[11] Infect and Poison

by Karplusan on 17 January 2017

Main Deck (62 cards)

Sideboard (13 cards)

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Deck Description

Strengths:
- Extremely Strong Burst
- Highly Underestimated
- Greatly feared deck
- Turn 2 win

Weakness:
- Weak to creature control (Which is why I have implemented hexproof)
- Needs at least 2 lands (Rare due to the 1/3 chance of pulling land)
- Only 16 creatures, which means that if they get rid of them, you're in trouble.
- If you draw no creatures or land, you're dead in the water.

How to Play

This deck is a fuel deck. Meaning you only have a few turns before you burn through all of your strength and burst. So you have to be careful. However, if you play it right, games will usually not last longer than 5 turns.

Turn 1:
a: Put down a forest
b: Play Glistener Elf.
Turn 2:
a: Put down a forest.
b: Attack with Glistener Elf
c: WAIT until they accept the damage of the attack (Let it through)
d: Play 2 Groundswells
e: Pay 2 life to play Mutagenic Growth
f: Your friend starts to swear at you and quits MTG altogether.

Seriously, it's that easy.
The main point of the deck is to get a creature through their defense and buff it up beyond imagination in order to deal a minimum of 10 infect damage to the enemy and win the game. The 4 Blighted Agents and 2+2 Artful Dodges/Distortion Strike help get through any creatures they may have.

Deck Tags

  • Poison
  • Infect
  • Green Blue
  • Strong Burst
  • turn 2 win
  • Cheap

Deck at a Glance

Social Stats

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Like

This deck has been viewed 729 times.

Mana Curve

Mana Symbol Occurrence

080031

Card Legality

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

Deck discussion for [11] Infect and Poison

Comments & Suggestions & Crticisms of any kind are all welcomed!

0
Posted 02 July 2018 at 10:11

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-4 Blight Mamba
-2 Ichorclaw Myr
-2 Revenge of the Hunted
-3 Rancor
-3 Wild Defiance
-3 Invigorate
-1 Distortion Strike
-6 Forest
-8 Island

+4 Noble Hierarch
+2 Become Immense
+3 Blossoming Defence
+2 Vines of Vastwood
+1 Dismember
+1 Mutagenic Growth
+1 Might of Old Krosa
+1 Groundswell
+2 Pendelhaven
+4 Inkmoth Nexus
+2 Breeding Pool
+1 Verdant Catacomb
+4 Wooded Foothills
+4 Windswept Heath

Having 8 fetch lands makes Groundswell more consistent and if you want the Turn 2 kill you described above, you need to play 4 Groundswell to have a higher chance of having 2 in your opening hand. Inkmoth Nexus is a great infect damage dealer that is a little harder to kill because it's a land on your opponent's turn. Passive pumps like Noble Hierarch and tapping for Pendelhaven can give you that 1 or 2 extra poison you need to kill your opponent so they should be auto-includes. It's also a plus that Hierarch is a mana dork for U & G. Blossoming Defense & Vines of Vastwood are great pumps that also offer protection from disruption. Invigorate is a great card but unless you're playing Vintage or Legacy, it's not legal. Revenge of the Hunted is a cool card but it kind of works against your strategy because it forces a block when you don't want your opponent to block. Rancor and Wild Defiance are both slow and Rancor doesn't pump or protect your creature enough to be worth the 1 mana cost. Remember, you're more than likely going to be operating on a 1-3 land mana base before you go for the kill. Any cards that cost too much for their worth slows your strategy down a lot. 8 fetchlands and 3 shocklands helps correct your mana base. You don't want to end up on an opening hand with 3 Islands and all green spells forcing you to mulligan. Hope that helps a bit.

0
Posted 02 July 2018 at 15:26

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Ok, i'll think about it. TXS
I changed a little bit:
+ 1x Groundswell
- 1x Ichorclaw Myr
+ 2x Inkmoth Nexus (expensive)
+ 4 Terramorphic Expanse
-3x Forest
-3x Island

0
Posted 03 July 2018 at 06:07

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