I. Overview
II. Core Deck List
III. Card Choices
IV. Sideboard Options
V. Sideboarding Strategies
VI. Priceguide
VII. Awesome Links
VIII. Infect in action
Original Infect thread: http://www.mtgthesource.com/forums/s...232-U-G-infect
I. Overview
UG Infect is based on the Infect mechanic, first introduced in the Scars of Mirrodin Block that focuses on giving the opponent 10 poison counters to win the game. It is an aggro-combo deck that utilizes small creatures with Infect and pump spells to win, which can happen as fast as the second turn. The creatures in the deck are all 1/1, that you're trying to pump with spells and exalted triggers. While it can play the long game if needed, the deck is aiming to kill as quickly as possible. We do this by playing the most efficient pump spells available to us.
The aggro part of the deck mostly comes from green spells: all pump spells and (almost) all creatures are green. Blue makes sure we have a fighting chance to combo and to protect our small (vulnerable) creatures. The deck does contain blue creatures and also green provides some interactions to provide protection.
Poison counters have existed in Magic since the Legends expansion, although only two cards where printed that actually used them: Pit Scorpion and Serpent Generator. While those cards have never seen competitive play, a few more cards with poison counters have been printed in The Dark expansion set and the Mirage block. In the Time Spiral block, the poisonous mechanic was introduced, but was mostly used in casual or rogue Sliver decks in the form of Virulent Sliver as an alternative win condition. The Homelands expansion has the only card that gets rid of poison counters: Leeches. Finally, when Scars of Mirrodin block got printed, Legacy received the tools necessary to start playing this wonderful mechanic.
One of the most notable players of this deck is Tom Ross, who won the SCG Invitational on 8/29/2014.
II. Core Deck List
Creatures
4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
Spells
4 Brainstorm
1 Ponder
3 Daze
3 Force of Will
0-2 Spell Pierce
0-1 Stifle
2-3 Gitaxian Probe
2 Berserk
4 Invigorate
4 Vines of Vastwood
0-1 Become Immense
0-1 Green Sun's Zenith
1-2 Crop Rotation
Lands
0-1 Dryad Arbor
1-2 Pendelhaven
4 Inkmoth Nexus
1 Forest
3-4 Tropical Island
0-1 Savannah
1 Wasteland
8 fetchland
III. Card Choices
Creatures
Blighted Agent: Our only creature that does not care about the creatures of your opponent. This creature is a must-answer for most fair decks.
Glistener Elf: Simple 1/1 Infecter that enables our turn two wins.
Noble Hierarch: Noble Hierarch has quickly been adopted as 4-of in this deck, since it's amazing. It accelerates our mana development, allowing us to play more pump spells and it pumps our infecters, while also adding protection against Liliana of the Veil.
Pump Spells
Berserk: Berserk is one of the most important pump spells in the deck, but only powerful in combination with another pump spell. It gives our creature trample and doubles the creature's power. It also doubles as a removal spell of your opponent's creatures. This cards was actually banned in Legacy from 1994 to 2003!
Invigorate: Invigorate is our most efficient pump spell, since we can cast it for free. It gives our creature +4/+4 and our opponent 3 life which we do not care about.
Vines of Vastwood: Vines can give our creature +4/+4, but also often is used as protection spell for our creature in response to a removal spell. It can also be used to prevent an opponent from equipping his own creature. Remember that Vines does not actually give hexproof, but protection from spells or abilities your opponents control.
Become Immense: BI can pump your creature to a 7/7 for a single mana. The Delve on the card is quite easy to achieve, and even when you're not able to delve 6, giving your creature this kind of boost is still amazing for 2 or 3 mana in a single spell and is usually a must-answer for your opponent.
Other Spells
Brainstorm: Arguably the best Legacy staple. Draw three cards, put the two worst ones back and crack your fetchland to shuffle those two awful cards away.
Ponder: Look at the three top cards, keep one or shuffle those three awful cards away.
Force of Will: Important Legacy staple in most (all) blue decks. While most decks run a playset, we usually only run three.
Daze: "free" counterspell for early removal.
Gitaxian Probe: Mainly used to see if the coast is clear and making the deck "smaller".
Crop Rotation: Sac your land in response to their Wasteland, sac your land to find Inkmoth Nexus if you don't have a creature, find your single Wasteland to take care of their problem land, get Dryad Arbor in response to Liliana's sac ability or find your Pendelhaven for that additional damage. Also finds Karakas or Bojuka Bog after sideboarding.
Green Sun's Zenith: Find your creature or Dryad Arbor.
Lands
Dryad Arbor: Mainly used to negate Liliana's sac effect or surprise chump block. If you run Green Sun's Zenith, you can also use it as mana acceleration.
Wasteland: Take care of that pesky land. Grove of the Burnwillows or Tabernacle are great targets.
Inkmoth Nexus: For many decks the hardest card to interact with, especially decks that do not run Wasteland. Gets around Liliana of the Veil, Maelstrom Pulse and Abrupt Decay.
Pendelhaven: All your creatures are 1/1, so this card really found a home to shine in. Don't forget that a 1/1 creature with Pendelhaven is a 5 turn clock. Add a Hierarch and you have a 4 turn clock!
IV. Sideboard Options
These cards are common sideboard cards used in UG Infect decks. A few are metagame choices, others are mandatory.
Bojuka Bog
Flusterstorm
Force of Will
Grafdigger's Cage
Karakas (mandatory)
Krosan Grip (mandatory 2x)
Nature's Claim (mandatory)
Necropede
Piracy Charm
Pithing Needle
Rest in Peace (only if you splash white)
Spell Pierce
Spellskite
Submerge
Swords to Plowshares (only if you splash white)
Sylvan Library (mandatory)
V. Sideboarding Strategies
For sideboarding I would strongly advise to read Tom Ross' article The Ultimate Guide To Infect.
VI. Priceguide
These are the prices of the most common UG Infect cards. For the most current prices, click on the link of each card. High - Mid - Low according to MTGStocks.
Blighted Agent $1.15 $0.27 $0.13 Glistener Elf $1.30 $0.29 $0.12 Noble Hierarch $83.88 $72.75 $64.98 Brainstorm $2.49 $0.99 $0.20 Ponder $1.99 $0.92 $0.65 Daze $5.49 $3.08 $1.84 Force of Will $128.25 $85.99 $72.75 Spell Pierce $3.29 $2.19 $0.98 Stifle $24.99 $7.36 $4.89 Gitaxian Probe $3.00 $2.16 $0.48 Berserk $79.99 $58.23 $51.73 Invigorate $1.98 $0.75 $0.45 Vines of Vastwood $2.99 $1.89 $1.25 Become Immense $3.00 $1.11 $0.59 Green Sun's Zenith $9.99 $5.12 $3.99 Crop Rotation $1.99 $0.53 $0.33 Dryad Arbor $7.98 $6.00 $4.74 Pendelhaven $5.24 $4.42 $2.90 Inkmoth Nexus $14.99 $9.52 $7.00 Tropical Island $500.00 $200.00 $150.00 Savannah $180.00 $79.22 $60.96 Wasteland $200.00 $77.58 $62.01
To compare, Tom Ross' 1st Place SCG invitational deck costs: $3247.69 - $1449.96 - $1100.21 (source: http://mtgstocks.com/decks/77478)
VII. Awesome Links
The Ultimate Guide To Infect by Tom Ross
Boss Sligh & Bant Infect by Tom Ross
The Grind: Decision Making With Infect
VIII. Infect in action
SCG Open Atlanta - March 2nd, 2014
Quarterfinals: Tom Ross vs. BBD (Miracles) - https://www.youtube.com/watch?v=lN88M9bL9M8
SCG Invitational - April 2nd, 2014
Round 10/16: Tom Ross vs. Ross Merriam (Elves) - https://www.youtube.com/watch?v=k6qcZy1RhYY
SCG Invitational - August 31st, 2014
Finals: Reid Duke (Miracles) vs. Tom Ross - https://www.youtube.com/watch?v=ujNcDm8FQSU
SCG Invitational - August 31st, 2014
Quarterfinals: Jared Boettcher (SnS) vs. Tom Ross - https://www.youtube.com/watch?v=K8TI1zGua1Y
SCG Invitational - August 31st, 2014
Round 3/16: Tom Ross vs. Gerry Thompson (Shardless BUG) - https://www.youtube.com/watch?v=Td5arSRG2PA
SCG Open Atlanta - September 14th, 2014
Semi-finals: Todd Anderson (Infect) vs. Brad Nelson (Infect) - https://www.youtube.com/watch?v=4IsQC9CxMjE
Last edited by Cybey; 04-26-2017 at 08:30 AM.
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I noticed this version of UG Infect winning an SCG Qualifier:
4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
2 Berserk
4 Brainstorm
4 Daze
4 Force of Will
4 Invigorate
4 Vines of Vastwood
3 Treasure Cruise
4 Gitaxian Probe
1 Forest
1 Pendelhaven
1 Windswept Heath
4 Inkmoth Nexus
4 Misty Rainforest
4 Tropical Island
4 Verdant Catacombs
Most notably are the full playset Force of Will and Daze and the 3 Treasure Cruise.
Have other people experimented with such a setup?
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// Deck: Infect (60)
// Lands
1 Forest
4 Inkmoth Nexus
1 Pendelhaven
1 Savannah
3 Tropical Island
4 Verdant Catacombs
1 Wasteland
4 Wooded Foothills
// Creatures
4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
// Instants
2 Berserk
4 Brainstorm
2 Crop Rotation
3 Daze
1 Dig Through Time
3 Force of Will
4 Invigorate
2 Spell Pierce
4 Vines of Vastwood
// Sorceries
3 Gitaxian Probe
1 Ponder
// Sideboard
SB: 1 Force of Will
SB: 1 Karakas
SB: 2 Krosan Grip
SB: 1 Nature's Claim
SB: 2 Necropede
SB: 1 Piracy Charm
SB: 2 Rest in Peace
SB: 2 Submerge
SB: 2 Swords to Plowshares
SB: 1 Sylvan Library
This is what I've been playing lately. I think crop rotation is too powerful to not be playing. Treasure cruise is powerful but the deck wants certain pieces, not card count. The dig through time in my list usually allows me to win the game that turn. You can also cast it mid combat after your pump spells have been countered (if you didn't have enough to delve with them on the stack) to find more. I've aggressively filled my yard with crop rotation finding a fetch and fetching. Sometimes I just use it as a test spell when I have the win in hand. Overall, I've been very pleased with the one of Dig Through Time but I would be hesitant to play more
I didn't choose the Jund life, the Jund life chose me.
I find the UU for Dig Through Time is a bit prohibitive in a deck with 5 colorless lands, a Forest and a Pendelhaven.
Treasure Cruise isn't just about card count, often times its about rebuilding resources. This deck doesn't need specific cards to win. We're content to grind it out and typically lose when we run out of resources. It's also much easier to play multiple Cruises in a game, because of the additional card count. Treasure Cruise feels a lot like Sylvan Library; it's tough to lose once it resolves.
Also, Crop Rotation is quite good with the delve cards.
I'm running 4 Treasure Cruise and it's stupid.
The double UU is why I only run a singleton. The only cards I could cut for cruise would be the countermagic and I'd rather keep it to fight combo decks seeing as infect is strong against the midrange decks and doesn't need to try to out card them
I didn't choose the Jund life, the Jund life chose me.
I haven't tried the Cruises yet, but I'm planning on testing them. Hardest thing to do is choosing which spells to cut. I guess I can cut a probe, but what else? Testing will (hopefully) give me the answers.
Today I've tried in a local tournament (27 people) to cut green sun zenith and dryad for treasure cruise and seems good
http://sales.starcitygames.com//deck...p?DeckID=74778
Both the Elves decks in tonight's top 8 play 1 Melira out of the board. Don't let those Glimpe for 2's resolve, guys.
Ive been trying this list:
12 creatures
19 lands
10 pump
4 bs
4 ponder
4 probe
3 TREASURE CRUISe
I wouldn't play this deck without the permission but that's just me
I didn't choose the Jund life, the Jund life chose me.
With everyone else jumping on board the Delve-cestral Recall bus, is the white splash version better now because it has Rest In Peace? Blanking your opponents goyfs and Treasure Cruise's seems pretty good. That's a potential 4-8 cards in their deck that now do nothing.
before khans i was running maindeck 3 needles, and giving me success over a meta filled with sfms/jittes/wastelands
last week where i top 8ed, i tested 1 cruise main and i think i wanted more..
last sunday when i 4-0ed a small tourney, 2 cruises was the difference... gave me my much needed boosts mid game. TC is just very good here! especially with crop rots coz it fills our GY early..
that's why i cut number of probes over croprots, giving us an EOT inkmoth or tapping a pendel and searching for another pendel vs forked bolts or zealous is insanely good!
my list:
19 lands (1forest/8fetches/2pendels/4trops/4inkmoths)
12 crits (4nobles/4blighteds/4glisteners)
29 spells (4 each of fows/vines/invigorates/bstorms....2 probes/2tc/2croprots/2berserks/2needles...3dazes
the only matchup i worry bout are decks with grims/jittes/reanimators...i added another copy of berserk for my unfair matchup, coz im confident i can go faster vs them.
maindeck needle was a bonus too vs SnTs, and probing then needling fetches are a bonus too! i will look for another spot to include back the 3rd copy.
helpers:
2 beb/2pierces/2necropedes/2surgicals/2tormods/1naturalize/1claim/2grips/1berserk
didnt carry any creature hate, and my artifact hate are variables so i have lots of outs vs a resolved chalice 1.
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Commission Status: FULL!!! Commission Line to open: 2019
I'm reading the recent Tom Ross SCG article where he goes into side boarding. It is super helpful but I'm having trouble with the one aspect he doesn't cover, what to take out. Anyone have some insight there? Especially with the white splash list. I am for sure not playing my SB optimally right now.
Hello, I'm new with UG infect. Yesterday I played this deck for the first time at tournament, went 3:1, beat ur delver, bug delver, ant and loose to dark maverick due to budget, greed and misplay.
decklist:
19 lands
---------
2x pendell
8x fetch
4x trop
1x forest
4x inkmoth
12 creatures
------------
4x agent
4x noble
4x glistener
29 noncreature spells
--------------------
1x pierce
4x fow
3x daze
2x crop rot
3x ponder
4x brainstorm
2x gitaxian probe
2x become immense (will be berserk)
4x invigorate
4x vines of vastwood
sb:
3x pierce
3x needle
1x wasteland
1x bojuka bog
2x surgical
1x krosan grip
2x natures claim
2x submerge
Immense won me one game where berserk would not, but also loose one game to resolved teeg with immense in hand, card is not bad, but I would prefer 2x berserk for more explosive hands and would like to play some treasure cruises too. Still not sure about treasure cruise in this deck, read this: http://www.reddit.com/r/MTGLegacy/co...easure_cruise/
"[–]Youtube_Money
I won an IQ last weekend playing UG Infect with 3 Treasure Cruise main and the fourth in the sideboard.
Long story short, the card is NOT GOOD in Infect. I cast it one time in 6 played rounds, and it was Force'd. I also pitched it to Force once. I essentially boarded them out every game I could and replaced them with the cheap interactive spells I had cut for them.
I still think Treasure Cruise is the most important card to hit the format since DRS and Decay. It seems excellent in many flavors of Delver and Stoneblade. I'm still very high on the card, though I most likely won't play it in Infect ever again.
[–]notaprisonerTeeg is my homeboy
I still think Treasure Cruise is the most important card to hit the format since DRS and Decay. It seems excellent in many flavors of Delver and Stoneblade. I'm still very high on the card, though I most likely won't play it in Infect ever again.
I agree with this. However, while a stoneblade deck with it would be good, there's little reason to bother with the slower SFM plan when you can just play Delver and bash.
[–]UnconfidenceEsper Control - U/G Infect
Yeah, I would definitely not put it into my U/G Infect deck. It's just far too slow."
I was a fan of Dig Through Time as a one of until recently. I was running a dig, 3 probes, and a ponder. I decided to cut the dig and a probe for 2 more ponders and it's been great
I didn't choose the Jund life, the Jund life chose me.
I am trying out three Treasure Cruise in the deck and it's been mostly positive. On one hand if we're setting up for the fast kill it doesn't do too much and this deck doesn't fill the graveyard very quickly if things are going well. It has definitely saved me a few times in the grindier games, though. Also a lot of the time in the grindy games where they manage to kill a few of our guys I end up with a lot of lands and can Cruise without delving the full seven. Maybe two is the right number but I really can't imagine that zero of Cruise/Dig is correct.
As far as Cruise vs. Dig goes I'm going to going to replace two of the cruises with Dig Through Time and see how it feels. Whiffing on Cruise when looking for a pump spell is pretty bad.
Here is my current list. I have kept the Crop Rotation package for flexibility and because it helps to fill the graveyard quickly. I am interested in trying the white splash but I don't think I'd bring the Rest in Peace in vs. non-BUG tempo decks. I think we should be trying to outrace and out-maneuver UR Delver instead of turning off their Cruises. They still have plenty of cantrips, removal and speed if we manage to blank those four cards.
* 19 lands
1 - Forest
3 - Tropical Island
9 - Green Fetches
4- Inkmoth Nexus
2 - Pendelhaven
* 12 creatures
4 - Glistener Elf
4 - Blighted Agent
4 - Noble Hierarch
* 29 spells
3 - Gitaxian Probe
1 - Ponder
4 - Brainstorm
3 - Treasure Cruise
3 - Daze
2 - Force of Will
1 - Spell Pierce
2 - Crop Rotation
4 - Invigorate
4 - Vines of Vastwood
2 - Berserk
* sideboard
1 - Bojuka Bog
1 - Wasteland
1 - Blue Elemental Blast
1 - Flusterstorm
1 - Piracy Charm
1 - Spell Pierce
1 - Nature's Claim
1 - Null Rod
1 - Submerge
2 - Krosan Grip
2 - Necropede
2 - Force of Will
I would love to get more permission in the maindeck but I'm not sure what to cut. Daze is great but even another Force might be nice to have in the main.
last sat where i run 3 TC main, 11 games total and all it did significantly was to be fow pitched...
with the rise of urcruise (forked bolts) and meta will pack hate vs 1 toughness hordes.. uginfect will definitely be affected.
the game plan is to go off early, by the time we Tcruise, the game state should already have a clear view if we'll win or lose.
decided to cut number of cruises for more relevant spells i can execute early on..
(i'll test this list further this weekend before the major tourney on Nov16)
crits (12)
4 each = nobles, blighteds, glisteners
lands (19) i like the 9 fetch/3 trops posted ^, and i will try that
4 inkmoths/4trops/1 forest/ 2 pendels (mvp vs forked bolts, zealous, toxic) 8 fetches
spells (29)
4 fows
4 dazes (loaded counters for more crit protection/connect early with invi/berserk/defense vs opposing combo decks
4 bstorms
1 treasure cruise
1 ponder
2 probes
2 crop rots (my favorite card in this deck!)
4 invigorates
4 vines
2 berserks
1 groundswell (was the 3rd berserk, but sometimes i really like that addtional pump, especially crit toughness pump)
SB
2 kgrips
1 naturalize (i dont carry claim, as it has no app vs cbtop/chalices for 1...might switch this to a 3rd grip
2 surgicals
1 tormods
1 relic progenitus
1 mizzium skin
2 bebs
1 pithing needle
1 necropede
1 sylvan lib
2 pierces
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Commission Status: FULL!!! Commission Line to open: 2019
Hi,
I'm fairly new to Legacy, but I'm going to put up my sideboarding list for this deck. I use Brad Nelson's deck, found here: http://magic.wizards.com/en/articles...ect-2014-09-19
Any help/advice/insight would be great.
My biggest questions with sideboarding are a) when to side out Force of Will. Should I always be leaving in some number? b) Am I siding out Crop Rotation too much?
After getting recommendations, maybe we can fix this list and post it? Also, does anyone know Brad Nelson and want to direct him here? That would be amazing!
UR Delver
+1 Krosan Grip (I bring this in for Blood Moon and go up to 2 if I see it. Also good against Needle)
+1 Spellskite
+2 Blue Elemental Blast
+1 Sylvan Library
+1 Flusterstorm
-3 Force of Will
-2 Crop Rotation
-1 Glistener Elf
Does anyone side in Sylvan Library here (or against all Delver variants), as Delver is the control player?
RUG Delver
+1 Krosan Grip (I bring this in for Blood Moon and go up to 2 if I see it. Also good against Needle)
+2 Submerge
+1 Spellskite
+2 Blue Elemental Blast
+1 Flusterstorm
-3 Force of Will
-2 Crop Rotation
-1 Glistener Elf
-1 Ponder
BUG Delver
+2 Submerge
+1 Flusterstorm
+1 Sylvan Library
-1 Crop Rotation
-3 Force of Will
UWR Delver
+2 Krosan Grip
+1 Nature's Claim
+1 Spellskite
+2 Blue Elemental Blast
+1 Flusterstorm
-3 Force of Will
-2 Crop Rotation
-1 Ponder
-1 Gitaxian Probe
4c Delver
+2 Submerge
+1 Spellskite
+2 Blue Elemental Blast
+1 Flusterstorm
-3 Force of Will
-2 Crop Rotation
-1 Glistener Elf
UWR Miracles
+2 Krosan Grip
+2 Blue Elemental Blast
+1 Sylvan Library
-3 Daze
-1 Ponder
-1 Force of Will
Elves
+2 Submerge
+2 Grafdiggers Cage
+1 Force of Will
-3 Gitaxian Probe
-2 Crop Rotation
..some Dazes could come out on the draw?
Sneak and Show
+1 Krosan Grip
+1 Force of Will
+2 Blue Elemental Blast
+1 Flusterstorm
-2 Crop Rotation
-1 Ponder
-2 Vines of Vastwood
Mono Red Sneak Attack
+2 Krosan Grip
+1 Nature's Claim
+2 Blue Elemental Blast
+1 Force of Will
+1 Karakas
-3 Gitaxian Probe
-1 Stifle
-3 Daze
Burn
+1 Force of Will
+2 Blue Elemental Blast
+1 Spellskite
-3 Gitaxian Probe
-1 Stifle
Infect
+1 Sylvan Library
+1 Spellskite
+1 Nature's Claim
-3 Force of Will (on play)
-3 Daze (on draw)
Lands
+1 Nature's Claim
+1 Krosan Grip (side the 3rd if you see Chalice or Sphere)
+1 Karakas
+1 Bojuka Bog
+1 Sylvan Library
+1 Force of Will
+1 Submerge (on draw)
-3 Gitaxian Probe
-3 Daze
-1 Spell Pierce (on draw)
Tezzerator
+1 Nature's Claim
+2 Krosan Grip
+1 Sylvan Library
+1 Force of Will
+1 Bojuka Bog
on play
-3 Gitaxian Probe
-1 Stifle
-1 Ponder
on draw
-1 Stifle
-3 Daze
-1 Gitaxian Probe
Death and Taxes
+2 Krosan Grip
+1 Nature's Claim
+1 Karakas
+1 Sylvan Library
on play
-3 Force of Will
-2 Gitaxian Probe
on draw
-3 Daze
-1 Spell Pierce
-1 Force of Will
Deathblade
+2 Krosan Grip
+1 Nature's Claim
+1 Sylvan Library
-2 Crop Rotation
-2 Force of Will
Esper Stoneblade
+2 Krosan Grip
+1 Nature's Claim
+1 Sylvan Library
-2 Crop Rotation
-2 Force of Will
Shardless BUG
+2 Submerge
+1 Sylvan Library
-3 Force of Will
ANT
+2 Blue Elemental Blast
+1 Force of Will
+1 Flusterstorm
+2 Grafdigger's Cage
+1 Bojuka Bog
-4 Inkmoth Nexus
-3 Vines of Vastwood
Belcher
+2 Blue Elemental Blast
+1 Force of Will
+1 Flusterstorm
+1 Spellskite
-2 Crop Rotation
-3 Gitaxian Probe
Dredge
+2 Krosan Grip
+1 Nature's Claim
+1 Bojuka Bog
+2 Grafdigger's Cage
on play
-3 Force of Will
-1 Stifle
-2 Daze
on draw
-3 Daze
-1 Stifle
-2 Force of Will
Merfolk
+2 Krosan Grip (if you think they have Jitte)
on play
-1 Stifle
-1 Force of Will
on draw
-1 Stifle
-1 Daze
High Tide
+1 Force of Will
+1 Flusterstorm
-2 Crop Rotation
OmniTell
+1 Force of Will
+1 Flusterstorm
-2 Crop Rotation
Jund
+1 Bojuka Bog (if Punishing Fire)
+1 Spellskite
+1 Blue Elemental Blast (if Bloodbraid Elf)
+1 Sylvan Library
+2 Submerge
-3 Gitaxian Probe
-3 Force of Will
Imperial Painter
+2 Blue Elemental Blast
+2 Krosan Grip
+1 Nature's Claim
+1 Force of Will
on play
-3 Gitaxian Probe
-2 Crop Rotation
-1 Daze
on draw
-3 Daze
-2 Crop Rotation
-1 Gitaxian Probe
Reanimator
+1 Force of Will
+1 Flusterstorm
+2 Grafdigger's Cage
+1 Bojuka Bog
+1 Karakas
-4 Inkmoth Nexus
-1 Ponder
-1 Vines of Vastwood
Metalworker
+2 Krosan Grip
+1 Nature's Claim
+1 Force of Will
+1 Bojuka Bog
-1 Stifle
-3 Gitaxian Probe
-1 Vines of Vastwood
Nic Fit Recurring Nightmare
+2 Krosan Grip
+1 Nature's Claim
+1 Spellskite
+1 Sylvan Library
+2 Grafdigger's Cage
+2 Submerge
+1 Bojuka Bog
-3 Force of Will
-3 Gitaxian Probe
-3 Daze
-1 Ponder
Mono Black Pox
+1 Sylvan Library
+1 Flusterstorm
+1 Nature's Claim
+1 Krosan Grip
-1 Stifle
-3 Gitaxian Probe
Unless Treasure Cruise will be banned, I think UG infect is almost unplayable in today's meta. We have negative matchup against UR delver, and sideboard strategy against young pyromancer is very effective against us. Every one is playing cards like forked bolt, grim lavamacer, darkblast, jitte, blood moon, golgari charm etc.
Im definitely happy, that I didnt purchase my berserks yet.
What is your experience?
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