magsato

38 Decks, 100 Comments, 4 Reputation

Well im about to play this tonight at Wednesday Magic, I did a bit of testing and it consitently drops 10 poison by turn 5-6 even against creature heavy decks.

Control seems to be the bane of this deck though, well see how it goes (crosses fingers)

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Posted 08 December 2010 at 17:22 as a comment on Black/Red Infect

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A friend of mine has a deck similar to this, except he uses red with it as well for Hellfire Mongrels. He uses Mimic Vats to keep those liliana's specters coming onto the battlefield

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Posted 08 December 2010 at 16:32 as a comment on Discard to candy mountain

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lol nice deck

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Posted 08 December 2010 at 02:47 as a comment on 0 cost-Metal Craft supporter

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might throw in some Throne of Geth, and maybe something that would work with proliferate.

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Posted 07 December 2010 at 22:09 as a comment on wurmcoil sack t2 (work in progress)

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Did you mean to use Darksteel Juggernaut or Juggernaut?

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Posted 07 December 2010 at 17:06 as a comment on Phylactery Lich/Artifact

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nifty looking deck, a bit high on the mana cost side.

However I would replace Arrest with Journey to Nowhere.

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Posted 05 December 2010 at 20:06 as a comment on T2 U/W Angels

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4 per deck...?

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Posted 05 December 2010 at 20:02 as a comment on Relentless Fish!!!

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Its a pretty awesome Idea, I love eldrazi ramps and this is by far one of the most unique. Have you thought about adding in the generic Eye of Ugin or Eldrazi temples? It might help cut the cost a bit.

Maybe add in a couple of Mox Opals instead of a few of the knights? since you will most likely be metal crafting

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Posted 05 December 2010 at 18:45 as a comment on Type 2 Eldrazi Ramp White/Myr

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Pretty sweet deck/idea.

I would love if somebody could make a valiableT2 version

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Posted 05 December 2010 at 18:38 as a comment on land attack

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ugh seriously.... learn to use the deck builder properly...

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Posted 05 December 2010 at 01:09 as a comment on mill black

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also, just put 2x, 3x, 4x etc dont have I dont even bother when people set up their decks this way...

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Posted 05 December 2010 at 01:03 as a comment on Merfolk-Soldier

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I see no reason for the contagion clasps. It seems to me that not many of your cards really synergize.

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Posted 03 December 2010 at 18:49 as a comment on Zombie tokens

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well the problem is, added bladed pinions adds turns before you can really lay a smack down.

They way I see it is Infect needs to win in the first 5-6 turns otherwise its pretty much a downhill ride from there.

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Posted 02 December 2010 at 11:14 as a comment on Black/Red Infect

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Also can I say I really like this, I have built a few defender decks but they were all based around Vent Sentinal and all failed miserably in actual play :-(

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Posted 02 December 2010 at 11:07 as a comment on Defender Drazi

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You might look into wall of Tanglecord over Wall of Vines, since its a 0/6 for 2 mana that you can tap (G) for to give reach.

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Posted 02 December 2010 at 11:06 as a comment on Defender Drazi

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You could add in some fetch lands to get double landfalls on your crabs.

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Posted 01 December 2010 at 23:07 as a comment on blue mill

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I recommend Kazandu Blademaster, I reckon he is probably one of the best allies, First Strike AND vigiliance.

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Posted 01 December 2010 at 22:55 as a comment on venser and his allies

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If your doing a full artifact deck, I would recommend Steel Overseer (for the +1/+1 counters on all artifact creatures), and Tempered Steel (for the +2/+2)

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Posted 01 December 2010 at 20:17 as a comment on etched metalcraft

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The problem is you have alot of high mana cost cards, that take time to get out. Infect needs to be incredibly fast in order to pull off a win because if the opponent can get any sizable amount of creatures and/or mana to remove your creatures your boned.

While Eldrazi Conscription has its place, I dont think its with Infect, you would be better off with some Overwhelming Stampede's in place of conscription.

I have also found in a proliferate style infect deck that runnign 3 Contagion Clasps and 1 Contagion engine seem to fit better.

Since you are playing so much proliferate as well you might think about adding in Everflowing Chalice so that you can help get that mana up quickly if you do want to keep Conscription in there as well as use it to activate the Clasps and Engines. I once ran an Ichor Rats proliferate deck with some friends, it was slow as hell but I could proliferate so many times in a turn due to several clasps/engines and 3 Everflowing Chalices each worth 6 mana and counting...

Sorry for the long comment, hehe.

Also Cystbearer is hands down better than Contagious Nim, they both cost 3 mana but cystbearer is 2/3 instead of 2/2.

Again, Cultivate or Harrow would probably be a better fit than Growth Spasm as you dont really have any need for the spawn which can just be removed if necessary.


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Posted 01 December 2010 at 15:02 as a comment on really douchy move. eldrazi sized infectors.

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I disagree that black is too slow for Infect.

Plague stinger is ungodly important, and Ichor Rats is very important for the auto-poison. I feel that black also has a stonger late game with Skithyrix and Praetors (if the game lasts that long and as in fect, if it lasts that long you are in trouble most of the time).

I still feel that its easier to get a Plague stinger by than any of the other infects, the only luxury of green is the pump spells. Blight Mamba is just open to a burn on turn 2 as any other creature, and if you regen you keep your 1/1 but you lose the option to cast new creatures.

I am one of those that is seriously attempting to build a tournament quality infect deck, I am about to take this deck to my next FNM

http://www.mtgvault.com/ViewDeck.aspx?DeckID=120551

I have been debating between green black or green/black and I just always end up leaning towards black for the plague stinger and ichor rats, and going green/black just leaves me with too many turn gaps in order to drop early big infect hits.

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Posted 01 December 2010 at 02:15 in reply to #101587 on T2 Infect

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