Infect/Proliferate Control

by knapperz on 09 November 2010

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Sorceries (2)


Instants (5)


Enchantments (3)

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Deck Description

The deck is based on the current infect archetype introduced from the Scars of Mirrodin set. It also has some cards from Shadowmoor to further place -1/-1 counters on creatures and to gain creature null from Kulrath Knight. I've noticed from playing others that this deck has a tendency to change the standard game mechanic which allows for a lot of game winning chances.

Deck Tags

  • Control

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0121860

Card Legality

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

Deck discussion for Infect/Proliferate Control

The problem with Carnifex Demon is that it kills more of your creatures than your opponent's. 3x Darksteel Myr (despite indestructibility, it still dies to -1/-1 effects), 3x Ichorclaw Myr, 3x Thrummingbird, 3x Plague Stinger, 2x Ichor Rats. That's a lot of creatures that it kills on your side of the field. I would just go Skithyrx or something.

Also, what do you mean by standard game mechanic?

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Posted 09 November 2010 at 22:37

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From playing this a few times, I've noticed that when I am able to drop the six mana to play Carnifex Demon, the smaller creatures have done their role by applying poison counters to an opponent. Carnifex demon then acts as a means to weaken the opponent's offenses (assuming they are creatures) to allow at least one additional turn to proliferate. Because he inadvertently lessens the amount of damage I receive from monsters, it allows me to proliferate more from a contagion clasp or engine.

What I mean by standard game mechanic is they way a normal match is played without the presence of Poison. For example, blue-white control/stall decks (ones with a lot shroud) have to be wary to not let a poison counter hit their field because this deck can win without ever having to attack. Also, burn decks have to be more conscious of end-game burning because low cost creatures only have to deal half of the damage (10 poison damage instead of 20 life damage) to eliminate a player. Basically being a revamped play-style that hasn't seen much action in a long time, players who built decks before SOM was released will have to rethink normal strategy when facing an infect/proliferate deck.

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Posted 10 November 2010 at 02:25

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