At1a5

18 Decks, 3 Comments, 0 Reputation

The problem I'd have with the higher cost flying infects is that it would slow down the pace of the deck which disregards defense. I don't really mind changing it, tbh, though. It's currently running for fun, but it could be nice to get it to FNM standards.
In a slower running deck I can see what you mean about piston sledge, in the all out, by the time it came to me playing it I'd normally seen all the field control / counters I was going to see.
In making the deck U/G, I find myself drifting toward the idea of continuing to use green to pump and blue to keep the field clear, rather than to proliferate.
In going U/G, would you suggest ramp?
My initial thoughts were something like using artful dodge to make pumped cards and things like putrefax unblockable whilst using blue field clearances like vapor snag and unsummon to keep the field as clear as possible. Tangle Angler should help with this and mimic vat's could keep up a stream of the bigger creatures like putrefax when they die. Rangers guile and Asceticism would help keep creatures protected, and boots of swiftness would do the same, whilst helping to speed up play.
Does that seem viable? And are there any changes that could be made, I'll try changing the deck list now.

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Posted 09 March 2012 at 16:29 in reply to #240003 on (help meh?!) U/G infect

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Just another though;
As far as I'm aware, black is the only colour with flying infect, and there are all too many one drop non-flyers. I can't think of more than 20 one/two drops with flying, and only a few more that are capable of getting it by themselves, making plague stinger incredibly valuable. The only reason for not including whispering specter is that it can't swing until turn 4. Unless I'm wrong about black having the only flying infect (or there being something of equal use - thinking about it there's a one drop blue that gives flying until the end of the turn, or artful dodge. But I feel the mana could often be put to better use), and there being a good replacement pump for dark favor, I'd feel more inclined to remove blue and go B/G.

Edit note - Removed 4x Signal Pest and replaced it with 4x Ichorclaw Myr

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Posted 09 March 2012 at 01:17 in reply to #239926 on (help meh?!) U/G infect

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Black, imo, earns it's place from plague stinger and (more oftenly) from dark favor, which gives a pump turn two if I play with a glistener elf first turn and they have no one drop (given I'm playing first) or gives me one of my more powerful pumps turn 3 and leaves me with a land open.
Signal pests were more of a convenient card filler that went in as a one drop, which I find I lack creature wise as well as being able to sac them for the sledge, as I mentioned. In honesty, I'd be happy to replace it.
Why no Sledge, though? I find turn 3 it buffs just as well as other cards, or 4 it gives the extra damage needed to swing for lethal, the auto equip meaning I don't have to wait till next turn to utilize it as I would have to with swords or many other equipments.
And the point of this deck is to win as quickly as possible. Like I said, preferably by turn 4 or 5, after that it doesn't really survive well. Every turn is meant to be filled with either playing buffs, or getting out a creature (normally on turn 2). I feel that counters will slow down the deck as a whole, though I did think about turn aside, even if only as a side board. Out of all counters it's what I'd be most inclined to run, though I'm not entirely sure what would come out for it.

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Posted 09 March 2012 at 01:00 in reply to #239926 on (help meh?!) U/G infect

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