"Beg me for life, and I will fill you with the glory of Phyrexian Perfection."
One of the most hated decks of all time, Infect is an incredibly fast aggro/combo deck, using the namesake mechanic Infect, which effectively halves the amount of damage we have to do to our opponents. This means that we can, theoretically, swing in for ten infect damage on turn 2 -- this is definitely not a deck to run if you wish to have friends at your LGS.
The decklist provided here is my exact list I own for my paper deck, which is actually unfinished, currently. There are several additions I am working on obtaining, and they are listed in the acquireboard.
This is meant to be a primer, which is under construction, currently. I know there are plenty of Infect Primers, but I want to do one myself. That being said, I'm open to any suggestions, critiques, and questions. If you find this primer interesting, informative, helpful, or cool, don't forget to +1 and leave a comment! =D
**Noncreature Spells**
We have looked at the horse this deck rides to win, but we haven't looked at the horseshoes or the riding crops used to spur it on to victory in a timely fashion. In this section, I will only cover the spells used in the Mono- variant. As I evolve this deck into and eventually , I will update this section accordingly.
Might of Old Krosa - hands down, the best buff spell in the deck. The caveat about casting during your main phase is negligible most of the time, and for +4/+4 is fantastic. Run four. Always.
Groundswell
- main pump #2. Running more fetches helps trigger the landfall activation, but most of the time, in the early game, you will be getting the trigger. This and Might are interchangeable as two of the pieces that allow for a T2 kill.
Become Immense
- a new addition from Khans that can often be a for +6/+6. I only run one in the mainboard, but that is because I only have two fetches as of now. Combined with fetches and Gitaxian Probes, this card is easily a two-of, as resolving it (on an unblocked creature, or one with trample, that survives to deal damage) oftentimes win the game outright.Vines of Vastwood - our number 1 protection spell. This card is so incredibly versatile! It's a pseudo-hexproof, and can be kicked with an additional for +4/+4. In a pinch, the wording can allow it to be used to cause Splinter Twin to fall off, and does the same in games against decks that rely on targeting their own creatures. Run four.
Giant Growth
- not a bad spell. for +3/+3 is dece, but other than that it's just a card. Nothing flashy here. It's up to personal preference as to how many you run.Mutagenic Growth - in a deck that doesn't always care about it's life total, this is a pretty good card. It doesn't boost your guys out of bolt range, which is a bummer, but it does what you need it to do. I run four, and they are usually the first things I side out, especially against burn and aggro.
Rancor
- This enchantment is one of the best in the game. +2/+0 *plus* recursion? Yes, please. Whether you pop it on a nexus every turn out of necessity or throw it on an
Ichorclaw Myr
for ridiculous shenanigans, this card is awesome. Run 2-4 main. Apostle's Blessing - The second protection spell. The ability to pay off of a nexus or cathedral is phenomenal, and oftentimes this is used to cruise through blockers sharing a color unblocked. It's also reactive, but don't forget its offensive capabilities. Run 2-4 main.Gitaxian Probe - this card does so many things. It is easily cast, either off of a Noble Hierarch that isn't doing anything or for two life, which is a bonus to us. It lets us scope out our opponent's hands to see their threats, what they are playing, planning, etc. It lets us draw a card, which is so valuable - letting us dig for our gas. Finally, it fills our yard to fuel
Become Immense
. Run 4, if you run any at all.
Wild Defiance
- this is at the top of our curve, at . If you can land this on T2 or T3, it can win the game outright. It makes Lightning Bolt, Electrolyze, and other damage-based removal dead cards against our guys, and is basically a free
Giant Growth
in addition to our pumps/protection spells; even Apostle's Blessing, which shouldn't ever pump. You can run 1-2 mainboard, and more in the sideboard. Alternatively, depending on your preference/meta/budget, you can run 4 mainboard, but it's ultimately a judgement call. I like one in the main, personally and two in the boards. Dismember - One of the best splashable removal spells in the format. means we always (in Mono- and ) pay four life for it, which can hurt, but it's usually worth it to bump off a Spellskite or a Melira, Sylvok Outcast or other similar hosers. It gets around indestructible, happens at instant speed, and is indescriminate: pure justice in a card. Some lists mainboard one, two, or even four. I don't run any in the mainboard, since G1 I want to be as explosive as possible, but I do mainboard a few.