the focus is on triggers not amount of life gained. rancor is there to get damage through so creatures can't be chump blocked.
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And did you ever consider running cavern of souls. Its stops blue decks from countering you creatures.
Beastmaster Ascension is ok but only if you attack a lot with a lot of creatures. It's about as useful as Druids' Repository. Quest for Renewal is great in any deck that has a nice amount of tapping creatures, regardless of why they tap. Why use Timberwatch Elf instead of Immaculate Magistrate?? She costs one more but her ability is permanent instead of til end of turn. And a great combo is Mercy Killings with her (or Timberwatch Elf for that matter). Mercy Killings kills target creature and gives it's owner 1/1 white/green elves equal to the killed creature's power. Boost their power with Timberwatch Elf or Immaculate Magistrate before Mercy Killing them to double the number of elves. I agree with PoetMaster-X. Norn's Annex is really outta place here Descendants' Path is much better because it allows you to flood the field with your elves. Since you're running Wellwisher, why not run Nissa Revane?? Just use her +1 that gives you 2 life for each elf. And if you're able to get her up to 7 you can bring out all your elves. And I would run Llanowar Elves in here. You don't have any 1 drops and speeding up your mana is never a bad thing.
You know tree of tales is banned right. Only the colorless artifact land is legal. All the others were banned.
I'd add Khalni Heart Expedition.
You could always run Coat of Arms.
elf or shaman. Any creature type it shares.
Then I'd run Joiner Adept over him still. All you lands can tap for any color. And costs the same amount. And if you ran Rootbound Crag you can still make your red. It's cheap right now. Less than $4.
Why run Quirion Elves and Arbor Elf over Llanowar Elf?? Arbor Elf is basically the same thing except going through the trouble untapping land instead of just creating the mana and Quirion Elves's first ability is worthless in a mono green deck so you're paying 1 extra mana for no reason. If you really wanna run Immerwolf and you need the red for that you're better of with rootbound crag. It doesn't even cost $4 right now. If anything you should run wolf-skull shaman. Trying to run another color just so half your creatures get +1/+1 isn't really worth it. There's much better synergy out there for elf wolf combos and it wont force you to use red. And why not run another drove of elves?? Having a hexproof Elf whose power and toughness are basically equal to the number of creatures you have since all your creatures are green and they're your only colored permanents other than Blanchwood Armor. I would also suggest running Elvish Archdruid. He taps for 1 green mana for each elf you control. The more creatures the more mana you get. Descendants’ Path is a new card coming out that would also work really well. At the beginning of your upkeep reveal the top card of your deck, if it's creature that shares a creature type with a permanent you control put it onto the battlefield, otherwise put it on the bottom of your library.
Woodland Cemetery is like 3 dollars right now. No need to be rich at all. I would put in 2 Piston Sledge and run 3 Titanic Growth and 3 Mirran Mettle. And Necropede is better than Ichorclaw Myr. The only time Ichorclaw Myr is better is if he has trample since that's the only time that +2/+2 really count's without proliferating spells.
with no proliferation and only weak creatures you're not getting far against any worth while decks for long. turn 3 Sheoldred into turn 4 Elesh Norn. Every turn bringing out bombs and making you sac creatures. That's how my friend's frights works. And most tempered steel decks can deal 20 damage in less than 5 turns easily. There are a lot of standard decks that allow creature turnover far greater than that of infect. You at least need a Skithyrix so you can hit for at least 4 flying on turn 6. It's usually a game ender or at least turns around a bad situation.
Don't forget, if you can get Plague Myr out turn 2 and use him to Tezzeret out turn 3, take that chance. Even if you have Inkmoth Nexus out turn 1 and can hit for 1 poison. Sometimes it's more beneficial to wait. You don't have to worry about always getting a poison on them immediately. You have cards like Blighted Agent and Artful Dodge to be able to poison whenever. If not poisoning them this turn will get them more in a couple turns then do what needs to be done for the win. Plan out your move a couple turns in advance. And you may be interested in a few cards of the new set. A main mechanic is flicker (exile a card and immediately bring it back) which basically proliferates on creatures when used with Contagion Engine. It's also a good way to protect your creatures.
I could see that. The only need for twisted image is against decks with cards like Spellskite or Birds of Paradise since switching their 0 power with their toughness kills them so they get out the way. But you don't have enough targeting for Spellskite to be much of a problem. So it's not really worth it for just birds and others like him.
I did like decimator web at first but it ended up costing a whole turn just to proliferate. The other two abilities don't really do too much for this deck. In the end, any card that proliferated did basically the same thing. Contagion Engine does it twice. The only benefit it really made was if you couldn't get a poison on them early, but that should be a primary focus of any proliferate deck. After all, it's only worth it to proliferate if they have poison so that should always come early. Having 2 more necropedes that Tezzeret can make 5/5 infects seems of more use. How do you feel about it? As far as pre-white changes, you have most of them. I had taken out Bighted Agent and Hand of the Praetor so all the creatures would be artifacts but to help quicken the poison and keep it cheap I think you should just run 4 Blighted Agents and not worry about Hand of the Praetor. Your mid-late game has so much going on that hand of the praetor isn't necessary. It can help but there's no real need with trying to get Tezzeret on turn 4 or earlier and boost them so much more. Or even Tezzeret's Gambit to proliferate and draw. He's not bad but there's other things that work just as well for this. I like the counter spells but I don't know if just the 4 will come often enough. You biggest problem wont be against green ramp or even a lot of mill, because of the synergy most of your deck has, but blue control. It may really hurt you. If you wanna be able to build mana a bit quicker you could always use Pristine Talisman and it also increases your life. Maybe you could use Unwinding Clock so everything is constantly untapped. Idk Your biggest downside will probably be flying creatures though. And I would run 8 Islands and 5 Swamps because the blue is more important earlier than black so you can use Blighted Agent turn 2.
Yeah, I like the mid game with tezzeret so I was trying to make a fully finished version that I would more likely use. It's much more expensive than what you would use. I wanted to add venser just because it's a wonderful combination in an artifact deck. Drowned Catacomb and Glacial Fortress shouldn't be a problem for you, they cost less than $7 each now I believe. Inkmoth Nexus is down to $9. And each Planeswalker is about $10. The major things that would be removed for you are Mox Opal and Darkslick Shores, each being about $20.
Yeah, I run both of those in my other infect. This one doesn't need pumps since tezzeret turns everything into a 5/5 permanently. Contagion Engine is easy to get out even turn 5 and sometimes earlier. It not only increases poison but it boost my planeswalkers as well so it's easier to bet their ultimate or just keep using their negatives. Venser can make anyone unblockable which is certain death from 5/5 infects. Plus his flicker with Contagion Engine renews the -1/-1 on each opponent creature effectively proliferating an extra time for free. Then to still be able to tap to proliferate twice. Endless combos and decimation. Plus I still have the mox opals to generate blue so I dont entirely need the glacial fortress, but they never slow me down because I can still use them as just a regular island if I don't need the white.
I was going to but nothing gets counters without Experimental Kraj so it doesn't really matter. That's why it's sideboarded at most. I'm developing an actually simic deck that uses Gilder Bairn and Paradise Mantle in tandum with Graft abilities and Mycoloth. Infinite everything. Especially with doubling season. It's not at all necessary but it's funnier. lol
I actually built the deck basically off the changes I suggested so you could see how it runs and how you like it. It's evil to opponents mid and late game but can come out strong in early if drawn right. The main thing is learning how and when to play what. Think about how each card will be effected in the next 2-3 turns before you play them. For instance, if your stating hand has Inkmoth Nexus play that as your first mana so it can attack turn 2. The only time you won't want to animate and attack with it turn 2 is if you can play Blighted Agent, since he can attack repeatedly and unblockably after this. If you can get poison on early, do it. http://www.mtgvault.com/ViewDeck.aspx?DeckID=320103 Tezzeret, Agent of Bolas is deadly with Plague Myr or Necropede and must be made enemy #1 or they're in trouble. Add that to the fact that you can use his -1 to turn an animated Inkmoth Nexus (since it becomes 1/1 flying artifact creature with infect) into a 5/5 flying infect. Yeah, he's serious trouble. The downside to using Tezzeret on Inkmoth is that he permanently become a 5/5 creature land so he can easily be destroyed and animating him (so he has flying and infect) turns him into a 1/1 until end of turn unless you keep using Tezzeret on it. Just be careful with that combo if they have a lot of creature destruction and/or bounce. The 2 Core Prowlers rarely ever come out with Throne of Geth and don't really get much use so it's more helpful to switch those with Necropedes. Also the Artful Dodges were coming too frequently and mana still not always reliable so I removed one and added another swamp. I added both the Doom Blades and Go for the Throat to sideboard in case they were using mostly black or mostly artifacts, it's also useful to have both if they run black artifact deck. I don't see Contagion Clasp really getting much use though. Messing with this deck though makes me want to run it so I just might use a modified version. Although I'm not sure what the mods will be yet. I hope you have a lot of fun with this deck. The real danger you'll encounter is really fast decks.
It's coming along nicely, I actually really like Tezzeret in there because he can turn Plague Myr into a 5/5 permanently, you just need a couple more infect artifact creatures. Plus this also helps you make better use of Hand of the Praetors and gives you more to sac with Throne of Geth. The only ones I saw that are really worth while are Necropede and Ichorclaw Myr. Personally, I wouldn't run 4 of both, they're just not worth it. And I feel Necropede would be better because it allows you to put an extra -1/-1 counter on any creature increasing his sac value. As for your land, I would suggest running Drowned Catacombs. Since you only run b/u it's easy to get the land for it to come in untapped and it's only like 6-7 dollars right now and it's not hard to get 4 for 20 dollars plus you wouldn't really need Darkslick Shores with this, it is helpful mind you but not needed. Oddly enough I had the same problem with land irregularities when making my deck. I realized that 20 land is never consistent yet 22 land always over produced and I would get long extents of only getting land. 21 tends to come out pretty well for whatever reason and I rarely ever have mana issues now. Contagion Engine is a great late game field changer. To proliferate twice for 4 is great and putting -1/-1 counters on all of an opponents creatures is icing on the cake. By the time you get it out the 4 mana cost to proliferate should be nothing so I wouldn't really worry about making it cheaper. Surprisingly, knowing how much I love the Viral Drake/Twisted Image combo, I would probably take them out. with how this deck runs it isn't really needed. I would probably switch that with 2 Artful Dodge and 2 Necropedes. I would still run Twisted Image sideboard because of it's surprising usefulness against opponents, it kills Birds of Paradise/Spellskite/any other 0 power creature that might get in the way. It's handy to clear irritants away and few people suspect it. I would also drop Skeletal Grimace and replace it with a Blighted Agent, Tezzeret, and a land. For your sideboard, I'd only run 2 Contagion Clasps because the only purpose they have is to speed up your usage against fast decks. They'd only be switched with the Contagion Engine so you can proliferate earlier, it doesn't help to have the extras. And Tumble Magnet wouldn't get too much usage. It doesn't help get creatures through since you can make them unblockable with Artful Dodge and to prevent damage it's more useful to put removal like Doom Blade/Go for the Throat. If you remove the 2 Contagion Clasps and 3 Tumble Magnets you'll have space to run 3 Twisted Images and 2 removal (Doom Blade or Go for the Throat are probably the best) In the end, the changes I'd make to your main deck are as follows Remove: 1 Island 2 Swamps 2 Viral Drakes 2 Twisted Images 3 Skeletal Grimaces Add: 1 Tezzeret, Agent of Bolas 1 Blighted Agent 2 Artful Dodges 2 Necropedes 4 Drowned Catacombs For sideboard Remove: 2 Contagion Clasps 3 Tumble Magnets Add: 3 Twisted Images 2 Go for the Throat/Doom Blade Best thing about the main deck is it's all standard so you can run it anywhere. Feel free to check out my infect, maybe it'll give you some ideas http://www.mtgvault.com/ViewDeck.aspx?DeckID=319547 If you have any questions or want help just let me know.
One of the greatest combos with viral drake is twisted image. After they already decide not to block him turn him into a 4/1 instead of a 1/4 and draw a card. Plus it only cost 1 mana. Blighted agent is a great card, even if you have Artful Dodge. Artful Dodge can be countered, even when its flashed back. I love artful dodge but a turn 2 unblockable that hits ever time is never back. If they don't have destruction then you guarantee victory in 10 turns max. There's a reason he's the only common to be rated in the top 10 greatest cards of a set. And a set that had the praetors none the less. And I'd also suggest Tezzeret's Gambit over Steady Progress. It costs one more but it uses phyrexian mana instead of a blue mana. If you can't get the island you need you can always pay the life, and it's 2 cards instead of 1. And you seem to be misunderstanding regenerate. The old rules allowed that not the new ones. You can only regenerate a creature before it dies and it never goes to the graveyard. When you regenerate a creature you create a copy that takes the damage for it as a substitution. You can't sac the substitution. Once you sac a Core Prowler it won't come back. Regenerate only works against damage and destruction, not sac-ing. They modified that rule a couple years back.
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