Main Deck - 60 cards, 16 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (23) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Blackcleave Goblin | $0.12 | Creature - Phyrexian Goblin Zombie | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Blight Mamba | $0.23 | Creature - Phyrexian Snake | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Corpse Cur | $0.22 | Artifact Creature - Phyrexian Dog | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Cystbearer | $0.15 | Creature - Phyrexian Beast | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Hand of the Praetors | $4.46 | Creature - Phyrexian Zombie | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Ichor Rats | $1.38 | Creature - Phyrexian Rat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Ichorclaw Myr | $0.81 | Artifact Creature - Phyrexian Myr | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Putrefax | $0.55 | Creature - Phyrexian Horror | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (6) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Giant Growth | $0.12 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Grasp of Darkness | $0.08 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (6) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Cultivate | $0.55 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Explore | $0.39 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Planeswalker (2) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Garruk Wildspeaker | $2.90 | Legendary Planeswalker - Garruk | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Land (23) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9 | Forest | $0.08 | Basic Land - Forest | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10 | Swamp | $1.79 | Basic Land - Swamp | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Verdant Catacombs | $19.62 | Land |
Sideboard - 0 cards, 0 distinct
No cards here. :(
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Notes
My attempt at dragging poison into the standard metagame. Currently doesn't have an appropriate sideboard, but it'll most likely consist of 50% removal and 50% poison creatures due to the incredibly linear strategy of the deck.
Noted advantages:
Very fast. This deck is able to start swinging for poison damage as early as turn 3, and can 6-8 poison counters of damage in one turn (depending on the situation).
Difficult for sweeper spells and burn spells to deal with creatures, due to the vast amount of poisoners in the deck.
Giant Growth + attacking Ichorclaw = 4 poison on turn 3, close to half of what you need to do to kill your opponent.
Due to infect and the amount of creatures in the deck, it's relatively easy to cut through creature based decks since you can suicide a poison creature to kill one of your opponent's,and then summon 2 more on the next turn.
Noted Disadvantages:
Lack of removal. As previously noted, you can suicide creatures to make an opening for more infect creatures to attack. But there's little in the way of removal to just deal with creatures so that the ones already on the field can attack.
Very easy to be forced into a color screw by UW control decks via Spreading Seas and Jace's bounce ability. Granted, the Cultivates have yet to be tested to see if they can potentially fix the problem.
Like any other raw aggro deck, it can potentially burn out if the game keeps dragging on.
Noted advantages:
Very fast. This deck is able to start swinging for poison damage as early as turn 3, and can 6-8 poison counters of damage in one turn (depending on the situation).
Difficult for sweeper spells and burn spells to deal with creatures, due to the vast amount of poisoners in the deck.
Giant Growth + attacking Ichorclaw = 4 poison on turn 3, close to half of what you need to do to kill your opponent.
Due to infect and the amount of creatures in the deck, it's relatively easy to cut through creature based decks since you can suicide a poison creature to kill one of your opponent's,and then summon 2 more on the next turn.
Noted Disadvantages:
Lack of removal. As previously noted, you can suicide creatures to make an opening for more infect creatures to attack. But there's little in the way of removal to just deal with creatures so that the ones already on the field can attack.
Very easy to be forced into a color screw by UW control decks via Spreading Seas and Jace's bounce ability. Granted, the Cultivates have yet to be tested to see if they can potentially fix the problem.
Like any other raw aggro deck, it can potentially burn out if the game keeps dragging on.
Comments
And I'm not really trying to say blue is bad for this deck -- it's not. It's just that UGB is too much of a spread on mana to be successful imo, dual land, fetches and all.
Also, Distortion Strike exists. IMO, "the poison deck" will involve U somehow...either UB or UG. UG has fetches...UB has duals...each has strengths (G = pump, B = more infect dudes & removal). But I think that U is vastly too good for a poison tempo/aggro deck to eschew and still work.
http://deckbox.org/sets/19285
I don't think the manabase is right, but it's more of a mid game, gather pieces, make a big, unblocked dude.
I've been floating the idea of throwing in Vines for awhile now. I think I might ditch the Goblins for them, since their primary purpose seems to be little more than a extra 2 damage when I'm attacking.
I dunno about the Livewire Hash though. The +2/+0 is neat, but the 2 damage doesn't do that much considering that everything that this deck does is poison counters. That 2 damage would just sit there and be of no worth. I'd rather throw in Darksteel Axe if I was doing something on those lines.
Lance is right. You're going to want more pump effects, at least four Vines of Vastwood, and I'd think about splashing red for Assault Strobe or blue for Steady Progress and/or Distortion Strike. You'll win more games by attacking with one creature and double pumping it for the win than you will just overrunning somebody as the board starts to clog up.
I'd also focus more on Hand of the Praetors, Ichor Rats, and Contagion Clasp, since they allow for poison counters directly without having to deal damage. You're right in that you can start attacking for poison counters on turn three, but by that point elves and white weenie will probably have four creatures to push through.
Best of luck.
I agree on the Vines, but I'm probably not going to put in a 3rd color. The reason being that this can be forcefully color screwed by UW control, and naturally by just not drawing enough spells. Adding another color, even if it is just a splash, increases the chances of that happening.
Hand of the Praetors is good, but I don't think there should be any more than 2 in. The reason being is that he swallows up a whole turn's worth mana just to put him out there, and then his effects are REALLY good until you start spamming small infectors next turn. And if he gets destroyed, then you have to start that over again, slowing the deck down. 2 is an ideal number: enough that he can be drawn, but not enough for him to become a consistent dead draw if he doesn't.
I hadn't really thought about contagion clasp, honestly. I thought it was too slow. But now that I think about it, that could be honestly a useful card for the deck. :)
I also think you're over-compensating for Spreading Seas, too. You're right in that splashing can allow for getting color hosed, but with eight dual lands and at least four fetchlands available for just four off-color cards, it's very doable. Vines of Vastwood and Assault Strobe is a very legitimate turn three win. Honestly though, I don't think it matters, as long as you play enough direct counter cards to offset.
And yeah, Contagion Clasp is a real thorn in your opponents side. I'd much rather play that on turn four or later than a Necropede, it often serves as a one for one removal, and the proliferate functionality is crucial once your creatures start running into blockers. If you're not willing to play with the flyer, you almost have to run proliferates.
I put a green/black build on my Deckbox under Homebrew if you wanna take a look at my approach.