SmilingHobo

3 Decks, 4 Comments, 2 Reputation

True, but both of those have the land come into play tapped, as you mention. Which is fine, I guess, but doesn't seem congruous with a deck focused on getting stuff pumped up to deadly levels in 3-5 turns.

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Posted 10 January 2011 at 21:41 in reply to #113909 on R/G/B Infection Zerg Rush!

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Thanks for the comment!

I agree that Adventuring Gear would work well in this deck, especially with lots of fetch lands like you say. The problem is that there are no fetch lands for mountains and swamps/forests--there's one for mountains and plains (Arid Mesa), but that's it. It seems like a bit of a waste to put in 3-4 Arid Mesas and 2-3 mountains when the ability to fetch a plains is wasted in this deck and the only reason I'm using so many fetch lands is to give a creature +4/+4 with Adventuring Gear, especially when there are plenty of other spells I can use to buff creatures.

Sooo...it's certainly an option to put in the Adventuring Gear, either way, since I already have 4 fetch lands in here and it's useful even when playing other lands, but I don't think it would necessarily be helpful to put in mountains and take out blackcleave cliffs/copperline gorges.

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Posted 09 January 2011 at 14:41 in reply to #113909 on R/G/B Infection Zerg Rush!

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This deck needs moar Blight Mamba. You might also want to include some cards like Vines of Vastwood, Canopy Cover, or Whispersilk Cloak to protect your monsters/allow them to bypass other creatures. Livewire Lash would also be a good addition.

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Posted 09 January 2011 at 00:16 as a comment on turn 3 win infect

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My two cents...

Interesting idea, but this deck is slow--you're going to get controlled to death by the time you have enough mana to play your really fat cards or pump up Chimeric Mass. Not to mention your entire strategy seems to rely on either getting enough charge counters on Darksteel Reactor or beefing up Chimeric Mass to crazy levels, which is cool, but not reliable. What if it's turn 4 or 5 or 6, and you still haven't drawn a either of those cards? You're probably screwed, even if the next turn you draw one of them. You can't even get Darksteel Reactor out until turn 4, and it will probably take you a few turns to get Chimeric Mass really powerful, anyway.

If you want to play a slow game like this, then you should probably have some form of control to keep your opponent at bay, or more creatures. Also, if you're going to go with proliferate, it seems like you might as well include some infections cards, seeing as the two go together so well.

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Posted 05 January 2011 at 16:20 as a comment on Proliferate

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