8 {Forest} 10 {Plains} 2 {Gruul Turf}
20 lands
2 {Core Prowler} 2 {Rot Wolf} 1 {Phyrexian Swarmlord} 2 {Blightwidow} 1 {Corpse Cur} 3 {Glistener Elf} 2 {Blight Mamba} 2 {Tine Shrike} 2 {Priests of Norn}
17 creatures
1 {Mage Slayer} 1 {Phyrexian Unlife} 1 {Bower Passage} 2 {Choking Fumes} 1 {Decimator Web} 1 {Trepanation Blade} 2 {Pistus Strike} 1 {Executioner's Hood} 2 {Flight Spellbomb} 1 {Journey to Nowhere} 1 {Quest for Renewal} 4 {Invigorate} 1 {Golden Urn} 2 {Oblivion Ring} 1 {Spirit Mantle} 1 {Elspeth, Knight-Errant}
23 other spells
Sideboard
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Well in my experience making an infect deck, I have found that a majority of other spells being buffers was the way to go. Stuff like giant, monstrous, and titanic growth are really nice when a creature gets through. Also Unburial rights helps to get your important infectors back to infecting. But mainly it's always nice to have those buffers in your hand.
I ran titanic and mutagenic, but decided on a place set of invigorate since I can cast freely by giving the oppenent 3 life
Yes, I see. That is effective as well. How has that worked for you?
Quite well. Has led to some turn 2 or 3 wins
Ahh, the magical glee of infect wins!
{Phyrexian hydra}s and {putrefax}es are always fun in infect.