...and sometimes, I have the Vines of Vastwood to counter it, and sometimes, I don't. I love four Vines, but I'm reluctant to play Apostle's Blessing because I never find the space.
I generally prefer grindier builds with more Exalted boosts, Pendelhaven, and Rancor (all dodge Spellskite and Thalia except late Rancors). Heck, I tried Ajani, Caller of the Pride in a Bant build and he is, surprisingly, a little slow for the deck. Maybe I should just stick more Faith's Shields in the board for that deck (protects dudes, shuts up Grapeshot, and more!).
My usual way of dodging Spellskite/Thalia is multiple Exalted boosts from Noble Hierarch and Cathedral of War. Unfortunately, if they're on Twin Pod, I'll probably need 2 removal spells or something else.
I have actually started running Necropede in place of Ichorclaw and like the reamoval it can give. In addition I am running 2 Dismembers, so I can remove stuff pretty reliably.
This is basically UG with an attempt at less pain than Apostles without White and Dismember. Path also handles Mirran Crusader which was nigh impossible to deal with before save pumping an Inkmoth.
That build would make me nervous, personally, as it really reduces your odds of drawing great infect early game.
How are you finding your singleton Crusader? I ran him early on, but never found I really needed it.
I have actually started running Necropede in place of Ichorclaw and like the reamoval it can give. In addition I am running 2 Dismembers, so I can remove stuff pretty reliably.
TBH about Phyrexian Crusader, he's a bit too slow. The reason why I play a singleton and 3 SB is mainly the omnipresence of path of exile. R(/X)DW decks are also fairly common. But protection spells like Apostle's Blessing, Vines of Vastwood & Ranger's Guile also do the trick. WUR Delver/Scepter can be a problematic matchup. 12 removals (bolt, helix and path) and scepter make me wanna cry. Long story short, White and Red protection are really strong in my playgroup.
I am playing in a Modern Tourney for the first time on Saturday. I was originally planning on playing Burn, but doing research on other decks I have found Infect! I am playing Infect in standard right now, so I was surprised to see an almost Standard legal Mono-Green infect deck that 4-0 on MTGO, here.
Would this list be good to play? I am unsure of my shop's Modern Meta, although I have seen people playing Merfolk, Affinity, W/b Spirts, and a Rock deck.
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Mostly because I am playing the short game, and the flexability has been really helpful. If the game is going long I can generally choose how much life or mana I want to spend, and if it is short I can drop it for 1.
This is where my current list is on this deck, slight refined after just one 5 round tournament. Many apologies if this is out of price range, but it is a UGxx poison deck.
The first thing to say is that the deck runs one more land [a swamp] than similar successful listings. This is to accomodate the plan B [main deck phyrexian crusader], and also to help get value when path to exiled and the game goes long (t4/5/6). It also allows a fetch that costs just one rather than 3 life, which can be relevant in keeping out of bolt range and in some situations involving mutagenic growth. I spent ages testing the land base and its about right for this particular dude base.
Extensive mulliganing is reduced significantly by the one extra land too.
I am assuming everyone knows the basic combinations allowing full poison t2/3 kills. Most of the time a t2 that leaves them on nine poison is nearly always enough if there is both an inkmoth and a regular dude down.
The other notable thing about this list is the man count is MUCH higher than expected- 16, plus 4 inkmoths in effectively 58 cards. The fewer the number of men run, the more the deck becomes "all in" and glass cannon-y, and the more mulliganing occurs too. By having more men its as explosive almost but also more robust.
Probe is vital to the deck. My original version I ran in a tournament ran one, with one in the board for certain matches. This was simply as incorrect as it sounds. The information is sometimes gamewinning there and then, and often informs the play. I never pay mana for it even if I have no t1 play. Just knowing what the enemy deck is can inform the use of spirit guides.
Why plan B?
This deck obvoiusly has strong matches against combo based decks that simply put are often a turn too slow. RG Tron is particuarly vulnerable as well. The deck is also strong against anyone unfamiliar with it who taps out on t2 for a man when u have a man down. This is extremely unlikely in a
PTQ say, unless that man reads spellskite. The crusader obviously has no synergy with assault strobe, but a remarkable number of men in the format are red or white, and those that are not don't like 4/2 infect first strikers with trample.
The weakness of the deck as most know is that it has problems with decks with full removal suites- jund and URW in particular being cases in point, aggro loam is a similar sort of deck too. If they run just bolts then wild defiance is rather good, but path to exile or terminates makes the deck vulnerable when played "all in".
I have found that this deck presents the user with more decisions than the 12 + 4 inkmoth versions, and has a greater robustness, due to plan B, which basically reads "get a t2 or 3 phyrexian crusader, pump and win over 1-2 turns. UWR and Jund have almost no removal that is not white and red- maelstrom pulse essentially in the latter case. Blockers in UWR than can block it are snapcaster mages, and in jund goyfs and bob, but not finks, bloodbraids etc. Few live to tell much of a tale. Helps that the meta is a bit more white and red than most.
I think this deck is not the sort that can be picked up and played, even though the t2/3 kills are easy to learn. I do not play standard at all almost now compared to modern and this deck will reward those intensely familiar with modern lists.
A couple of notes on how I play other matches-
fae- I never walk into spellstutter with a main phase pump t2 unless I have probed- nothing worse than casting might and them getting a 2 for 1. I will nibble with 1/1s and force them to to flash it in and block (they often do if they think you are man light). Pendlehaven shines here in this match with mistbind, as does the spirit guide. The game goes horribly for fae normally when the slaughter pacts and dismembers come in, and its not too hot for them game 1.
melira pod. Unless I can kill them there and then (often the case) I find its better to not leave them mid range poison wise and to save resources back. If they can get melira via search you will not always lose (unless the rest of the combo is there). I have once or twice dealt twenty damage in testing the turn after melira has been searched for. Redcap being red and finks white makes that crusader better than expected, esp with rancor.
A note on boarding:
the necropede and pod are there for those attritional they-kill-everything matchups where the game goes longer often. They are under testing.
I never board out spirit guides, no matter how tempting. Its amazing howoften they give an option on t3 or 4 that allows you to win by powering an inkmoth and hitting with a dude.
When spellskite is a worry -eg fae- then viridian corruptor is often worth bringing in over a 2cc flyer as the spellskite is lethal, despite the removal suite post board.
I did a tournament and it basically did well as a slightly less refined list.
It went 2-0 on the play vs an unprepared player who tapped out t2. No mulligans.
It went 2-1 on the draw vs D and taxes- crusader is a wrecker t2. No mulligans.
It went 2-0 on the draw vs RG tron. One mulligan. Easy match up.
It went 1-2 on the play vs URW- with sadly 3 mulligans in g1.
It went 1-2 Vs jund on the draw with one mulligan, although the jund deck had to draw 2 terminates in 4 cards to win the last game as wild defiance had resolved, and G2 a huge trampling crusader got him to 9 poison as he chumped with 2 goyfs.
Had it been on the play G1 vs jund the same cards would have given me the win I suspect.
I will use this deck again at some point.
Please use Deck and Card Tags. A description on how to use them is linked in the Modern Forum Rules t_C
-12 Infectors + Inkmoth gives us plenty of bodies.
-12 Pump Spells + Defiance + Vines gives us plently of pump.
-7 Protection Spells
-3 Gut Shot is just a port from the Standard version. Not sure if it's wanted or not.
-22 Land with 7 Fetches and 9 "Spell Lands" helps mitigate flood.
If you are going to look at removal, I prefer Dismember over Gut Shot even if you pay 2 more life for it. The plus side is you can hit your own guy with Gut Shot with Wild Defiance in play and pump it.
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
I played some games today against Affinity and won. Defiance is very good. It's too slow for Legacy, but with Gut Shot and Growth you can play Turn 3 Defiance and still kill them with your free spells and seeing as Modern is a slower format I think it's fine.
Basically, the Infect deck wants a "combo" kill card. Defiance is that card only because we don't have Berserk.
The idea for Gut Shot is that it kills relevant things in the format and it turns on Defiance. Killing Delver, Birds, Lynx, Serra Ascendant, Noble, Confidant is good, but being a free Giant Growth too makes it playable.
-12 Infectors + Inkmoth gives us plenty of bodies.
-12 Pump Spells + Defiance + Vines gives us plently of pump.
-7 Protection Spells
-3 Gut Shot is just a port from the Standard version. Not sure if it's wanted or not.
-22 Land with 7 Fetches and 9 "Spell Lands" helps mitigate flood.
What do you do with the Blue and Black Shock lands mana? Why not just Forest?
Also, I decided to play it safe and go with Burn on Saturday and got 4th. I am glad I did, because with the matchups I played this deck would have been at a disadvantage.
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What do you do with the Blue and Black Shock lands mana? Why not just Forest?
Also, I decided to play it safe and go with Burn on Saturday and got 4th. I am glad I did, because with the matchups I played this deck would have been at a disadvantage.
I only play Breeding Pool as a shockland it is only for MB Blighted Agent and some SB spells.
I pour through MTGO results very often (I like looking at decks, what can I say). Anyway, I often see PepperLips who has been the most successful infect advocate on mtgo that I've seen yet (although recently, another has showed up.. to which I forget his name).
Without further adieu, this is the deck that pepperlips piloted to multiple 4-0s, most recently being yesterday:
I pour through MTGO results very often (I like looking at decks, what can I say). Anyway, I often see PepperLips who has been the most successful infect advocate on mtgo that I've seen yet (although recently, another has showed up.. to which I forget his name).
Without further adieu, this is the deck that pepperlips piloted to multiple 4-0s, most recently being yesterday:
-12 Infectors + Inkmoth gives us plenty of bodies.
-12 Pump Spells + Defiance + Vines gives us plently of pump.
-7 Protection Spells
-3 Gut Shot is just a port from the Standard version. Not sure if it's wanted or not.
-22 Land with 7 Fetches and 9 "Spell Lands" helps mitigate flood.
twelve men and 4 nexi is sixteen out of sixty- over three draws you have ten cards to win with, but you only see seven at the start, and one man hands need mulliganing vs unknown decks. The maths makes one or two creatures at most per opener on average. Now play vs jund with 4 bolts and one casting cost hand destruction spells. Assume you always get hand disrupted by them turn one, and count the number of times you win from there. I do not think you get that many from my tests. The same can be done with uwr- which has eight one drop kill spells. Simply put I think the deck needs more than sixteen unless it wants to be a glass cannon that sweeps to removal heavy decks. And waiting till later to protect a dude seems risky.
How is this looking? I have splashed white originally for Ajani and Path to Exile. Now I have switched up to a Bant playlist and my Path to Exile's have been moved to the sideboard as I want to guarantee a game one win as best as I possibly can.
I felt the splash for blue was necessary because the unblockable aspect of Blighted Agent and Distortion Strike is just too good to pass up. I play infect in legacy as well, though I don't have Tropical Island so I just stick to my good ol' Mono Green.
How does this list look to all you fellow infect players?
How is this looking? I have splashed white originally for Ajani and Path to Exile. Now I have switched up to a Bant playlist and my Path to Exile's have been moved to the sideboard as I want to guarantee a game one win as best as I possibly can.
I felt the splash for blue was necessary because the unblockable aspect of Blighted Agent and Distortion Strike is just too good to pass up. I play infect in legacy as well, though I don't have Tropical Island so I just stick to my good ol' Mono Green.
How does this list look to all you fellow infect players?
Gutshot is meh in modern. While Delver decks are becoming more popular, it is still not as prevalent as in standard. You also don't have as many mana dorks in Modern so you don't hit those as much either. You just don't have as many targets as you do in standard.
I have not tried wild defiance yet in modern but I just feel straight up using groundswell/Might of Old Krosa would be better. I would not use 4 vines of vastwood because it is essentially 2 mana and sometimes that's just too much.
Messing around with this list ATM, and it seems quite solid to me. I finally changed over to BUG, and try out if I can be successful without Hierarch as well...
I still keep making Top 8's against my local store, and that's mainly thanks to the sheer speed of the Deck - and to the Crusaders in the Board:
The Crusaders in the Side are here against UWR Delver. It's a SB tech I watched from a friend playing 5-color Infect. Wild Defiance disables Bolts, and helps me getting more out of my pump spells - sometimes it can even negate opposing Dismembers.
A friend suggested that I should play Gitaxian Probe or a Draw Spell like Serum Visions or Sleight of Hand... But I don't get the point, and I can't find any space in the Deck.
Against Affinity, it's still a coin flip... They're just as fast as Infect, so it's mostly who wins the Die Roll.
BTW I have the feeling that I'm now too suicidal and die easily to the Burn Decks.
Thoughts on that list?
I would put the crusaders to main with the extra swamp, over a stinger or myr or two. So good vs jund, uwr, red d wins and prob restoration delver. I think cutting the odd pump is fine for a probe or one cc manipulation and draw spell, which smooth the deck. I think probe is essential. Watch out for thalia and spellskite .
For a 2-mana pump spell, I'd rather it turned the average bloke into a 5/5 and granted semi-hexproof (i.e. play Vines of Vastwood). Quite a lot of Infect dudes are evasive, and the ones that aren't evasive can be patched up with the 1-mana Rancor.
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I generally prefer grindier builds with more Exalted boosts, Pendelhaven, and Rancor (all dodge Spellskite and Thalia except late Rancors). Heck, I tried Ajani, Caller of the Pride in a Bant build and he is, surprisingly, a little slow for the deck. Maybe I should just stick more Faith's Shields in the board for that deck (protects dudes, shuts up Grapeshot, and more!).
I have actually started running Necropede in place of Ichorclaw and like the reamoval it can give. In addition I am running 2 Dismembers, so I can remove stuff pretty reliably.
That build would make me nervous, personally, as it really reduces your odds of drawing great infect early game.
I have been running 3 Apostle's Blessing for a while now, and it really does the job.
4 Blighted Agent
4 Glistener Elf
4 Plague Stinger
3 Necropede
3 Noble Hierarch
Non-Creature Spells 20
3 Apostle's Blessing
2 Dismember
2 Groundswell
4 Might of Old Krosa
4 Mutagenic Growth
4 Rancor
2 Ghost Quarter
4 Inkmoth Nexus
3 Misty Rainforest
2 Verdant Catacombs
1 Temple Garden
1 Pendlehaven
3 Watery Grave
1 Overgrown Tomb
2 Forest
2 Island
1 Swamp
1 Apostle's Blessing
4 Dispel
4 Relic of Progenitus
3 Maelstrom Pulse
3 Pithing Needle
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TBH about Phyrexian Crusader, he's a bit too slow. The reason why I play a singleton and 3 SB is mainly the omnipresence of path of exile. R(/X)DW decks are also fairly common. But protection spells like Apostle's Blessing, Vines of Vastwood & Ranger's Guile also do the trick. WUR Delver/Scepter can be a problematic matchup. 12 removals (bolt, helix and path) and scepter make me wanna cry. Long story short, White and Red protection are really strong in my playgroup.
Any reason why you prefer Dismember over Smother? 1 cmc?
4 Blighted Agent
4 Glistener Elf
4 Plague Stinger
3 Necropede
1 Phyrexian Crusader
Non-Creature Spells 22
2 Smother
1 Maelstrom Pulse
2 Rancor
2 Wild Defiance
1 Ranger's Guile
4 Vines of Vastwood
3 Groundswell
1 Mutagenic Growth
4 Serum Visions
1 Distortion Strike
1 Artful Dodge
4 Inkmoth Nexus
4 Misty Rainforest
4 Verdant Catacombs
2 Pendlehaven
1 Watery Grave
1 Overgrown Tomb
1 Breeding Pool
1 Forest
1 Island
1 Swamp
2 Gemstone Mine
1 Skithiryx, the Blight Dragon
1 Viridian Corrupter
4 Spell Pierce
3 Relic of Progenitus
3 Maelstrom Pulse
3 Phyrexian Crusader
WU Resto Blade
RUG Tron
BUG Infect
WBG Melira Pod
WBRG White Jund
Would this list be good to play? I am unsure of my shop's Modern Meta, although I have seen people playing Merfolk, Affinity, W/b Spirts, and a Rock deck.
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1 overgrown tomb
1 breeding pool
1 stomping ground
1 forest
1 swamp
2 gemstone mine
4 city of brass
2 Pendlehaven
4 inkmoth nexus
4 might of old krosa
4 rancor
2 wild defiance
3 assault strobe
4 simian spirit guide
2 gitaxian probe
4 glistener elf
4 blighted agent
4 plague stinger
4 phyrexian crusader(!)
2slaughter pact
2 dismember
3 viridian corruptor
2 necropede
1 mortar pod
2 natures claim
1 wild defiance
2 torpor orb
The first thing to say is that the deck runs one more land [a swamp] than similar successful listings. This is to accomodate the plan B [main deck phyrexian crusader], and also to help get value when path to exiled and the game goes long (t4/5/6). It also allows a fetch that costs just one rather than 3 life, which can be relevant in keeping out of bolt range and in some situations involving mutagenic growth. I spent ages testing the land base and its about right for this particular dude base.
Extensive mulliganing is reduced significantly by the one extra land too.
I am assuming everyone knows the basic combinations allowing full poison t2/3 kills. Most of the time a t2 that leaves them on nine poison is nearly always enough if there is both an inkmoth and a regular dude down.
The other notable thing about this list is the man count is MUCH higher than expected- 16, plus 4 inkmoths in effectively 58 cards. The fewer the number of men run, the more the deck becomes "all in" and glass cannon-y, and the more mulliganing occurs too. By having more men its as explosive almost but also more robust.
Probe is vital to the deck. My original version I ran in a tournament ran one, with one in the board for certain matches. This was simply as incorrect as it sounds. The information is sometimes gamewinning there and then, and often informs the play. I never pay mana for it even if I have no t1 play. Just knowing what the enemy deck is can inform the use of spirit guides.
Why plan B?
This deck obvoiusly has strong matches against combo based decks that simply put are often a turn too slow. RG Tron is particuarly vulnerable as well. The deck is also strong against anyone unfamiliar with it who taps out on t2 for a man when u have a man down. This is extremely unlikely in a
PTQ say, unless that man reads spellskite. The crusader obviously has no synergy with assault strobe, but a remarkable number of men in the format are red or white, and those that are not don't like 4/2 infect first strikers with trample.
The weakness of the deck as most know is that it has problems with decks with full removal suites- jund and URW in particular being cases in point, aggro loam is a similar sort of deck too. If they run just bolts then wild defiance is rather good, but path to exile or terminates makes the deck vulnerable when played "all in".
I have found that this deck presents the user with more decisions than the 12 + 4 inkmoth versions, and has a greater robustness, due to plan B, which basically reads "get a t2 or 3 phyrexian crusader, pump and win over 1-2 turns. UWR and Jund have almost no removal that is not white and red- maelstrom pulse essentially in the latter case. Blockers in UWR than can block it are snapcaster mages, and in jund goyfs and bob, but not finks, bloodbraids etc. Few live to tell much of a tale. Helps that the meta is a bit more white and red than most.
I think this deck is not the sort that can be picked up and played, even though the t2/3 kills are easy to learn. I do not play standard at all almost now compared to modern and this deck will reward those intensely familiar with modern lists.
A couple of notes on how I play other matches-
fae- I never walk into spellstutter with a main phase pump t2 unless I have probed- nothing worse than casting might and them getting a 2 for 1. I will nibble with 1/1s and force them to to flash it in and block (they often do if they think you are man light). Pendlehaven shines here in this match with mistbind, as does the spirit guide. The game goes horribly for fae normally when the slaughter pacts and dismembers come in, and its not too hot for them game 1.
melira pod. Unless I can kill them there and then (often the case) I find its better to not leave them mid range poison wise and to save resources back. If they can get melira via search you will not always lose (unless the rest of the combo is there). I have once or twice dealt twenty damage in testing the turn after melira has been searched for. Redcap being red and finks white makes that crusader better than expected, esp with rancor.
A note on boarding:
the necropede and pod are there for those attritional they-kill-everything matchups where the game goes longer often. They are under testing.
I never board out spirit guides, no matter how tempting. Its amazing howoften they give an option on t3 or 4 that allows you to win by powering an inkmoth and hitting with a dude.
When spellskite is a worry -eg fae- then viridian corruptor is often worth bringing in over a 2cc flyer as the spellskite is lethal, despite the removal suite post board.
I did a tournament and it basically did well as a slightly less refined list.
It went 2-0 on the play vs an unprepared player who tapped out t2. No mulligans.
It went 2-1 on the draw vs D and taxes- crusader is a wrecker t2. No mulligans.
It went 2-0 on the draw vs RG tron. One mulligan. Easy match up.
It went 1-2 on the play vs URW- with sadly 3 mulligans in g1.
It went 1-2 Vs jund on the draw with one mulligan, although the jund deck had to draw 2 terminates in 4 cards to win the last game as wild defiance had resolved, and G2 a huge trampling crusader got him to 9 poison as he chumped with 2 goyfs.
Had it been on the play G1 vs jund the same cards would have given me the win I suspect.
I will use this deck again at some point.
Please use Deck and Card Tags. A description on how to use them is linked in the Modern Forum Rules t_C
4x Blighted Agent
4x Ichorclaw Myr
4x Glistener Elf
Spells(26)
4x Groundswell
4x Mutagenic Growth
4x Rancor
4x Vines of Vastwood
4x Wild Defiance
3x Apostle's Blessing
3x Gut Shot
4x Cathedral of War
4x Forest
4x Inkmoth Nexus
4x Misty Rainforest
3x Verdant Catacombs
2x Breeding Pool
1x Pendelhaven
-12 Infectors + Inkmoth gives us plenty of bodies.
-12 Pump Spells + Defiance + Vines gives us plently of pump.
-7 Protection Spells
-3 Gut Shot is just a port from the Standard version. Not sure if it's wanted or not.
-22 Land with 7 Fetches and 9 "Spell Lands" helps mitigate flood.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Wild Defiance seems slow. Have you tested it?
Basically, the Infect deck wants a "combo" kill card. Defiance is that card only because we don't have Berserk.
The idea for Gut Shot is that it kills relevant things in the format and it turns on Defiance. Killing Delver, Birds, Lynx, Serra Ascendant, Noble, Confidant is good, but being a free Giant Growth too makes it playable.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
What do you do with the Blue and Black Shock lands mana? Why not just Forest?
Also, I decided to play it safe and go with Burn on Saturday and got 4th. I am glad I did, because with the matchups I played this deck would have been at a disadvantage.
I only play Breeding Pool as a shockland it is only for MB Blighted Agent and some SB spells.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
Without further adieu, this is the deck that pepperlips piloted to multiple 4-0s, most recently being yesterday:
2 Forest
4 Inkmoth Nexus
1 Island
4 Misty Rainforest
2 Pendelhaven
1 Temple Garden
2 Verdant Catacombs
20 lands
2 Birds of Paradise
4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
14 creatures
4 Groundswell
4 Mana Leak
4 Might of Old Krosa
4 Spell Pierce
4 Sylvan Scrying
4 Vines of Vastwood
26 other spells
2 Apostle's Blessing
2 Dispel
2 Distortion Strike
1 Grafdigger's Cage
4 Path to Exile
4 Viridian Corrupter
RUG RUG Delver
RW Boros
G Mono-Green Stompy
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twelve men and 4 nexi is sixteen out of sixty- over three draws you have ten cards to win with, but you only see seven at the start, and one man hands need mulliganing vs unknown decks. The maths makes one or two creatures at most per opener on average. Now play vs jund with 4 bolts and one casting cost hand destruction spells. Assume you always get hand disrupted by them turn one, and count the number of times you win from there. I do not think you get that many from my tests. The same can be done with uwr- which has eight one drop kill spells. Simply put I think the deck needs more than sixteen unless it wants to be a glass cannon that sweeps to removal heavy decks. And waiting till later to protect a dude seems risky.
I felt the splash for blue was necessary because the unblockable aspect of Blighted Agent and Distortion Strike is just too good to pass up. I play infect in legacy as well, though I don't have Tropical Island so I just stick to my good ol' Mono Green.
How does this list look to all you fellow infect players?
4 Glistener Elf
4 Lost Leonin
4 Blighted Agent
Spells
2 Distortion Strike
3 Groundswell
4 Mutagenic Growth
4 Giant Growth
4 Vines of Vastwood
3 Gut Shot
3 Apostle's Blessing
2 Rancor
4 Wild Defiance
Land
1 Island
1 Forest
1 Plains
1 Pendelhaven
3 Verdant Catacombs
4 Misty Rainforest
2 Breeding Pool
2 Temple Garden
4 Inkmoth Nexus
Signature by Rivenor of Miraculous Recovery Signatures
"In response.. Mana Leak?"
"Every game loss is due to your inability to interact with your opponent"
Gutshot is meh in modern. While Delver decks are becoming more popular, it is still not as prevalent as in standard. You also don't have as many mana dorks in Modern so you don't hit those as much either. You just don't have as many targets as you do in standard.
I have not tried wild defiance yet in modern but I just feel straight up using groundswell/Might of Old Krosa would be better. I would not use 4 vines of vastwood because it is essentially 2 mana and sometimes that's just too much.
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EDH
G Isao
I would put the crusaders to main with the extra swamp, over a stinger or myr or two. So good vs jund, uwr, red d wins and prob restoration delver. I think cutting the odd pump is fine for a probe or one cc manipulation and draw spell, which smooth the deck. I think probe is essential. Watch out for thalia and spellskite .