NP INFECT

by Breakboost on 05 May 2011

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Turn 2 Win with Vector Asp
5/5 Double strike infect

T1: Swamp Vector Asp
T2: Mountain, Tap swamp to Activate Vector Asp, -4 life for 2x Mutagenic Growth, Tap Mountain for Assault Strobe.
Hopefully this infect deck can Hold it's own in the long games.
Any suggestions for sideboard or mainboard?

Deck Tags

  • Other...

Deck at a Glance

Social Stats

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This deck has been viewed 1,280 times.

Mana Curve

Mana Symbol Occurrence

0018114

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for NP INFECT

I like how you've given Vector Asp more credibility as a usable card.

But on topic, I'd say more Crusaders and give consideration to dropping the Ferromancers. Your creature count is also a little low as far as I'm concerned so you would be relying on killing the opponent extremely fast before you run out of creatures, especially if they're using large scale destruction/removal methods like Tirel or DOJ.

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Posted 05 May 2011 at 23:09

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I am cutting the ferromancer and I will definately add more P. Crusaders. Between Inkmoth and the pump spells winning before turn 5 is not really a problem. I should probably main board more skittles for the rare chance that the game makes it to turn 5.

What do you think about contagion clasp and tumble magnets??
Also are there any other red infect creatures that you would consider for this deck?

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Posted 05 May 2011 at 23:33

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2 Skith is easily enough, any more and you risk dead draws.

Contagion clasp is too slow since you drop it turn 2 fastest then it's useless until turn 4 when you can proliferate. If you want to proliferate, consider the new 2R spell which is 3 damage then proliferate. Hits either a creature of a player. I personally adore the Razor Swine for its first strike, but other than that I think you're pretty much good to go.

Tumble magnet is nice, but your "control" element in R/B ought to be along the lines of killing whatever's on the table, not tapping it down.

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Posted 08 May 2011 at 14:05

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