As i want a Simic deck i can afford at the beginning then improve with years and who is not highly played, i finally thought about Infect. Let me introduce you my version of this, not so popular, deck.
Some cards in the description might not be in the deck list anymore, as the deck evolve i could change the description and remove old cards but they are still viable and this could give some ideas to other infect players :)
LANDS
Inkmoth Nexus
: This land is extremely hard to deal with using creature removal, as it is only a creature on my turn. Because of this, as well as its evasion via flying, it is a very resilient threat that can kill my opponents even if they are able to kill my normal creatures. Essentially the best creature in the deck.
Dryad Arbor
: Useful against Lili -2 or even block a big attack as you can fetch for it. Also I killed quite some people with it :)
Pendelhaven
: Basically a better forest. Come untap, help you to protect your creatures against small burns and give you more power. Also it could be useful as a small combo with
Twisted Image
to finish someone. Your 1/1 become a 2/3 then twist and become a 3/2 sometimes also allows you to draw an other pump spell and finish the game right here. Make
Pyroclasm
irrelevant.
Breeding Pool
(and
Temple Garden
) : Pretty obvious, i play /(/) deck so i want to have /(/) lands.
Forest
and
Island
: This deck run 2 forest at the moment. I don't play
Island
anymore for the moment as I splash white.
Windswept Heath
and
Misty Rainforest
: Fetch are very useful for fixing colours and dodge land draw as much as possible. Also it's a quick way to fill the graveyard for delve. There is argument to play two of each green fetch but my OCD can't accept that.
CREATURES
Noble Hierarch
: Noble is (almost) the only non infect creature in the deck because it help as fixing mana and put some pressure with the exalted trigger as you might not need any pumps spells to kill your opponent!
Glistener Elf
: The standard infect guy. Can allow you to win on turn 2 if you are lucky but it's a quick threat on the board specially if you are able to give him unblockable or trample.
Blighted Agent
: This is an automatic 4-of in any blue Infect deck. Unblockable ability is vital to winning quickly, as every creature in my deck is fragile and dies easily in combat. As it only costs 2 mana, it very often is able to come down on turn 2 and win on turn 3. It just need some pump spells to win the game.
Spellskite
: This little thing is a very disruptive creature as it allow you to block early aggro creature and protect your creatures from removal and burn.
OTHER
Mutagenic Growth
: Zero mana +2/+2 power is very good, and this also what you need to kill someone on turn 2. However i use to keep them in my hand to prevent my creatures from burns spells or lock a kill if i need. Never use them unless you push for the kill. With more cards in hands you are more threatening.
Might of Old Krosa
: Sorcery speed +4/+4 pump spell or a +2/+2 as instant. As all other +4/+4 pump spells only two of them are necessary to kill your opponent.
Blossoming Defense
: Safest pump spell available, direct level up from
Ranger's Guile
. Can target only your creature so help fight
Spellskite
verry well.
Vines of Vastwood
: Probably the best pump spell in the deck andcertainly the more versatile as it can be use as a pump, as well as giving an hexproof like until end of turn. It is also the most interactive spell we have to counter some modular, pump and other this that could target your opponent creature.
Become Immense
: This card is very useful as you give value to your graveyard, you basically cast it , +6/+6 is a big, BIG threat. Note that dismembering you own creatures (noble or dryad) to gain one more "mana" for the delve. I sometimes also casted some pump during my opponent endstep to fill my grave in order to BI on my turn for lethal.
Distortion Strike
: Evasion is very important against creature based decks, and having an additional 1 power across 2 turns with unblockable is sometimes what you need for the kill. Remember that you can respond to the Rebound trigger and activate Inkmoth Nexus.
serum vision : As
Gitaxian Probe
is now ban, we try this cantrip help us sculpt the perfect hand. Sadly it slows us a bit much. Still viable.
Spell Pierce
: Your opponent never imagine that an infect might play a counter spell main deck. And that's why we do! I mean, if you had one, why not more?
Dismember
: Even if infect is a combo deck we need some piece of removal.
Dismember
is an easy choice as you can cast it from
Inkmoth Nexus
. Paying 4 life might be relevant in some games but we sometimes desperately need to remove a blocker of kill a
Spellskite
.
Apostle's Blessing
: Creature protection and evasion are extremely importants. This can be used both as a means of gaining "unblockable" as well as protection from a kill spell.
Rancor
: Rancor is a powerful card even without
Ichorclaw Myr
. As it stays on the BF and come back if you guy dies it's a useful pump-tool. It's also a good way to bait removals spells, as if Rancor has no target to resolve on it will go in the graveyard, your opponent might wan to remove it in order to get rid of both. Play around it.
Wild Defiance
: Basically counter every burn spells my opponents will often use to remove my creatures. It also turns every pump spell I cast into a big threat, which earns it a main deck spot. Also, if you face
Chalice of the Void
at 1 the trigger is still effective so it might become one way to pump through it.
SIDEBOARD
Sideboard evolve as the meta change so some cards come in and out frequently I'll add all cards that had deserved a spot here :
Viridian Corrupter
: Infect creature that remove an artifact. What could we ask more? This one can be good (even if slow) in a heavy affinity/artifact metagame. Also, it might be one of the only valuable way to remove
Chalice of the Void
for 1. ;)
Carion call : Instant speed infect creatures, what could we love more? Nice tool against heavy creature removal decks. The only downside is the CMC. Four is slightly too high but still good.
Nature's Claim
: Say goodbye to
Blood Moon
/
Spellskite
/
Inkmoth Nexus
/Affinity!
Simic Charm
: After few weeks testing i feel that is slightly too restrictive for the deck but still give some interesting options.
Hurkyl's Recall
: One of the best card against affinity but as i already splash white i play
Stony Silence
.
Spell Pierce
: As we say below, we might have more than one....!
Dispel
: This small card help a lot against all control/burns/full of removal decks as most of them are instant speed. Also, some deck combo with instant speed spells like Ad nauseaum or
Goryo's Vengeance
so this is obviously a useful tool.
Twisted Image
: Kill many annoying creatures such as noble/
Spellskite
/
Ornithopter
/
Izzet Staticaster
and a buch of early game stuffs plus it can be combo with
Pendelhaven
to add +2/+1 (sometimes that count!).
Path to Exile
: As we said before, we might have more than one removal....!
Sylvan Scrying
: Useful against slow matchup and heavy sorcery speed removals as you can find you
Inkmoth Nexus
but deserve a spot in a midrange/slow meta game only.
Apostle's Blessing
: Same as below.
Stony Silence
: The #1 all star against affinity and Lantern (yes, some guys at my local store actually play lantern...) and other heavy artifacts decks.
Rest in Peace
: Graveyard hate kill some decks plus disrupt a lot of others. With
Rest in Peace
, how powerful is a
Tarmogoyf
? And a
Snapcaster Mage
? 0/1 and even die to
Twisted Image
(BEST VALUE EVER!) or just a 2/1 flash. Not that strong, right?
Wild Defiance
: Same as below.
Grafdigger's Cage
: PodLess and all
Collected Company
/
Chord of Calling
decks is the main reason why we play this silver bullet, but with some other few Dredge or
Snapcaster Mage
it's also quite useful.
Torpor Orb
: Almost the same utility as
Grafdigger's Cage
against PodLess deck but work against some other strategy like Kiki-Chord deck and other ETB based deck.
Spellskite
: Same as below.
Sideboard Guide
First of all you must be aware that we are a combo deck and we do not want to dirupt our plan while sideboarding. In order to respect that i feel like side more than 7 cards is too much so this is a limit you should keep in mind. Unless you face a matchup where you clearly have a lot of dead cards or too slow cards (vs Affinity or so).
Also, you should think what card mainboard can still have impact in you game 2/3.
Vines of Vastwood
for exemple is a good multitool card that can be use defensively and offensively on your creature BUT you can also negate a spell from your opponent on his creature too.
Thank you for your time, reading and maybe upvote! :D
I hope you liked it!
All comments are welcome!