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I have always wanted to build an ultimate deck. One that is cheap enough that anyone can afford it, and one that can win of turn 2 or 3, almost every single time without fail. Does you opponent have a creature out, no problem, yours has flying, is a 5/4 double strike infect turn 2.
Sheltering Ancient and Treacherous Pit-Dweller are in here because if you win the game that turn or the next, the opponents is not going to benefit from either of these at all. Now on the off chance that the opponent can play a mana leak turn 1 or 2, and counter your Treacherous Pit-Dweller, then you are screwed, unless you have plague stinger. This deck can have a turn 2 kill, but because of something called summoning sickness, this rarely happens. Mostly turn 3, and pretty much guaranteed by turn 4. If you can't win by turn 4, you took a bad hand. The easiest way to win is with infect, so I thought, what is the fastest way to do that? Well, I figured it out, so here it is!
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Try Glistener Elf instead of vector asp.
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Thank you!
I would cut the black part and do G/R instead. Especially in fast decks you will get problems with mana when playing 3 colors. Some suggestions, based on my monoG infect deck (http://www.mtgvault.com/muktol/decks/monog-infect/) Bonesplitter ({1}; {1} to equip, creature gets +2/+0) Blight Mamba ({1}{G}; 1/1; Infect; {1}{G} to regenerate it), Corpse Cur ({4}; 2/2; infect; when he enters the battlefield, return a creature with infect from your graveyard to play), Glistener Elf ({G}; 1/1; infect), Ichorclaw Myr ({2}; 1/1; infect; if he blocks or becomes blocket, it gets +2/+2), Signal Pest ({1}, 0/1; battlecry; can only be blocked by flying or reach) Rancor ({G}; creature gets +2/+0, when rancor gets into your graveyard, return it to your hand), Wild Defiance ({2}{G}; Whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn), Evolution Charm ({1}{G}; Choose one — Search your library for a basic land card, reveal it, put it into your hand; or return target creature card from your graveyard to your hand; or target creature gains flying until end of turn), Groundswell ({G}; Target creature gets +2/+2 until end of turn. Landfall - If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead), Mutagenic Growth ({G} or 2 lifes; creature gets +2/+2 until end of turn), Vines of Vastwood ({G}; Kicker {G} Target creature can't be the target of spells or abilities your opponents control this turn. If Vines of Vastwood was kicked, that creature gets +4/+4 until end of turn) I hope I was able to help and give you some ideas Greetings Muktol
Thanks, these are some really great ideas. This is my first time trying to build a deck like this.
I can't get rid of black, because that is where the creatures gain infect from, plus, the way I have the mana set up, that shouldn't be a problem
this is a nice deck, you should take a look at the "hunted" creatures from ravnica.
If you replace the special land with guildgates then it would cost less than 15 dollars medium.
I know, but guildgates enter tapped, putting you a turn behind. And considering how fast this deck gets, you can't afford to have a land enter tapped at any time. These lands, just don't play them turn 1 and It won't make a difference. Ya, they are a bit expensive, but they really help the deck work. Without them, this may not work.