G/B Tiny Infectors

by firebreath10 on 17 October 2010

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (6)


Planeswalkers (2)


Artifacts (2)

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Deck Description

A deck full of weenie creatures with infect that get pumped with cheap instants to clear the board and deal poison counters. You're pretty much screwed with this deck if you don't win by turn 4 or 5, there's nothing in here that will win the game for you past then. Looking for a more consistent manabase, can anyone suggest any dual-lands or fetchlands to speed this deck up?

Deck Tags

  • Weenie

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0012016

Card Legality

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

Deck discussion for G/B Tiny Infectors

Verdant catacombs, Harrow

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Posted 17 October 2010 at 14:13

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its good, but not versitle, most kill or control would murder it, and considering they are the most common types of deck is control i recommend you throw something big in

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Posted 17 October 2010 at 14:54

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It doesn't match up well at all against aggro decks or anything that runs a lot of quick creature removal, but it develops so quickly that it can easily outpace any of those.

This would actually work somewhat well against a control deck because of how quickly you can drop creatures and pump spells - a control deck would run out of counters/mana long before I run out of creatures or pump spells to drop. It's kind of like playing legacy suiblack against control.

I'm not absolutely sure about adding a finisher, chances are if the game goes past turn 6 it's gg for me, although with 4x BoP in there I could conceivably sub in 2 Garruks or even 2 Putrefax.

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Posted 17 October 2010 at 15:07

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Verdant Catacombs is the fetch land you're looking for. Green/Black fetch that gets you Forest or Swamp. One possible thing that you could use to give you some late game might be a Mimic Vat or 2, or a Nim Deathmantle or 2. It lets you use your mana when your creatures are killed to either get them right back, or imprint them and use them later. I know it's not quite what you're looking for, but it might help in later matches, or at least give them something else to focus on, other than your creatures.

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Posted 17 October 2010 at 17:08

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I have been working on a stompy-infect deck (legacy) myself. Your main goal should be to get through once or twice early on and throw a strong buff spell on your infect creature ftw. Invigorate if a free +4/+4 since you dont care about your opponent gaining life. Berserk if f course an obvious choice, Personally, I run both Berserk and Assault Strobe (My deck is B/R/G). Pendelhaven is a good choice for land to pump those 1/1 creatures for free. You may look into Rouse, which opens up the option to run Unmask; speaking of which; some cheap disruption spells would go a long way in early game and against control/combo decks, i currently run Duress/Thoughseize/Funeral Charm as well as Avoid Fate (tricks them into using their doomblade/StP/Bolt). For speed you could use Elvish Spirit Guide. Hope this helps some, keep updating, I'll get my infect deck up once I have time.

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Posted 26 October 2010 at 20:33

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