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Thread: [Deck] U/G Infect

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    Re: [Primer/Deck] U/G Infect

    Quote Originally Posted by Deckerator View Post
    I found the following sideboard tech at the first page last year.
    Is this the way we should board? Instead of boarding out stifle, what would you board out?
    Side boarding is difficult because Infect tends to be a pretty tight list with variability on maybe 5-6 cards at most between any given list. The only cards I would never side out are Invigorate, Berserk, and Brainstorm. Everything else can leave the deck in some matchup or another.

    -The distinction between the play and the draw with this deck is pretty huge. Daze, Stifle, and Wasteland all become significantly worse on the draw, you'd only leave all three of these in post board against hard combo decks.
    -Our Infect Threats all do different things. Think about what removal you're up against and consider boarding out based on whatever answers they bring in.
    -Delve cards are strong, but they definitely come out against quicker matchups. The exception is if you're siding in another Crop Rotation, or if you're already playing 2 in the main.
    -Force of Wills come out against fair decks.
    -Invigorates always stay in. They're by and far the best pump spell in the deck, and go a long way to enabling the one shot kill.
    -Berserks also stay in. Don't be afraid to use them on unflipped Delvers or low power Goyfs, your opponents can't win if they can't pressure your life total.
    -Vines of Vastwood can come out against faster decks or decks without targetted removal.
    -Stifle gets significantly worse if your opponent is playing around it. If your opponent sees it, it's almost always right to side it out in the following games (exception is against something like ANT).
    -Crop Rotation has a lot of flexibility, but is a blowout if it doesn't resolve. Consider taking this out against counter-heavy decks.
    -Gitaxian Probe isn't always useful. Think about the life versus the information when deciding to keep this in (Do you really need to know what spells Burn has in hand?)

    Here's a couple of sideboard plans. For reference, my 75:

    12 Creatures
    4x Noble Hierarch
    4x Glistener Elf
    4x Blighted Agent

    29 Non-Creature Spells
    4x Invigorate
    4x Vines of Vastwood
    2x Berserk
    1x Become Immense
    1x Dig Through Time
    1x Crop Rotation
    1x Stifle
    4x Brainstorm
    4x Daze
    2x Spell Pierce
    2x Force of Will
    3x Gitaxian Probe

    19 Lands
    8x Green Fetchland
    4x Tropical Island
    1x Forest

    4x Inkmoth Nexus
    1x Wasteland
    1x Pendelhaven

    Sideboard
    2x Force of Will
    2x Submerge
    1x Piracy Charm
    1x Divert
    2x Krosan Grip
    1x Nature's Claim
    1x Sylvan Library
    1x Crop Rotation
    1x Bojuka Bog
    1x Karakas
    1x Pithing Needle
    1x Spellskite

    VS RUG:
    On the Draw

    Should come in
    +2 Submerge
    +1 Piracy Charm

    Situationally comes in
    +1 Divert (Ranges from a narrow Spell Pierce to a 2 for 1 on a removal spell and a threat)
    +1 Spellskite (Are they bringing in Artifact Removal? Spellskite is huge food for Goyf, think hard before bringing it in)
    +2 Krosan Grip (Blood Moon or Pithing Needles?)
    +1 Bojuka Bog (Slows down both Goose and Goyf)
    +1 Pithing Needle (Did you see a Lavamancer?)

    Cards to side out
    -2 FoW
    -1 Crop Rotation (Bad against Wasteland deck with counter magic)
    -1 Dig Through Time (Gets much worse in the face of Pyroblast and lack of Crop Rotation)
    -1 Glistener Elf (Good luck connecting with those)
    -4 Daze

    VS BUG Delver:
    On the draw

    Should come in
    +2 Submerge
    +1 Divert
    +1 Sylvan Library

    Situationally comes in
    +1 Spellskite (Makes Goyf bigger, but it's better against Disfigure than Bolt)
    +1 Piracy Charm (For Dark Confidant)

    Cards to side out
    -2 FoW
    -4 Daze (Especially bad against Deathrite Shaman)

    VS Miracles:
    On the draw

    Should come in
    +2 Krosan Grip
    +1 Sylvan Library
    +1 Pithing Needle
    +1 Piracy Charm (Peacekeeper feels bad. Also gets to hit Snapcaster and Clique. Also the dream of Piracy Charm in response to Miracle trigger with one card in hand.)
    +2 Force of Will (Miracles has a couple of high impact cards we need to stop, but the rest of the deck is pretty easy to deal with. As such, the card disadvantage from Force of Will hurts us less in this matchup.)

    Situationally comes in
    +1 Submerge (Peacekeeper feels bad. Do what you have to do to keep it off the field.)

    Cards to side out
    -1 Crop Rotation
    -3 Daze (Personal preference, I like this configuration because Daze has the upside of occasionally getting around CounterTop, while Spell Pierce almost never will. Also, very few people expect the Daze, and a singleton is easy enough to shuffle away with Brainstorm.)
    -1 Spell Pierce
    -1 Wasteland

    Situationally comes out
    -1 Blighted Agent (If you know they're playing Pyroblast effects, one of these guys can come out of the deck. The unblockable isn't as relevant in this matchup.

    Sideboard strategies On the Play are just abbreviated versions of sideboard strategies On the Draw.
    I may write up some more side boarding plans in the future, but this is exhausting and it's always going to be situational. There's no substitute for experience, so just play as many games as you can with the deck and test out what works best for you.
    Last edited by Jesture; 03-04-2015 at 12:31 AM.

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