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this is a modified infect deck that after looking at plenty of infect decks out there, i realized i need to add more to the arsenal. Birds looks to almost be a must now. Please assist me with making this deck better.
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-3 Ichor Rats +3 Phyrexian Crusader.. lol i hope you just forgot about them. Same cost! I dont get the tectonic edge i guess it could slow the pace.
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i did not forget the Crusader. I just dont have any as of yet. I plan on getting them soon.
With Tectonic Edge, you never know what non-basic land they could play. And if i dont use it then its just a colorless mana.
Pyroclasm or Slagstorm wouldnt be a bad sideboard option. Cerebral Eruption could be sick, just if youre willing to risk.
Btw 4 inkmoths. and i mean -4 ichor rats and +4 Crusaders.
not to sound mean but i love it when people copy other peoples which is y i love my decks i try to b as unique as possible, such as 1st turn blightsteel collossus
I do have the "unique" decks but was only looking to enhance an infect deck. That and i am trying to keep standard.
- 4 Lightning Bolts for +4 Pyroclasms, you want to have the ability to board wipe if you need it, you wont need to use lightning bolt as a burn factor, so if anything try to see it as a spot removal, but depending on what deck you go against, if anything, side board 4 pyroclasms
I have seen the pyroclasm before and will need to try it out. I am always weary of doing something that will hit my own. Hence the reason I am not a fan of the Vatmother.
Smoldering Spires and Teetering Peaks will give you the sneaky option of getting some infectors in slightly bigger and unblockable. The lands themselves are not entirely reliable, but the alternative ability they bring are great for infect. Otherwise, I'd prefer seeing a lower curve. Infect needs speed, you don't want to be waiting around for mana/land. Untamed Might is an interesting add here. While a great card, in order for it to be effective you need a few turns to get it ramped. Prey's Vengeance and Groundswell would be better alternatives, too. I love Flame Slash, and would suggest going with a playset over Lightning Bolt. Ultimately, you're using the Bolts and Flashes to clear the road for your infectors. And even though it's a Sorcery, Slash is much more reliable in that role. I suppose I sound like a broken record between both posts, but I'm a firm believer in the turn 3/4 win with Infect. Otherwise, Infect turns into a losing battle that's really hard to right.
I do see that groundswell will work better here than untamed might so that will be added. I did not even think of Prey's Vengence here. As for the bolts, would it be better to go to 2 lightning bolts and 4 flameslash? I also asked arcane25 but what would help speed this up?
Also looking at my mana, what could I drop for the smoldering spires/teetering peaks?
Sorry for the late reply, I've only been able to get back to comments of comments just recently.... Tectonic Edge looks situational here at best. That could get bounced out for the Spires or the Peaks, whichever you think will help you best. Also, consider Copperline Gorge as an alternate land for G/R. As much as I like Inkmoth Nexus, it too becomes a liability, imo. If you get it early, so what, you're likely using it for mana. So you could toy with swapping that out for the other land you skipped and see how it plays out with your base and speed. I appreciate any comments or criticism you can offer on any of the decks I have posted here (just click on my name to see my deck list). Thanks in advance!
In regards to more speed, I would strongly consider adding in Necropede and Ichorclaw Myr into the deck. Granted they are only 1/1 infectors but they can be put into play turn 2. That is HUGE! The faster you can get an infector into play, the sooner you can add poison counters, which means the sooner you can win the game. With that said, if you have 12 2 CC infectors in the game (Necropede, Ichorclaw Myr, and Plague Stinger), always mulligan down until you have a hand that has one of them there (it's crucial that you get a turn 2 infector). From there, go nuts with the pump. This is why I suggested Prey's Vengeance and the Spires and Peaks. From there, as you play test the build, you could consider dropping a color based on your playstyle. B/G and G/R both offer excellent alternatives to make Infect work. Green offers pump (and Blight Mamba and Cystbearer), black offers a little pump, and red offers Assault Strobe and control through burn to clear the board. Personally, I prefer G/R. Thanks for your continued support with my decks.