Poisoned Mudhole

by TheRogue00 on 23 May 2011

Main Deck (60 cards)

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Deck Description

Fast green stompy deck. Fairly solid turn 3-4 kills


**After playtesting recently I'll probably remove a couple arbor elves and add another 2CMC infector
Plan on getting more giant growths, included mirran metal as an alternative until then.

**Changes**
5/24 REMOVED 2x Blightwidow 2x Arbor Elf ADDED 2x Necropede 2x Ichorclaw Myr

Deck Tags

  • Stompy
  • Green
  • Aggro
  • Infect

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

040031

Card Legality

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

Deck discussion for Poisoned Mudhole

You actually might want to consider removing all 4 Arbor Elves in place for more Giant Growths or Necropede/Ichorclaw Myr. Since you're leaning to the Myr, then the creature base might be more your cup of tea.

As far as other suggestions go, I'm surprised to not see Groundswell here. It's a for sure +4/+4 on a turn 2 swing from Glistener, really nothing to go wrong with that. You could also consider splashing red for Assault Strobe, Lightning Bolt/Flame Slash for creature control/protection. Teetering Peaks and Smoldering Spires bring interesting utility to infect.

Also, Overgrown Battlement (while slower than Llanowar Elves) will be better early protection from other speed creatures.

Hope these suggestions help. If you get a minute, I'd appreciate any insight you could offer any of the decks I have posted here.

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Posted 23 May 2011 at 15:35

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Thanks taking the time to comment, I appreciate your suggestions.

As I have started playing MTG just after beseiged launch I hadn't even thought of groundswell, that is definitely a better option in this deck.
I agree with taking out arbor elves, I have noticed playing they show up too often but they are really nice for pulling turn 2 rot wolves or fielding several glisteners.
I thought about removing 2 of each arbor and llanowar and add 4 overgrown battlements but I feel like I may be flooding the deck with too much non-infect creatures.

I'm not sure about splashing red as the focus of this deck is to get my oponent to 10 poison counters as quickly as I can, but it

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Posted 23 May 2011 at 17:18

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Red can help speed it up. Copperline Gorge and R/G fetch lands can help you have a mana base for speed. See it like this:

Turn 1: Copperline Gorge, Glistener Elf, EOT
Turn 2: Forest, attack with Elf, tap forest for Groundswell (making Elf 5/5), tap Copperline Gorge for Assault Strobe (giving Elf double strike), Glistener hits for 10 poison counters.

Adding red bring situational ability, I'll admit. But red will bring you some survivability in the form of Bolt and Slash as previously mentioned. They willl keep you alive and help clear the path for your infecters.

As a rule of thumb, I mulligan any hand that doesn't have a turn 2 infecter. Considering this, if you adopt this idea, you really don't need any acceleration, and can in theory, get your mana curve down to 3-4 or less throughout the entire build. Just another thing to consider.

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Posted 23 May 2011 at 18:00

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Ahh okay I now see your point... yeah that would definitely speed it up even more.

Forgive the noobish question... EOT? end of turn?

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Posted 23 May 2011 at 18:37

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Hmm Odd... just noticed that Tezz's Gambit is registering as a 5 CMC on the mana curve analysis when it is only a 4 CMC...

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Posted 24 May 2011 at 13:24

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