If you're main goal is budget, I would definitely stick to Monogreen, You'll get far more consistency in your mana base, at the cost of maybe a turn of speed. Way worth it IMO, rather than being screwed out of blue with 3 Blighted Agents in hand. You know what I mean?
If you're main goal is budget, I would definitely stick to Monogreen, You'll get far more consistency in your mana base, at the cost of maybe a turn of speed. Way worth it IMO, rather than being screwed out of blue with 3 Blighted Agents in hand. You know what I mean?
Yeah I run mono-green for the reasons pyro314 mentioned and because blue green infect is so boring and unoriginal. I'm just wondering though, do you guys think running 2 or so noble hierarchs in a mono green infect is worth it?
Went 2-2 with this list last night my first modern FNM (or even my first time playing modern in paper, for that matter.) I had played monogreen infect in standard in August, about a month after I began going to FNMs, and had a blast with it, almost always taking top 8, and oftentimes top 4. I do not like spending a ton of money on Magic (yet), and this is the main reason that the deck is monogreen.
First loss was to Melira Pod, I had a killer hand game 1, but he dropped Melira turn 3, and i had no way to deal with her. Game 2 was very long, where I fought off his combo and he killed my creatures for a lot of the game, but he landed Melira again the turn before I could swing for lethal. My second loss was to Spirit Jund, and he completely blew me out the first game after I kept a terrible 5-card hand. Game 2 was very interesting. I kept my first hand with 5 lands; two Inkmoth Nexus, two Cathedral of War, and a Forest. I also had an artifact creature and a pump spell. I play my creature, he bolts it, and a few turns later, he has 4 spirits out and a Lingering Souls still in the graveyard, and I have the land from my opening hand out, and a Vines of Vastwood that I can't kick. Eventually, I get him down to three spirits and no Lingering Souls left to flash back. He plays Olivia Voldaren and I draw Apostle's Blessing, which isn't enough to save the Nexus from Olivia's ping and still make sure damage goes through, and he kills me the next turn. My wins were pretty generic, one against Delver, who couldn't play any threats because he was too focused on trying to kill my creatures, which I would save with one of many instants, and another against an EpEx Storm deck, with no answers to my creatures.
Some thoughts on the deck--
-I only have the two Groundswells in there because it is so hard to get landfall with only 20 lands and no fetches after turn 3 or 4, meaning that I don't want to see it after those turns.
-Wild Defiance is great. It makes all of your pump spells better and turns your Apostle's Blessings into pump spells, which is very useful when you don't have the mana to both play a pump spell and make sure your creature gets through. Also disables Lightning Bolt. Additionally, it's a savior when you're in topdeck mode because it turns every instant into a deadly weapon. There is only room for this card in a monogreen list (there are much better options if you play more colors), but I wouldn't play the deck without it.
-Call it blasphemy, but I feel like Might of Old Krosa isn't my favorite pump spell. This deck revolves around combat tricks, where you pump the guy they don't block, and unless you can make sure that the guy you put this on will get through (which you usually can't with monogreen in the early game), it won't give them 4 poison counters. I don't really hate the card, and a lot of times it will do wonders, but if anyone has a substitute for it, I'd be willing to try it out.
-I feel like I should be running more creatures, but I just don't know what else to put in. I don't really even like Necropede because he's really just a 1/1 for 2, and only becomes anything else when he does the thing you don't want him to do. Back in standard, I remember that some lists just used Glistener Elf and Ichorclaw Myr. Maybe I'll test out Blight Mamba.
I really had fun with this deck last night, although nobody else did. I'm sure you all know the feeling of having your deck openly hated on by everyone else in the room;). I think i'll have it foiled for when I use it again next month, and hopefully give you guys a more positive report then.:cool:
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I'm the kind of guy every Wind Drake wishes he was:cool2:
Went 2-2 with this list last night my first modern FNM (or even my first time playing modern in paper, for that matter.) I had played monogreen infect in standard in August, about a month after I began going to FNMs, and had a blast with it, almost always taking top 8, and oftentimes top 4. I do not like spending a ton of money on Magic (yet), and this is the main reason that the deck is monogreen.
First loss was to Melira Pod, I had a killer hand game 1, but he dropped Melira turn 3, and i had no way to deal with her. Game 2 was very long, where I fought off his combo and he killed my creatures for a lot of the game, but he landed Melira again the turn before I could swing for lethal. My second loss was to Spirit Jund, and he completely blew me out the first game after I kept a terrible 5-card hand. Game 2 was very interesting. I kept my first hand with 5 lands; two Inkmoth Nexus, two Cathedral of War, and a Forest. I also had an artifact creature and a pump spell. I play my creature, he bolts it, and a few turns later, he has 4 spirits out and a Lingering Souls still in the graveyard, and I have the land from my opening hand out, and a Vines of Vastwood that I can't kick. Eventually, I get him down to three spirits and no Lingering Souls left to flash back. He plays Olivia Voldaren and I draw Apostle's Blessing, which isn't enough to save the Nexus from Olivia's ping and still make sure damage goes through, and he kills me the next turn. My wins were pretty generic, one against Delver, who couldn't play any threats because he was too focused on trying to kill my creatures, which I would save with one of many instants, and another against an EpEx Storm deck, with no answers to my creatures.
Some thoughts on the deck--
-I only have the two Groundswells in there because it is so hard to get landfall with only 20 lands and no fetches after turn 3 or 4, meaning that I don't want to see it after those turns.
-Wild Defiance is great. It makes all of your pump spells better and turns your Apostle's Blessings into pump spells, which is very useful when you don't have the mana to both play a pump spell and make sure your creature gets through. Also disables Lightning Bolt. Additionally, it's a savior when you're in topdeck mode because it turns every instant into a deadly weapon. There is only room for this card in a monogreen list (there are much better options if you play more colors), but I wouldn't play the deck without it.
-Call it blasphemy, but I feel like Might of Old Krosa isn't my favorite pump spell. This deck revolves around combat tricks, where you pump the guy they don't block, and unless you can make sure that the guy you put this on will get through (which you usually can't with monogreen in the early game), it won't give them 4 poison counters. I don't really hate the card, and a lot of times it will do wonders, but if anyone has a substitute for it, I'd be willing to try it out.
-I feel like I should be running more creatures, but I just don't know what else to put in. I don't really even like Necropede because he's really just a 1/1 for 2, and only becomes anything else when he does the thing you don't want him to do. Back in standard, I remember that some lists just used Glistener Elf and Ichorclaw Myr. Maybe I'll test out Blight Mamba.
I really had fun with this deck last night, although nobody else did. I'm sure you all know the feeling of having your deck openly hated on by everyone else in the room;). I think i'll have it foiled for when I use it again next month, and hopefully give you guys a more positive report then.:cool:
I think you need to main board 16 creatures (including the inkmoths) if you don't run cantrips, so just add in a few blight mamba or 2 more necropede (you could consider Plague Myr too). Also, have you ever considered running 2 or so Infiltration Lens since mono green infect has little evasion, your opponents are forced to block or they will die, and because the deck only has 4 1 drops that can be played on the first turn. I recommend you take out 1 wild defiance, 1 apostle's blessing (sideboard 1), and 2 giant growth for 2 more creatures and 2 infiltration lens. Lastly, you may want to add in or sideboard a few instants that give trample such as Unnatural Predation.
Wild Defiance was strange looking to me out of the board but that miser housed an opponent on coverage whom was unable to get value out of Spellskites other than roadblocking a creature for a turn.
Any other thoughts or comments on the deck? It made me consider giving it a spin.
If there's any fairly budget (No fetchs, shocks, or hierarchs for me ) changes you feel would be best, please let me know. No sideboard (this isn't going to competition any time soon). Thanks!
No, for the pendelhaven you don't put 4 even with the new legendary rule, if you would draw a card, would you prefer a pendelhaven or any kind of little pump ? ...
You have to keep in mind we "throw all our card on the battlefield in the first 3-4 turn", so everyone draw after is critical.
I'd still be inclined to play giant growth, just because it can counter some removal like darkblast or even dismember occasionally.
I would run more Apostle's Blessing and Vines of Vastwood to combat removal. My meta happens to feature a few control players, so having that uncounterable pump can win the game.
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Welcome to the forum. It's nice having posters who know what they're talking about.(:
Thanks to Rivenor for the signature and XenoNinja for the Avi!
Quotes:
Yeah I will definitely Consider it
Thanks
Modern:
RRDW
Standard:
GGMono Green Aggro
My MTGO Name: ak3036
4x Apostle's Blessing
4x Giant Growth
2x Groundswell
4x Might of Old Krosa
4x Mutagenic Growth
4x Vines of Vastwood
4x Rancor
4x Wild Defiance
12x Forest
4x Inkmoth Nexus
2x Pendelhaven
4x Glistener Elf
4x Ichorclaw Myr
2x Necropede
1x Grafdigger's Cage
4x Nature's Claim
2x Nihil Spellbomb
2x Pithing Needle
2x Spellskite
Went 2-2 with this list last night my first modern FNM (or even my first time playing modern in paper, for that matter.) I had played monogreen infect in standard in August, about a month after I began going to FNMs, and had a blast with it, almost always taking top 8, and oftentimes top 4. I do not like spending a ton of money on Magic (yet), and this is the main reason that the deck is monogreen.
First loss was to Melira Pod, I had a killer hand game 1, but he dropped Melira turn 3, and i had no way to deal with her. Game 2 was very long, where I fought off his combo and he killed my creatures for a lot of the game, but he landed Melira again the turn before I could swing for lethal. My second loss was to Spirit Jund, and he completely blew me out the first game after I kept a terrible 5-card hand. Game 2 was very interesting. I kept my first hand with 5 lands; two Inkmoth Nexus, two Cathedral of War, and a Forest. I also had an artifact creature and a pump spell. I play my creature, he bolts it, and a few turns later, he has 4 spirits out and a Lingering Souls still in the graveyard, and I have the land from my opening hand out, and a Vines of Vastwood that I can't kick. Eventually, I get him down to three spirits and no Lingering Souls left to flash back. He plays Olivia Voldaren and I draw Apostle's Blessing, which isn't enough to save the Nexus from Olivia's ping and still make sure damage goes through, and he kills me the next turn. My wins were pretty generic, one against Delver, who couldn't play any threats because he was too focused on trying to kill my creatures, which I would save with one of many instants, and another against an EpEx Storm deck, with no answers to my creatures.
Some thoughts on the deck--
-I only have the two Groundswells in there because it is so hard to get landfall with only 20 lands and no fetches after turn 3 or 4, meaning that I don't want to see it after those turns.
-Wild Defiance is great. It makes all of your pump spells better and turns your Apostle's Blessings into pump spells, which is very useful when you don't have the mana to both play a pump spell and make sure your creature gets through. Also disables Lightning Bolt. Additionally, it's a savior when you're in topdeck mode because it turns every instant into a deadly weapon. There is only room for this card in a monogreen list (there are much better options if you play more colors), but I wouldn't play the deck without it.
-Call it blasphemy, but I feel like Might of Old Krosa isn't my favorite pump spell. This deck revolves around combat tricks, where you pump the guy they don't block, and unless you can make sure that the guy you put this on will get through (which you usually can't with monogreen in the early game), it won't give them 4 poison counters. I don't really hate the card, and a lot of times it will do wonders, but if anyone has a substitute for it, I'd be willing to try it out.
-I feel like I should be running more creatures, but I just don't know what else to put in. I don't really even like Necropede because he's really just a 1/1 for 2, and only becomes anything else when he does the thing you don't want him to do. Back in standard, I remember that some lists just used Glistener Elf and Ichorclaw Myr. Maybe I'll test out Blight Mamba.
I really had fun with this deck last night, although nobody else did. I'm sure you all know the feeling of having your deck openly hated on by everyone else in the room;). I think i'll have it foiled for when I use it again next month, and hopefully give you guys a more positive report then.:cool:
I'm the kind of guy every Wind Drake wishes he was:cool2:
I think you need to main board 16 creatures (including the inkmoths) if you don't run cantrips, so just add in a few blight mamba or 2 more necropede (you could consider Plague Myr too). Also, have you ever considered running 2 or so Infiltration Lens since mono green infect has little evasion, your opponents are forced to block or they will die, and because the deck only has 4 1 drops that can be played on the first turn. I recommend you take out 1 wild defiance, 1 apostle's blessing (sideboard 1), and 2 giant growth for 2 more creatures and 2 infiltration lens. Lastly, you may want to add in or sideboard a few instants that give trample such as Unnatural Predation.
4 Rancor
4 Noble Hierarch
4 Glistener Elf
4 Vines of Vastwood
3 Apostle’s Blessing
4 Might of Old Krosa
4 Groundswell
3 Necropede
4 Ichorclaw Myr
2 Gitaxian Probe
4 Mutagenic Growth
2 Blight Mamba
2 Forest
2 Temple Garden
4 Razorverge Thicket
2 Pendelhaven
4 Inkmoth Nexus
1 Pithing Needle
1 Wild Defiance
2 Viridan Corruptor
3 Dismember
4 Relic of Progenitus
4 Qasali Pridemage
Wild Defiance was strange looking to me out of the board but that miser housed an opponent on coverage whom was unable to get value out of Spellskites other than roadblocking a creature for a turn.
Any other thoughts or comments on the deck? It made me consider giving it a spin.
4 Glistener Elf
4 Ichorclaw Myr
4 Blight Mamba
Lands
15 Forest
4 Inkmoth Nexus
2 Pendelhaven
Pump and protection
4 Mutagenic Growth
4 Rancor
4 Might of Old Krosa
4 Vines of Vastwood
4 Apostle's Blessing
3 Groundswell
2 Predator's Strike
2 Wild Defiance
4 Dismember
3 Spellskite
3 Nature's Claim
3 Torpor Orb
2 Ranger's Guile
Groundswell #4 dropped due to lack of fetchlands.
Wild Defiance offers burn protection and wins stalled games.
Predator's Strike gives us a bit of extra evasion.
Modern: RWB Burn G Infect B Infect BR Nivmiseit
Standard: R Red Deck Wins
4x Inkmoth Nexus
12x Forest
4x Pendelhaven
Creatures:
4x Ichorclaw Myr
4x Glistener Elf
4x Necropede
2x Apostle's Blessing
4x Giant Growth
2x Gitaxian Probe
4x Groundswell
4x Might of Old Krosa
4x Mutagenic Growth
4x Rancor
4x Vines of Vastwood
If there's any fairly budget (No fetchs, shocks, or hierarchs for me ) changes you feel would be best, please let me know. No sideboard (this isn't going to competition any time soon). Thanks!
maybe a few ranger's guile for more protection?
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
3–4x Pendelhaven are okay after the rules update.
Modern: RWB Burn G Infect B Infect BR Nivmiseit
Standard: R Red Deck Wins
You have to keep in mind we "throw all our card on the battlefield in the first 3-4 turn", so everyone draw after is critical.
I would run more Apostle's Blessing and Vines of Vastwood to combat removal. My meta happens to feature a few control players, so having that uncounterable pump can win the game.