Pauper infect
Posted: Mon Nov 25, 2013 8:15 am
It's amazing how cheap infect is. My modern monogreen infect deck needs only minimal maindeck modification to fit pauper (the sideboard is another story).
Current build
[Deck]
Dudes
4 glistener elf
4 ichorclaw myr
4 blight mamba
2 rot wolf
Pumps
4 vines of vastwood
4 groundswell
4 mutagenic growth
4 giant growth
2 ranger's guile
4 rancor
Scouting
4 gitaxian probe
Land
4 tranquil thicket
16 forest
Board
4 leaf arrow
4 apostle's blessing
1 rot wolf
2 ranger's guile
4 nature's claim[/deck]
Turn 2 wins are certainly possible, but angling at that specifically requires a nut draw that is just not realistic to rely on. If you do get that hand, enjoy it.
Glistener elf is the key to the turn 2 victory, and beyond that he's a dude with infect for cheap. Mamba and icky myr give you dudes for 2, icky is annoying to block, and mamba's regen is frequently relevant. Rot wolves
are there to achieve an acceptable creature density, the ability to draw cards doesn't come up all that often, but the lack of better options make him necessary.
The pumps are fairly self explanatory, mutagenic growth and groundswell are the heavy lifters. Gaint growth is needed for density. Vines of vastwood pulls double duty, it's a pump and it protects a dude, never underestimate the value of the hexproofing, the creature count is very low so protecting them is important. Ranger's guile serves as more protection, with two more in the board for decks with a lot of removal. Finally rancor gives trample and 2 power, nothing to complain about.
Gitaxian probe is an important inclusion, for a mere 2 life you get to check to see if your opponent can stop you, it lets you get your sequencing for buffs right, and it replaces itself. Tranquil thicket is included for a couple of reasons. First: if you have no glistener in your opening hand you have no turn 1 play, meaning you can drop it without
actually slowing yourself down. Second: you do 't need that many lands, it's nice to be able to ditch the excess. Third: with invigorate banned you have nothing that requires actual forests
The contents of the sideboard tend to slow the deck down, and many matches require no boarding. The leaf arrow is included to deal with flipped delvers, faeries, and a few other random things, keep in mind that you don't need it unless they are maintaining too much board presence, or can outrun you, which is rare. Nature's claim deals with artifacts and jace's erasure (turbofog), and giving them extra life is hilarious. The extra wolf is important in certain matchups, just to shore up the numbers. The extra ranger's guile is more protection for games when maintaining board presence is critical. Apostle's blessing is even more protection and evasion, just be careful with it as you are dealing yourself a lot of damage with phybrid mana.
It's fast, it's ugly, and my local
shop is considering banning glistener elf as a result.
Current build
[Deck]
Dudes
4 glistener elf
4 ichorclaw myr
4 blight mamba
2 rot wolf
Pumps
4 vines of vastwood
4 groundswell
4 mutagenic growth
4 giant growth
2 ranger's guile
4 rancor
Scouting
4 gitaxian probe
Land
4 tranquil thicket
16 forest
Board
4 leaf arrow
4 apostle's blessing
1 rot wolf
2 ranger's guile
4 nature's claim[/deck]
Turn 2 wins are certainly possible, but angling at that specifically requires a nut draw that is just not realistic to rely on. If you do get that hand, enjoy it.
Glistener elf is the key to the turn 2 victory, and beyond that he's a dude with infect for cheap. Mamba and icky myr give you dudes for 2, icky is annoying to block, and mamba's regen is frequently relevant. Rot wolves
are there to achieve an acceptable creature density, the ability to draw cards doesn't come up all that often, but the lack of better options make him necessary.
The pumps are fairly self explanatory, mutagenic growth and groundswell are the heavy lifters. Gaint growth is needed for density. Vines of vastwood pulls double duty, it's a pump and it protects a dude, never underestimate the value of the hexproofing, the creature count is very low so protecting them is important. Ranger's guile serves as more protection, with two more in the board for decks with a lot of removal. Finally rancor gives trample and 2 power, nothing to complain about.
Gitaxian probe is an important inclusion, for a mere 2 life you get to check to see if your opponent can stop you, it lets you get your sequencing for buffs right, and it replaces itself. Tranquil thicket is included for a couple of reasons. First: if you have no glistener in your opening hand you have no turn 1 play, meaning you can drop it without
actually slowing yourself down. Second: you do 't need that many lands, it's nice to be able to ditch the excess. Third: with invigorate banned you have nothing that requires actual forests
The contents of the sideboard tend to slow the deck down, and many matches require no boarding. The leaf arrow is included to deal with flipped delvers, faeries, and a few other random things, keep in mind that you don't need it unless they are maintaining too much board presence, or can outrun you, which is rare. Nature's claim deals with artifacts and jace's erasure (turbofog), and giving them extra life is hilarious. The extra wolf is important in certain matchups, just to shore up the numbers. The extra ranger's guile is more protection for games when maintaining board presence is critical. Apostle's blessing is even more protection and evasion, just be careful with it as you are dealing yourself a lot of damage with phybrid mana.
It's fast, it's ugly, and my local
shop is considering banning glistener elf as a result.