Rustedbucket

18 Decks, 602 Comments, 80 Reputation

I understand what you want to have happen, and you're not far off from it. The thing is, you don't want non-infecters filling your hand, you otherwise become dependent on drawing something that will make them infectors, then of course needing the mana combination to pull it off, and even then, it's just for one turn.

I like the Mox Opals here, but I would question their effectiveness. I can imagine there are times where you are still waiting for Metalcraft to hit the board; when that happens, they become more of a liability than a reliability.

Typically, you want to mulligan down to having a 2 CC infecter in your opening hand. If you drop that turn 2, you should have the mana to swing with it pumped by a Giant Growth, Groundswell, even a Prey's Vengeance for lethal counters. The 'enter tapped' lands that are in the 'All-in-Fect' build adds more pump and even the element of unblockability. You need those infecters to get in there fast for as much as possible. G will offer you considerably more pump than having B in this build.

Again, just two people talking.

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Posted 18 March 2011 at 10:25 in reply to #143106 on Infect FTW

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I love Infect, but perhaps you might have better success and speed if you focused on two colors instead of three. Your curve is obviously low, which is great, but adding a third color to the mix could result in being bound by your deck. You could break the limitations by dropping Black and focusing on G/R.

Blight Mamba is the 1/1 green infecter for 2 CC. Assault Strobe would remain, of course.

I posted a deck called "All-in-Fect." It's is posted verbatim as it is found on the 'Building on a Budget' thread on Wizard's site. It is a G/R build. Take a look at it, I think you might be surprised at how well the cards play with one another, all while not interfereing with itself.

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Posted 18 March 2011 at 09:38 as a comment on Infect FTW

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Couple other thoughts...

Madness staples like Aquamoeba (blue) and Wild Mongrel (green) can help you discard creatures out of your hand. Since you are working with few Buried Alives, Frantic Search or even Merfolk Looted could give you draw/discard ability.

I welcome your criticism when possible.

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Posted 18 March 2011 at 09:04 in reply to #143094 on B/U reanimator

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Entomb is a must here, just for the chance of a first turn:

Swamp, Dark Ritual, Entomb for, say, Akroma, Exhume.

It's restricted, I believe, but crucial for Reanimator.

Defense of the Heart can be fun, too if you want to splash green or need a response to weenie decks.

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Posted 18 March 2011 at 08:38 as a comment on B/U reanimator

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Thinning the deck to 60 should be a priority, imo. If you can maintain what you want to do, while thinning the deck, you WILL experience a better outcome overall.

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Posted 17 March 2011 at 14:12 in reply to #142830 on Gimme Yo Life 4 turn win

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I personally would rather see a playset of Sanguines in the deck; I'm of the rule of thumb that if you are going to base a deck around a card then you want as many of that card in the deck as possible so that you can get it ASAP.

At 71 cards, I question the efficiency of the deck as a whole. I'm not going to say, "remove these 11 cards," rather, I'll offer this....

Cabal Coffers is an uncommon land that 2T: add black mana to your mana pool equal to the number of swamps you control. This is a PIVOTAL card to play in conjunction with Drain Life, Consume Spirit, and Exsanguinate.

Aside from that, Necropotence could be lethal in this deck, ensuring you card count and therefore an endless stream of damage dealing that will help fuel the idea behind the deck. My "Creature-less Necro" deck might give you and idea of how well Necropotence and Cabal Coffers work with one another.

I like the idea, I hope you're not getting the wrong idea, but the curve and speed of this deck is concerning to me.

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Posted 17 March 2011 at 14:11 as a comment on Gimme Yo Life 4 turn win

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Would Spellbook help your case?

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Posted 17 March 2011 at 13:57 as a comment on Neverending Torment

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Ooo! That would be a good add here. Almost better than the Longbows.

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Posted 17 March 2011 at 11:53 in reply to #142762 on Death Knights v7

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The only thing I really question is the reliability of surviving long enough to actually get a Dominion out. Ten turns is a LONG time. This deck needs accel in some way, and I know that that would hurt what you're trying to do, but it might help you pull off what you want to do sooner.

Sapphire Medallion or Silver Myr could help. High Tide might be the best option for you; just something that can help you drop a Dominion before turn 10.

Any criticism you can offer would be much appreciated.

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Posted 17 March 2011 at 07:36 as a comment on Eternal Dominion

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I see what you want to do here, but I've always personally found that Infect works much better when totally exploited with speed. You have an arguably steep curve with the mana you have added, and alot of what you want to do is dependent on one card.

Now, I know you don't 'need' that one card, but I believe your luck would improve drastically if you splashed Green with Red or Black. Pinging for 1 for a while means nothing when you eventually alternate the damage to infect. But, if you steam roll with infected pump early, the game could end considerable sooner than what you might be experiencing now.

Just a thought.

Any criticism from you would be much appreciated.

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Posted 17 March 2011 at 07:08 as a comment on Standard Poison-Ping

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With everything at 3 CC or lower, I really question whether you 'need' 22 lands. You should be able to drop to 20 Mountains without incident.

Also, I would seriously consider Flame Slash (it's such a good underrated card). While a target creature sorcery, it could help clear the way for your 'hell rollers' to ensure maximum damage.

Any criticism you can offer is much appreciated.

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Posted 17 March 2011 at 07:02 as a comment on Flame Away

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Wow, nice build. The only concern I might have is how your curve works out. I imagine that you might run into an issue 'on occasion,' albeit not frequently.

Any criticism you can offer is greatly appreciated.

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Posted 17 March 2011 at 06:59 as a comment on Infectious

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Test of Endurance is something I hated running against. It's amazing how easy it is to gain life in this game.

What I am surprised with, though, is the lack of Exalted Angel. It's another free life gainer that you can have disguised until it's ready to strike.

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Posted 16 March 2011 at 12:12 as a comment on Circle of Life

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I know blue has acceleration issues that are often hard to avoid. With so many 4+ CC cards, might you be able to find a way to squeeze in Sapphire Medallions, Silver Myr, High Tides, and/or more Islands?

Traumatize while great doesn't seem to fit the deck all that well, that could be a perfect pull for Medallions. The same could be said of the Bone Wand and the Collar, both great cards, but perhaps not ideal for what you want the mainstay of the deck to be.

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Posted 16 March 2011 at 12:09 as a comment on Blue Skies

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One other thing....

Capsize, while awesome, is quite expensive. Considering the lack of ramp in blue, Rescue and/or Chain of Vapor might accomplish the same thing for considerably less mana.

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Posted 16 March 2011 at 10:06 in reply to #142284 on Controlled Exhaustion

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Kismet is a great card, don't get me wrong, but it's biggest flaw is that it should have been blue.

That's why they reprinted it as Frozen AEther, same converted mana cost, 3U, and perfect for the deck. Using it will allow you to remove the Plains, focus on Blue as a whole, and increase the odds in which it is being played.

I have a Stasis deck that is currently taking comments ("Let's Re-Invent Stasis") that pretty much encompasses the same idea you have here. Take a look, please, we can help each other.

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Posted 16 March 2011 at 10:00 as a comment on Controlled Exhaustion

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I'm personally a huge fan of Hammer of Bogardan, it's a little expensive for 3 damage, but it ability to return can be a game saver.

I welcome any suggestions you can offer.

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Posted 16 March 2011 at 09:19 as a comment on Burn It To The Ground!

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I question Lightning Axe only because the alternate cost is so high. As a kill condition, ok, but early on, dscarding another burn card seem counter productive.

Flame Slash, on the other hand, while not a direct damage burn spell, could offer you better creature contol than a Lightning Bolt can. Also, Hammer of Bogardan used to be a STAPLE in burn decks with it's ability to be returned (while costly).

Any suggestions from you are greaty welcomed.

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Posted 16 March 2011 at 08:59 as a comment on true burn deck

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Excellent Metallica reference!

I'm questioning the need for your single card entries. Mind Sludge for example, it's expensive and not very efficient with only 5 Swamps in the deck. Dark Ritual, on the other hand, is one of those cards that has no in between; you need to either play four or none. And while looking at your curve, having 22 CCs of 3 or more, there's really no reason to not play 4. I personally would remove Sludge and Bloom for two more Rits.

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Posted 16 March 2011 at 08:42 as a comment on Last Caress/Green Hell

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Good concept, but I think you're relying to heavily on Kiln. Infect is a blast to play, don't get me wrong, but what happens when you are slow at getting the Kiln? Perhaps, splash in Necropede and/or Blight Mamba as they are creatures that have Infect static, or two more Plague Stingers. Aim for creatures that already have infect so that you don't have to rely on giving one infect.

Any suggestions you can offer with my builds would be greatly appreciated.

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Posted 16 March 2011 at 08:38 as a comment on Kiln Fiend Infect

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