is an all-in type of deck. Nice part is you can sub in ravnica duals if you like since you could care less about life totals. It's going to be over in 3-4 turns anyway one way or the other.
Wish my pre-orders would come in quick, I hate making this many proxies. I think this has promise though it still has the eternal problem of getting owned by a swords. Might have to add a couple of Duress or really work on getting Unmask in.
I've been looking at this deck, and it seems interesting.
I have a U/G Infect list that seems pretty decent on paper:
4 Misty Rainforest
3 Tropical Island
4 Polluted Delta
4 Island
5 Forest
4 Noble Hierarch
4 Blight Mamba
4 Cystbearer
4 Thrummingbird
4 Turn Aside
4 Steady Progress
4 Ichorclaw Myr
4 Darksteel Axe
2 Infiltration Lens
2 Whispersilk Cloak
4 Invigorate
Card choices
Whispersilk Cloak - Unblockability is pretty good, I hear.
Darksteel Axe - Indestructible equip with a power boost. Seems pretty good, from what I hear.
[cards]Turn Aside[cards] - stops things going Farming or Walking.
Infiltration Lens - seems like a pretty harsh choice between being poisioned to death, or letting me draw some cards.
Optional others
Berserk - power-doubling and Trample. 'Nuff said.
Grafted Wargear - potent p/t boost. Its bigger and uglier cousin Grafted Exoskeleton could go in, but the cost seems especially high.
Why draw cards if you can just kill him for one less mana with Distortion Strike?
Just a heads up, as Vines give your creature Troll-Shroud, so it doesn't actually turn off any Berserk effect. Which is why I think Vines is pretty good in this deck, protect a guy from a removal, give it +4/+4, and if you add Berserk, it's 10 poison counters right there.
lol, I had never noticed that before. I had played the card incorrectly all that time? I really had never looked at it that closely. I'm kind of blind and play by picture. I will definitely use it then as a 4 of. Guess it's an easy cut of -2 Groundswell and -2 Might of Krosa for 4 of them. That will make you feel dumb.
...why not have the mana base simply be pure fetches and 4 tropical island, bayou, underground sea? The only way I see this working is if you can manage to turn it into a turn 3 or turn 2 kill. Evlish Spirit Guide may also be wanted- free mana... speed up tempo... lotus petal maybe? tutors... so forth...
nvm.
We do have the option to go monogreen, just saying.
Green and artifact has plenty of infect guys now. Lots of pump. Pendelhaven. Rancor. ESG and even Selkie.
What's the real benefit of going to all basics especially in the one I listed? Ok, you've shored up your weakness to Wasteland. If you went first, you already cast a turn 1 dude or you should have mulliganed that hand. They waste a land. Cool, I play another and kill them. GG. It really doesn't make that much of a difference. I'm going to have some combination of +4 effect / Zerk effect in hand and only going to need 2 mana, one of which can come from a spirit guide or is free. It's redundancy that's going to make this deck work. You can't afford to go into the long game or even the mid game with a bunch of overly weak creatures and giant growths. It's why I don't even bother with things to play around Blood Moon. It will take some testing, but I doubt it's going to matter.
One cool thing I found with this deck is you get to play this for enchantment removal. Reverent Silence That's a nice bonus for an aggro deck.
Here's a suggested mono-G list:
Land:
14 Forest
2 Pendelhaven
2 Oran-Rief, the Vastwood
4 Verdant Catacombs
Creatures:
4 Blight Mamba
4 Ichorclaw Myr
4 Necropede
2 Corpse Cur
4 Cystbearer
Pump:
4 Rancor
4 Seal of Strength
4 Invigorate
4 Vines of Vastwood
4 Scent of Ivy
2 Concordant Crossroads
No Berzerk though? It's mono-G, that one should be an auto include no matter what. That and Might of old Krosa since it provides one more power than Seal. Scent is interesting, though I remember playing with those back in saga block and they always went kind of meh after a couple of turns in an aggro deck, never liked them much.
Reckless charge would be ok if I was in red more. I'll keep it in mind if I shift over to that color more. I didn't want to splash too far off base since wastelands do still suck and I only ran one Taiga to fetch up.
Berserk would probably only go in the Crossroads slot. Might is marginally worse than Seal here because Seall allows you a first-turn drop.
I'm considering removing four Forest for Chrome Mox. What do you think of that change?
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