Infect
From mite to mighty.
From mite to mighty.
Contents
1) What is Infect?
2) Card Choices
3) Technical Play
4) Strengths and Weaknesses
5) Decklists
6) Articles
1) What is Infect?
Infect is an aggro-combo deck which utilizes the Infect mechanic to win the game quickly. The objective is to give the opponent 10 poison counters. Pump spells are central to the deck, and go hand in hand with Infect creatures. A 1/1 Infect creature that gets +4/+4 deals 5 poison damage, bringing you halfway to victory with just two cards. The blistering pace of Infect allows you to ignore the card disadvantage associated with pump spells.
Different Colors of Infect
The first Infect deck to make it big was Kelvin Chew’s UG version with cantrips like Serum Visions and Sleight of Hand. Today, UG remains the color combination of choice, although the cantrips and Ichorclaw Myrs have been replaced by better pump spells. This primer will focus on the UG version.
Sultai is a close second, having put up many results during the end of 2012. The black splash allows you to play another evasive Infect creature (Plague Stinger), and expands your sideboard options.
BG is a rare sight, but it has T8ed a MTGO PTQ. It is a meta option; if you expect a lot of players leaning on Lightning Bolt or Path to Exile as their removal, Phyrexian Crusader is immune to both. If there aren’t many flying creatures being played, then Plague Stinger is almost as good as Blighted Agent.
Mono-green is the version that players build when they’re on a budget or en route to upgrading to full-powered Infect. Against a combo or control opponent with few blockers the difference can hardly be felt, but against all other opponents, one will appreciate the unblockability on Blighted Agent and Distortion Strike.
Mono-black plays completely differently from all other Infect builds. It has no pump spells at all, instead relying on discard to clear the opponent’s hand and Phyrexian Crusader and Phyrexian Vatmother to finish off. For the most part it is a worse version of 8Rack (more expensive wincons), which is in turn a worse version of Lantern Control.
2) Card ChoicesSultai is a close second, having put up many results during the end of 2012. The black splash allows you to play another evasive Infect creature (Plague Stinger), and expands your sideboard options.
BG is a rare sight, but it has T8ed a MTGO PTQ. It is a meta option; if you expect a lot of players leaning on Lightning Bolt or Path to Exile as their removal, Phyrexian Crusader is immune to both. If there aren’t many flying creatures being played, then Plague Stinger is almost as good as Blighted Agent.
Mono-green is the version that players build when they’re on a budget or en route to upgrading to full-powered Infect. Against a combo or control opponent with few blockers the difference can hardly be felt, but against all other opponents, one will appreciate the unblockability on Blighted Agent and Distortion Strike.
Mono-black plays completely differently from all other Infect builds. It has no pump spells at all, instead relying on discard to clear the opponent’s hand and Phyrexian Crusader and Phyrexian Vatmother to finish off. For the most part it is a worse version of 8Rack (more expensive wincons), which is in turn a worse version of Lantern Control.
Attackers - These are the creatures you attack and win with. I have chosen to include the support (i.e. non-Infect) creatures in other sections.
Glistener Elf: The basic Infect creature. It has no other abilities, but its 1 CMC means it can be played on the very first turn. The faster you get your creatures out, the faster you can start swinging, and the less resistance you will face.
Blighted Agent: The next best Infect creature. Its CMC is 2, so it’s a little slower than the Elf. Unlike the Elf, it is unblockable, which is a huge plus, as you only need to worry about removal and not opposing creatures.
Inkmoth Nexus: The Infect manland. It is safe from Abrupt Decay and sorcery-speed removal. Its 1 activation cost suits Infect’s low curve well.
Other options
Plague Stinger: Similar to Blighted Agent, this is a 2 CMC Infect creature with evasion. The difference here is that Plague Stinger’s evasion is in the form of flying, so creatures like Vendilion Clique or Spirit tokens will be able to block it.
Ichorclaw Myr: If you’re not splashing black, play this to round out your attackers.
Necropede: If you’re not splashing black OR blue...you need this for the redundancy. There’s no other reason to play it.
Blight Mamba: Generally worse than Necropede, which says a lot. Its ability is reactive and requires you to hold up mana for it.
Phyrexian Crusader: A useful tech card against Jeskai. It is immune to Lightning Bolt, Lightning Helix, Electrolyze, and Path to Exile – the cards which form Jeskai’s removal suite. However, it requires double black, which can be hard to cough up as only Overgrown Tomb generates black mana.
Carrion Call: This card generates two attackers at instant speed, but is let down by a casting cost of 4. Possible sideboard choice if you have nothing else.
Pumps - These are the cards that increase your creatures’ power.Blighted Agent: The next best Infect creature. Its CMC is 2, so it’s a little slower than the Elf. Unlike the Elf, it is unblockable, which is a huge plus, as you only need to worry about removal and not opposing creatures.
Inkmoth Nexus: The Infect manland. It is safe from Abrupt Decay and sorcery-speed removal. Its 1 activation cost suits Infect’s low curve well.
Other options
Plague Stinger: Similar to Blighted Agent, this is a 2 CMC Infect creature with evasion. The difference here is that Plague Stinger’s evasion is in the form of flying, so creatures like Vendilion Clique or Spirit tokens will be able to block it.
Ichorclaw Myr: If you’re not splashing black, play this to round out your attackers.
Necropede: If you’re not splashing black OR blue...you need this for the redundancy. There’s no other reason to play it.
Blight Mamba: Generally worse than Necropede, which says a lot. Its ability is reactive and requires you to hold up mana for it.
Phyrexian Crusader: A useful tech card against Jeskai. It is immune to Lightning Bolt, Lightning Helix, Electrolyze, and Path to Exile – the cards which form Jeskai’s removal suite. However, it requires double black, which can be hard to cough up as only Overgrown Tomb generates black mana.
Carrion Call: This card generates two attackers at instant speed, but is let down by a casting cost of 4. Possible sideboard choice if you have nothing else.
One-Shot Effects
Might of Old Krosa: One of two +4/+4 effects for 1 mana. The raw power of this card outweighs the restriction that you have to use it during your main phase for a larger boost.
It’s worth remembering that you do not have to play Might of Old Krosa at sorcery speed to get the extra boost. You can play it in response to another spell, but as long as it happens during your main phase, you still get the extra boost.
Groundswell: The other +4/+4 effect, and a very good reason for playing 8 fetches. Keep in mind that you can keep a land in hand or an uncracked fetch to turn any topdecked Groundswells live.
Become Immense: The latest addition to the deck. It is extremely efficient - if you count a +4/+4 pump as being worth one card, then Become Immense is worth 1.5 cards, a big deal in a deck that has no form of actual card advantage. The large number of instants and fetchlands help feed Become Immense.
Mutagenic Growth: A 0-mana +2/+2 effect. While the pump is a bit small, the fact that it costs 0 mana can shave a full turn off the kill. You can play this against small toughness-based removal like Electrolyze or Pyroclasm even if you’re tapped out.
Repeatable Effects
Rancor: This card grants both +2 power and trample. Trample helps force damage through chump blockers, and combined with a pump spell, your creatures will live to tell the tale.
Do note a few things:
1) Rancor falls off Inkmoth Nexus when it stops being a creature. You put Rancor back into your hand.
2) If Rancor loses its target (most often because the creature was killed in response to the enchant), it is put into your graveyard from the stack and you don’t get to return it to your hand.
Noble Hierarch: A 1-mana creature with Exalted. The seemingly insignificant +1/+1 boost can actually shorten the game by an entire turn – an unchecked 1/1 attacker with two +4/+4 effects only deals 9 damage, but with an Exalted boost, it ends the game in one hit.
It also taps for mana, allowing you to make plays which require 2-3 mana in one turn while you’re on 1-2 lands, such as T2 Blighted Agent + protection spell.
A Game 1, turn 1 Noble Hierarch off Forest does not give your opponent sufficient information to infer your choice of deck. If he hastily Bolts it, that’s one less removal spell he has to use on your actual threats.
Pendelhaven: An upgrade to basic Forests. Rather than ask “why play this?” it’s better to ask “why not?” Every Infect creature you have starts out as a legal target for it, and it doesn’t cost you a card to use. Don’t play too many copies; it’s a legendary land, and you still need some basic Forests to search for with your fetches.
Protection and Evasion - These cards protect your creatures from removal, or let your creatures get past blockers.Might of Old Krosa: One of two +4/+4 effects for 1 mana. The raw power of this card outweighs the restriction that you have to use it during your main phase for a larger boost.
It’s worth remembering that you do not have to play Might of Old Krosa at sorcery speed to get the extra boost. You can play it in response to another spell, but as long as it happens during your main phase, you still get the extra boost.
Groundswell: The other +4/+4 effect, and a very good reason for playing 8 fetches. Keep in mind that you can keep a land in hand or an uncracked fetch to turn any topdecked Groundswells live.
Become Immense: The latest addition to the deck. It is extremely efficient - if you count a +4/+4 pump as being worth one card, then Become Immense is worth 1.5 cards, a big deal in a deck that has no form of actual card advantage. The large number of instants and fetchlands help feed Become Immense.
Mutagenic Growth: A 0-mana +2/+2 effect. While the pump is a bit small, the fact that it costs 0 mana can shave a full turn off the kill. You can play this against small toughness-based removal like Electrolyze or Pyroclasm even if you’re tapped out.
Repeatable Effects
Rancor: This card grants both +2 power and trample. Trample helps force damage through chump blockers, and combined with a pump spell, your creatures will live to tell the tale.
Do note a few things:
1) Rancor falls off Inkmoth Nexus when it stops being a creature. You put Rancor back into your hand.
2) If Rancor loses its target (most often because the creature was killed in response to the enchant), it is put into your graveyard from the stack and you don’t get to return it to your hand.
Noble Hierarch: A 1-mana creature with Exalted. The seemingly insignificant +1/+1 boost can actually shorten the game by an entire turn – an unchecked 1/1 attacker with two +4/+4 effects only deals 9 damage, but with an Exalted boost, it ends the game in one hit.
It also taps for mana, allowing you to make plays which require 2-3 mana in one turn while you’re on 1-2 lands, such as T2 Blighted Agent + protection spell.
A Game 1, turn 1 Noble Hierarch off Forest does not give your opponent sufficient information to infer your choice of deck. If he hastily Bolts it, that’s one less removal spell he has to use on your actual threats.
Pendelhaven: An upgrade to basic Forests. Rather than ask “why play this?” it’s better to ask “why not?” Every Infect creature you have starts out as a legal target for it, and it doesn’t cost you a card to use. Don’t play too many copies; it’s a legendary land, and you still need some basic Forests to search for with your fetches.
Vines of Vastwood: The unkicked version merely grants pseudo-hexproof, but the kicked one tacks on a +4/+4 boost. Early on, this neutralizes one removal spell, while later, it can pump your creatures for lethal.
One trick you can do is cast Vines on an opponent’s creature in order to cause an enemy buff (for example, Restoration Angel or Kiki-Jiki, Mirror Breaker) targeting it to fizzle. This works because Vines does not grant hexproof. Vines states “Target creature can't be the target of spells or abilities your opponents control this turn” – in this case “your opponent” refers to the Kiki player, so it reads “Target creature can't be the target of spells or abilities the Kiki player controls this turn”.
Blossoming Defense: It's sort of like a Vines of Vastwood which you can't kick, but it gives you +2/+2 straight up. You can't do the Vines fizzle trick with Defense unlike Vines, but Defense can't be redirected by Spellskite since it says “target creature you control”.
Distortion Strike: This card upgrades Glistener Elf into Blighted Agent (with one more power) for two turns. If undisrupted, this represents 4 unblockable Infect damage. All it takes is a single Become Immense or two pump spells for that to become lethal. It's a good card to pair with Wild Defiance, since both the regular casting and rebound will trigger it.
If Distortion Strike is countered (which includes “countered on resolution”, aka fizzling), you do not get to apply rebound.
Apostle’s Blessing: A great deal for 1 mana (and 2 life). It causes removal to fizzle, and lets the targeted creature attack past blockers. This protection also extends to artifacts, so you can use it to attack unblocked against Affinity. As it costs colorless mana, it can be casted off Inkmoth Nexus.
Like Blossoming Defense, Apostle’s Blessing cannot be redirected by an opposing Spellskite.
Spellskite: Spellskite provides a way to draw removal away from your attackers. It is also excellent against the mirror or Bogles, since it can draw boosts towards itself. It can blank Arcbound Ravager’s death trigger, as you can redirect the counters onto Spellskite.
Remember, Spellskite cannot retarget effects from your opponent that say “you control”.
Dryad Arbor: Dryad Arbor provides defense against Liliana of the Veil. When Liliana’s -2 is activated, they can crack a fetch in response and tutor Dryad Arbor, sacrificing it and keeping their attackers safe. If you play Dryad Arbor, count it as a spell instead of a land.
Others, SideboardOne trick you can do is cast Vines on an opponent’s creature in order to cause an enemy buff (for example, Restoration Angel or Kiki-Jiki, Mirror Breaker) targeting it to fizzle. This works because Vines does not grant hexproof. Vines states “Target creature can't be the target of spells or abilities your opponents control this turn” – in this case “your opponent” refers to the Kiki player, so it reads “Target creature can't be the target of spells or abilities the Kiki player controls this turn”.
Blossoming Defense: It's sort of like a Vines of Vastwood which you can't kick, but it gives you +2/+2 straight up. You can't do the Vines fizzle trick with Defense unlike Vines, but Defense can't be redirected by Spellskite since it says “target creature you control”.
Distortion Strike: This card upgrades Glistener Elf into Blighted Agent (with one more power) for two turns. If undisrupted, this represents 4 unblockable Infect damage. All it takes is a single Become Immense or two pump spells for that to become lethal. It's a good card to pair with Wild Defiance, since both the regular casting and rebound will trigger it.
If Distortion Strike is countered (which includes “countered on resolution”, aka fizzling), you do not get to apply rebound.
Apostle’s Blessing: A great deal for 1 mana (and 2 life). It causes removal to fizzle, and lets the targeted creature attack past blockers. This protection also extends to artifacts, so you can use it to attack unblocked against Affinity. As it costs colorless mana, it can be casted off Inkmoth Nexus.
Like Blossoming Defense, Apostle’s Blessing cannot be redirected by an opposing Spellskite.
Spellskite: Spellskite provides a way to draw removal away from your attackers. It is also excellent against the mirror or Bogles, since it can draw boosts towards itself. It can blank Arcbound Ravager’s death trigger, as you can redirect the counters onto Spellskite.
Remember, Spellskite cannot retarget effects from your opponent that say “you control”.
Dryad Arbor: Dryad Arbor provides defense against Liliana of the Veil. When Liliana’s -2 is activated, they can crack a fetch in response and tutor Dryad Arbor, sacrificing it and keeping their attackers safe. If you play Dryad Arbor, count it as a spell instead of a land.
Most sideboard cards cost 1 mana as a nod to how constrained Infect can be on mana. Those that cost more usually trade 2-for-1 or better.
Counterspells
Dispel
Spell Pierce
These cards double as protection for your creatures while also disrupting enemy combos.
Creature Removal
Dismember
Twisted Image
Removal has two functions: to get rid of blockers, and to get rid of permanents keeping you from winning (such as Spellskite and Melira, Sylvok Outcast).
It may seem odd to list Twisted Image as a removal spell, but it kills any creature with 0 power, such as Spellskite, Noble Hierarch, Birds of Paradise, Ornithopter, and Signal Pest. If you play Wild Defiance, you can use it on your own creatures to get the trigger and draw a card.
Artifact Removal
Nature’s Claim
Dissenter’s Deliverance
Viridian Corrupter
Affinity is a popular deck, and will always be played at events. It makes sense to have some countermeasures for it. Artifact hate also gives you outs against Spellskite.
Nature’s Claim is a very efficient card, as Infect does not care about the opponent’s life total. It can destroy enchantments like Pyromancer Ascension too.
Dissenter’s Deliverance and Viridian Corrupter can remove a Chalice of the Void with one charge counter on it.
Anti-removal
Shapers’ Sanctuary
Wild Defiance
These cards punish your opponent for using spot removal on your creatures. Wild Defiance also boosts your own pump spells, and combos with 2 Spellskites and any targeting spell for huge damage (more on this in the Technical Play section).
Grave Hate
Grafdigger’s Cage
Grafdigger's Cage is your main form of grave hate. Unlike Relic of Progenitus, it doesn't exile your own graveyard, so you can still delve for Become Immense. It's also good against Collected Company/Chord of Calling decks since it stops both of those cards.
Life Gain
Kitchen Finks
Pulse of Murasa
These cards are mainly for the Burn matchup. Kitchen Finks often trades 3-for-1, gaining enough life to blank a burn spell, and blocking/eating removal spells twice. Pulse of Murasa also comes in against removal-heavy matchups as a Raise Dead with lifegain.
Mana - These cards let you cast all your other cards.Counterspells
Dispel
Spell Pierce
These cards double as protection for your creatures while also disrupting enemy combos.
Creature Removal
Dismember
Twisted Image
Removal has two functions: to get rid of blockers, and to get rid of permanents keeping you from winning (such as Spellskite and Melira, Sylvok Outcast).
It may seem odd to list Twisted Image as a removal spell, but it kills any creature with 0 power, such as Spellskite, Noble Hierarch, Birds of Paradise, Ornithopter, and Signal Pest. If you play Wild Defiance, you can use it on your own creatures to get the trigger and draw a card.
Artifact Removal
Nature’s Claim
Dissenter’s Deliverance
Viridian Corrupter
Affinity is a popular deck, and will always be played at events. It makes sense to have some countermeasures for it. Artifact hate also gives you outs against Spellskite.
Nature’s Claim is a very efficient card, as Infect does not care about the opponent’s life total. It can destroy enchantments like Pyromancer Ascension too.
Dissenter’s Deliverance and Viridian Corrupter can remove a Chalice of the Void with one charge counter on it.
Anti-removal
Shapers’ Sanctuary
Wild Defiance
These cards punish your opponent for using spot removal on your creatures. Wild Defiance also boosts your own pump spells, and combos with 2 Spellskites and any targeting spell for huge damage (more on this in the Technical Play section).
Grave Hate
Grafdigger’s Cage
Grafdigger's Cage is your main form of grave hate. Unlike Relic of Progenitus, it doesn't exile your own graveyard, so you can still delve for Become Immense. It's also good against Collected Company/Chord of Calling decks since it stops both of those cards.
Life Gain
Kitchen Finks
Pulse of Murasa
These cards are mainly for the Burn matchup. Kitchen Finks often trades 3-for-1, gaining enough life to blank a burn spell, and blocking/eating removal spells twice. Pulse of Murasa also comes in against removal-heavy matchups as a Raise Dead with lifegain.
Forest
Misty Rainforest, Verdant Catacombs, Windswept Heath, Wooded Foothills
Breeding Pool
Infect relies heavily upon green mana for its pump spells and a turn 1 Glistener Elf. Thus, the fetches you’ll need are the Forest-fetching ones. You don’t need basic Islands; Breeding Pool and Noble Hierarch are sufficient.
You'll want at least 8 fetches for Groundswell or Become Immense.
Generally, you will need 19 or 20 lands, excluding Dryad Arbor. Your deck should always have at least:
8 fetchlands
4 Inkmoth Nexus
2 Pendelhaven
2 Forest
2 Breeding Pool
The remaining slots can be filled with 1 more fetchland, Dryad Arbor, and/or Forest/Breeding Pool. More basic Forests means it’s less likely you’ll be left without without compensation after being hit by Path to Exile, Assassin’s Trophy, or Field of Ruin.
3) Technical PlayMisty Rainforest, Verdant Catacombs, Windswept Heath, Wooded Foothills
Breeding Pool
Infect relies heavily upon green mana for its pump spells and a turn 1 Glistener Elf. Thus, the fetches you’ll need are the Forest-fetching ones. You don’t need basic Islands; Breeding Pool and Noble Hierarch are sufficient.
You'll want at least 8 fetches for Groundswell or Become Immense.
Generally, you will need 19 or 20 lands, excluding Dryad Arbor. Your deck should always have at least:
8 fetchlands
4 Inkmoth Nexus
2 Pendelhaven
2 Forest
2 Breeding Pool
The remaining slots can be filled with 1 more fetchland, Dryad Arbor, and/or Forest/Breeding Pool. More basic Forests means it’s less likely you’ll be left without without compensation after being hit by Path to Exile, Assassin’s Trophy, or Field of Ruin.
Mulligans
Remember the three things you need to win: Infect creatures, pump spells and protection. Ideally, your opening hand will contain 2 lands, 1-2 Infect creatures, 2-3 pump spells and 0-1 protection cards.
Your opening hand MUST have an Infect creature in it. If it doesn’t, ship it. Inkmoth Nexus counts, but in that case you also want Noble Hierarch. A hand of Noble Hierarch and Wild Defiance can count, loosely - the Wild Defiance will pump your Hierarch and you can conceivably win with regular damage.
Pump spells are also vital, though it’s very rare to have a hand with absolutely no pumps because there are so many in the deck. If you are lacking in pump spells but the rest of the hand is good, keep it – it’s likely that you’ll just draw into more pumps.
Protection is not extremely necessary as your opponent could be playing a deck without removal (e.g. combo), or he could not draw his removal on time, or you have a second Infect creature to keep the pressure up if the first one dies. It’s useful if your plan is to lead T1 Noble Hierarch into T2 Blighted Agent.
FetchesYour opening hand MUST have an Infect creature in it. If it doesn’t, ship it. Inkmoth Nexus counts, but in that case you also want Noble Hierarch. A hand of Noble Hierarch and Wild Defiance can count, loosely - the Wild Defiance will pump your Hierarch and you can conceivably win with regular damage.
Pump spells are also vital, though it’s very rare to have a hand with absolutely no pumps because there are so many in the deck. If you are lacking in pump spells but the rest of the hand is good, keep it – it’s likely that you’ll just draw into more pumps.
Protection is not extremely necessary as your opponent could be playing a deck without removal (e.g. combo), or he could not draw his removal on time, or you have a second Infect creature to keep the pressure up if the first one dies. It’s useful if your plan is to lead T1 Noble Hierarch into T2 Blighted Agent.
You can afford to fetch untapped shocks liberally. You’re fast enough that if your opponent tries to race you, you should come out ahead. Also, against opponents with Path to Exile, Assassin’s Trophy or Field of Ruin, not fetching basic Forests means you’ll have basics to grab when they hit.
If your opening hand consists of just Glistener Elf and green spells, don’t be afraid to fetch for a Breeding Pool. This is so that you can cast Blighted Agent/Distortion Strike if you topdeck it. Fetch based on what’s in your deck, not just what’s in your hand.
If you have a spare fetchland lying around with no spells to cast off it for the time being, think twice before cracking it. Leave it there to turn on future Groundswells.
Pumps If your opening hand consists of just Glistener Elf and green spells, don’t be afraid to fetch for a Breeding Pool. This is so that you can cast Blighted Agent/Distortion Strike if you topdeck it. Fetch based on what’s in your deck, not just what’s in your hand.
If you have a spare fetchland lying around with no spells to cast off it for the time being, think twice before cracking it. Leave it there to turn on future Groundswells.
”Should I pump now or later?” Usually, the answer is “now”. As the game progresses, it will get a lot harder for your creatures to connect because your opponent will draw kill spells or blockers. Whenever you can cast a pump spell with no risk, do it. The exception is when playing against Melira, where you should save them for a one-hit kill (see section 4 below).
This also applies to playing pumps over creatures. If you have a turn 1 Glistener Elf which gets to attack unblocked on turn 2, cast 1 or 2 pump spells on it instead of a second main phase Agent/Stinger.
If you only have enough mana for one pump spell on turn 2 and have the choice of +4+/4 until EOT or Rancor, go with +4/+4.
Turn 1: Noble Hierarch or Glistener Elf?This also applies to playing pumps over creatures. If you have a turn 1 Glistener Elf which gets to attack unblocked on turn 2, cast 1 or 2 pump spells on it instead of a second main phase Agent/Stinger.
If you only have enough mana for one pump spell on turn 2 and have the choice of +4+/4 until EOT or Rancor, go with +4/+4.
Benefits of Hierarch first:
1) Lets you play Elf on turn 2 with mana up for protection
2) Lets you operate on 2 mana if your opener has only 1 land
Benefits of Elf first:
1) Playing it immediately means your opponent can’t discard it
2) You can get in more damage if you play it earlier, either because you want to win a race, or before your opponent puts up blockers
Generally, you should play Hierarch first to test the waters. Losing Hierarch is bad, but presumably not as bad as losing Elf (which could leave you without a wincon). If Hierarch survives, you have a mana advantage.
If you have two Elves in hand, losing the first isn’t such a big deal, so leading with Elf is sensible.
Turn 2: 1) Lets you play Elf on turn 2 with mana up for protection
2) Lets you operate on 2 mana if your opener has only 1 land
Benefits of Elf first:
1) Playing it immediately means your opponent can’t discard it
2) You can get in more damage if you play it earlier, either because you want to win a race, or before your opponent puts up blockers
Generally, you should play Hierarch first to test the waters. Losing Hierarch is bad, but presumably not as bad as losing Elf (which could leave you without a wincon). If Hierarch survives, you have a mana advantage.
If you have two Elves in hand, losing the first isn’t such a big deal, so leading with Elf is sensible.
The case for playing Inkmoth is, if your T1/T2 Infect creature dies, you can animate Inkmoth on T3 and keep up the pressure. The case against is, if your Infect creature lives, then a green source is better because you can cast pumps with it.
Most of the time, it’s better to play Inkmoth on T2. A detailed analysis is below. Note that each case can only arise if you have 2 green sources and a Nexus: you play a green source on T1, then make a decision between a second green source and Nexus on T2. This means that you have a guaranteed T3 land drop, and the analyses will take that into account.
In any case, if you have Apostle’s Blessing in hand, playing Inkmoth Nexus is a no-brainer.
1) Your T1 play was Glistener Elf. If you have two pump spells OR a pump spell and Vines/Defense, go ahead and play a green source. Note that two pumps can beat a single Lightning Bolt.
2) Your T1 play was Noble Hierarch, and you have a potential T3 kill (Blighted Agent and two +4/+4s). Play Nexus, using it and Hierarch to cast Blighted Agent, leaving your T1 land untapped for protection. If Agent survives, Hierarch and the T1 land are sufficient for the T3 kill. If Agent dies, play the green source, animate Nexus, and use your other two mana sources to cast the two pump spells for the win.
3) Your T1 play was tapped shockland (or a 1-drop which got killed), and you have a potential T3 kill (Agent, Mutagenic Growth and two +4/+4s). Unlike the T1 Hierarch case, you have to tap out for Agent, so you can’t hold Vines/Blessing mana up. Play Nexus; if Agent survives, then next turn you play the green source, drop all your pumps and win. If Agent dies, next turn you play the green source, animate Nexus and cast a +4/+4 on it.
If you have an extra land and pump spell instead of Mutagenic Growth, it’s still a good idea to play Nexus on T2 instead of being greedy (T2 green source, T3 green source + 3 pump spells).
4) None of the above. Play Nexus; you’re not going to win before turn 4 anyway, so being able to cast more pump spells is moot.
Playing around BlockersMost of the time, it’s better to play Inkmoth on T2. A detailed analysis is below. Note that each case can only arise if you have 2 green sources and a Nexus: you play a green source on T1, then make a decision between a second green source and Nexus on T2. This means that you have a guaranteed T3 land drop, and the analyses will take that into account.
In any case, if you have Apostle’s Blessing in hand, playing Inkmoth Nexus is a no-brainer.
1) Your T1 play was Glistener Elf. If you have two pump spells OR a pump spell and Vines/Defense, go ahead and play a green source. Note that two pumps can beat a single Lightning Bolt.
2) Your T1 play was Noble Hierarch, and you have a potential T3 kill (Blighted Agent and two +4/+4s). Play Nexus, using it and Hierarch to cast Blighted Agent, leaving your T1 land untapped for protection. If Agent survives, Hierarch and the T1 land are sufficient for the T3 kill. If Agent dies, play the green source, animate Nexus, and use your other two mana sources to cast the two pump spells for the win.
3) Your T1 play was tapped shockland (or a 1-drop which got killed), and you have a potential T3 kill (Agent, Mutagenic Growth and two +4/+4s). Unlike the T1 Hierarch case, you have to tap out for Agent, so you can’t hold Vines/Blessing mana up. Play Nexus; if Agent survives, then next turn you play the green source, drop all your pumps and win. If Agent dies, next turn you play the green source, animate Nexus and cast a +4/+4 on it.
If you have an extra land and pump spell instead of Mutagenic Growth, it’s still a good idea to play Nexus on T2 instead of being greedy (T2 green source, T3 green source + 3 pump spells).
4) None of the above. Play Nexus; you’re not going to win before turn 4 anyway, so being able to cast more pump spells is moot.
In general, try to avoid trades like attacking a 1/1 into a 1/1 or attacking into a bigger creature and pumping your guy. Infect has very little card advantage, so you have to make every card count. Wait until you draw into an evasive creature or Distortion Strike/Apostle’s Blessing/Rancor to force damage through instead.
Be careful of flash creatures, e.g. Snapcaster Mage, Vendilion Clique, Restoration Angel ambushing your attacker. Clique is particularly troublesome as it can disrupt your hand.
Lastly, remember Infect creatures deal their damage as -1/-1 counters to blockers. This is relevant against Kitchen Finks, and cards that your opponent can unexpectedly pump, like Death’s Shadow.
The Spellskite/Wild Defiance ComboBe careful of flash creatures, e.g. Snapcaster Mage, Vendilion Clique, Restoration Angel ambushing your attacker. Clique is particularly troublesome as it can disrupt your hand.
Lastly, remember Infect creatures deal their damage as -1/-1 counters to blockers. This is relevant against Kitchen Finks, and cards that your opponent can unexpectedly pump, like Death’s Shadow.
You'll need one spell that targets, Wild Defiance, and two Spellskites to pull this off. Start by targeting Spellskite A with the spell and get the trigger. Before the spell resolves, use Spellskite B to change the target of the spell to itself. This gives you another trigger (Wild Defiance triggers on targeting, not casting). Repeat this with Spellskite A for 3 points of P/T per that you spend.
With only one Spellskite you can't go infinite, but you can get one extra +3/+3 off. The Spellskite will be the final target of the spell though. You don't usually want to do that unless you're trying to win by regular damage instead of poison, since Spellskite doesn't have Infect.
Keep the regular damage win in the back of your mindWith only one Spellskite you can't go infinite, but you can get one extra +3/+3 off. The Spellskite will be the final target of the spell though. You don't usually want to do that unless you're trying to win by regular damage instead of poison, since Spellskite doesn't have Infect.
This deck is named Infect, but it's surprisingly feasible to win by regular, non-poison damage - especially with cards that can crank out a lot of P/T boosts for their cost, such as Become Immense and Wild Defiance. If your opponent is being a little too liberal with his life total (e.g. cracking untapped fetches), it's within your power to punish him for it.
Dryad Arbor is a good inclusion, since you have 8 or 9 fetches to tutor for a creature which deals regular damage any time.
SideboardingDryad Arbor is a good inclusion, since you have 8 or 9 fetches to tutor for a creature which deals regular damage any time.
Here are some tips on what cards to take out when sideboarding.
Distortion Strike, Rancor: Against decks that don’t have many blockers.
Mutagenic Growth: Against decks which try to play a long game e.g. Jeskai. Mutagenic Growth is useful in short games since it costs 0 mana, but in longer games mana is less of an issue and you need more high-impact spells.
Dryad Arbor: If you don’t need the surprise chump blocker.
Your main deck may be “pre-boarded” with cards like Spellskite, Dismember, or Spell Pierce. If those cards aren’t useful in the matchup, move them into the sideboard.
Tom Ross' sideboarding guideDistortion Strike, Rancor: Against decks that don’t have many blockers.
Mutagenic Growth: Against decks which try to play a long game e.g. Jeskai. Mutagenic Growth is useful in short games since it costs 0 mana, but in longer games mana is less of an issue and you need more high-impact spells.
Dryad Arbor: If you don’t need the surprise chump blocker.
Your main deck may be “pre-boarded” with cards like Spellskite, Dismember, or Spell Pierce. If those cards aren’t useful in the matchup, move them into the sideboard.
4) Strengths and Weaknesses
Infect performs extremely well against decks that don’t play any creatures within the first three turns. Most pure combo decks (such as Storm, Ad Nauseam) fall into this category, as do ramp decks like Tron or Titanshift. These decks spend their early turns playing cantrips or ramp spells to set up, making them easy pickings for an unopposed infect creature.
Infect has three weaknesses:
1) Spot removal
While Infect has Apostle’s Blessing and Vines of Vastwood, if it doesn’t draw those against removal-heavy decks, it just loses. Even having them is usually not enough, as they simply trade one-for-one with opposing removal. For an aggressive deck, the more one-for-one trades you make without impacting your opponent’s life total (or, in this case, poison counter total), the worse off you are, because your late-game isn’t that good.
A smart opponent will play removal during his turn instead of during the Infect player’s turn. By playing removal on his turn, the Infect player is forced to spend a card to save his creature, or lose it. Regardless of the choice he makes, the Infect player is down one card and the amount of pressure he has decreases. On the other hand, if the opponent uses removal on the Infect player’s turn instead, he can use a Blessing/Vines/pump spell (against toughness-based removal) and get in for some damage. In this case, the protection spell does double duty – it protects from removal AND pumps the targeted creature. Letting the Infect player squeeze out so much value won’t end well for his opponent.
Most decks that play Snapcaster Mage and Lightning Bolt (such as Death’s Shadow) will have access to lots of removal, some of which may not be toughness-based (Path to Exile, Fatal Push). Burn switches into a control role against Infect, boarding in Searing Blood (in addition to maindeck Searing Blaze) and Grim Lavamancer.
2) Flying blockersA smart opponent will play removal during his turn instead of during the Infect player’s turn. By playing removal on his turn, the Infect player is forced to spend a card to save his creature, or lose it. Regardless of the choice he makes, the Infect player is down one card and the amount of pressure he has decreases. On the other hand, if the opponent uses removal on the Infect player’s turn instead, he can use a Blessing/Vines/pump spell (against toughness-based removal) and get in for some damage. In this case, the protection spell does double duty – it protects from removal AND pumps the targeted creature. Letting the Infect player squeeze out so much value won’t end well for his opponent.
Most decks that play Snapcaster Mage and Lightning Bolt (such as Death’s Shadow) will have access to lots of removal, some of which may not be toughness-based (Path to Exile, Fatal Push). Burn switches into a control role against Infect, boarding in Searing Blood (in addition to maindeck Searing Blaze) and Grim Lavamancer.
Lingering Souls is the most prominent example of this. A wall of Spirit tokens will block Glistener Elf and Inkmoth Nexus for days. You don’t have the cards to kill every creature in the way, so you’re reliant on drawing Blighted Agent, Distortion Strike, Apostle’s Blessing or Rancor to get through. Blessing is weaker than the other outs since it only grants unblockability for one turn, and falls apart of the blockers don’t share colors.
Lone blockers can be handled with Dismember, and non-flying/reach blockers only stop Glistener Elf.
3) Melira, Sylvok OutcastLone blockers can be handled with Dismember, and non-flying/reach blockers only stop Glistener Elf.
This card was printed to hate out Infect. It also combos with Kitchen Finks and Viscera Seer for infinite life - this interaction has been a part of green toolbox decks in the past, but has since been supplanted by Devoted Druid + Vizier of Remedies (Vizier also comboing with Finks). Melira rarely sees play today, but it is useful to know how to play against her just in case.
When playing against Melira, save your pump spells for a one-shot kill. You do not want to have all your hard work undone when you get them to 9 poison and they drop Melira. Also, play to your outs: if they play Melira and you don’t have removal for it, you just have to win by regular damage.
When your opponent has Melira, an animated Inkmoth Nexus does not deal any combat damage (yes, not even regular, non-poison damage). Explanation here.
When playing against Melira, save your pump spells for a one-shot kill. You do not want to have all your hard work undone when you get them to 9 poison and they drop Melira. Also, play to your outs: if they play Melira and you don’t have removal for it, you just have to win by regular damage.
When your opponent has Melira, an animated Inkmoth Nexus does not deal any combat damage (yes, not even regular, non-poison damage). Explanation here.
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I assume being able to use EE the same turn you play it let alone tutor for it makes it much nicer, perhaps ratchet bomb is completely subpar.
40+ tickets on modo eeeek, well at least the deck is generally cheap.
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Zac, if you for some reason check this thread overnight.. good luck tomorrow! :-]
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Take a peek here
https://www.mtggoldfish.com/decks/budget/standard#paper