Why is this INFECT deck divided into two separate halves ?
Before I answer that I must warn you that a group of thieves are operating from mtgvault (and other sites), they dig up information by breaking into accounts here or by posing as "friendly" users, then use any information they can get to either extort people, pickpocket tournament goers or breaking into houses to steal collections, so just like on Facebook, never reveal details about your collection or location or play schedule. Read a comprehensive file on their composure here.
Since I have been exposing them ever since. They retaliate by down voting all of my comments (which can still be read by clicking on the [+] close to the exiled comment. They also paint the picture that theft in magic is rare, which is a blatant lie.
WELCOME TO OPERATION FALSE FLAG SMASHER:
First of all this project is on a very large scale which allows me to warn people about the thieves and their methods regularly, and I hope that the owner of this site will one day auto include warnings about theft, trolls and pedophiles to help younger users maintain a safer life.
Second, I'm upgrading the way I'm evolving decks, linking it with an older project called halfdecks, which basically put involves 30 card builds that put together form a 60 card deck. Using evolution to build decks for me has been a very longterm project that I'm now working to improve.
Third I'm resurrecting my old dreams of beating modern with commoncards, so the overall goal will be to create a bunch of deck halves that put together can defeat most modern decks. That means a lot of different designs that can be turned into pauper or peasant decks. I will tag them as commonkill as that's what it was called when I got into it.
Fourth, interest in halfdecks is spiking once again, take a look at how user: northernwarlord works at creating a bunch of halfdecks.
now go ahead,skip to the "how to play" and read all about this strange halfdecking of an infect deck.
In the beginning, Richard Garfield created a game, and behold, it was a good game.
But before Richard Garfield could even think of taking a sabbat, players complained.
"Some cards are too good" they cried, and "combo is to dominant"
To meet these complaints, Richard garfield tore a great rift in the world of magic, expanding the minimum card barrier by 20 more, creating a world in which people would need a minimum of 60 cards, and though people had heavy arguments about this move, they soon got over it and started playing some serious magic formats, and the gap was all but forgotten.
Then one day people started grumbling again. "Some stuff is simply to powerfull" and the banned restricted lists were created to soothe the aching hearts of annoyed players.
Still this didn't stop the grumbling, and since richard garfield was on a sabbat, he could not be persuaded to change the game to soothe their aching hearts.
So the people took the work upon themselves, and expanded the gap by adding 39 more cards and a commander, and they went "hooray!!!"
But the commotion also made people see the gap, and one person, wickeddarkman, saw the gap for what it really was...
As the game was designed on a 40 card basis, some of the things possible in the intended game suddenly became impossible. Richard garfield was a math teacher and he must have settled on 40 cards based on some mathematical assumptions, or at least I prefer to think he did...
By expanding the minimum number of cards with 20, there was also created a mathematical instability. A few people wanted certain things to happen less, but the world has forgotten how that instability is now permeating every facet of the game, because EVERYTHING happens at a lesser frequency.
Recently I've been involved a lot at building halfdecks, and this is why I've all of a sudden have started to see the gap in the center of our world.
The concept of halfdecks is an old one of mine, easily predating jumpstart, and the idea is to design a 30 card deck that can work well on it's own, but when another halfdeck is chosen at random they form a 60 card deck that must be just as playable.
Creating a number of good halfdecks is satanically difficult, and is almost an art form, but when you play with two halves with two very clear themes, you start to see three different scenarios of opening hands. 1: a decent blend of the two themes that occasionally plays out perfectly. 2: an overweight of theme a. 3: an overweight of theme b.
Most of the time your brew will fail, unless you manage to survive long enough for the mathematics in the deck to strart drawing into the missing theme, or you've brewed on the deck for long enough to have found some cards that sort of works no matter which theme you are dealt. I would like to call that "bridging the gap".
I think people in general are unaware of how the gap prevents themes from meeting on the middle. Take for example the concept of infect and boost spells. Real infect decks are a lot similare to halfdecks, as one half of them is focussed on small cheap creatures with infect, and the other half is cheap boosting spells. The blends are very close to a 50/50 mix of either, and that's precisely why infect faces the same problem of drawing too much of one "theme" the gap is distorting the odds...
Now bring that thought to commander/edh formats, and think about how a gap so much larger will distort the way any themes may overlap.
In ordinary infect the deck was once bridged by cards like dryad arbor and spellskite, but to bridge multiple themes in commander will take a lot of bridgebuilding, and is bound to demand more overlapping cards than two themes consists of.
I hope "gap theory" (still in magic) will make you think about how exactly you make your deck connect two themes...
Oh, and the saga continues.
A number of commander/edh players went "this is too damn unstable" and then they went 59 cards and a commander, and the hearts still ache...