@80percentbuffoon I run U/G in legacy and G/B in Modern. I like G/B just used stinger in place of agent, and it was great there. I could try a more counter-heavy approach with FoW/Daze and just run 12 infectors (with the inkmoths). The issue with bolt is that they don't just bolt willy nilly that I can counter with invigorate. They take the 1 infect-damage all day long and bolt in response to the invigorate when I try to kill them in one turn. Only my G/B builds seem to do well vs Jeskai. U/G runs into the issues of no creatures with protection and making pyroblast a good card vs me.
Bolt/Plow are still big removal spells, but now decay and trophy are also issues. Even FoV can now pick off a pumped inkmoth. Pyroblast is still a problem, as it kills 33% of my infect creatures in U/G builds.
Running Oko myself seems really bad. That's a slow control card and damage from 3/3s doesn't complement infect at all.
The Allousaurus Shepard might be a decent card to try now to make green infectors uncounterable - but that's basically elf (which I also want to drop turn 1) or viridian corruptor, which is slow.
Here's a UG version, similar to my legacy build, but with blue power and such. Still doesn't feel like it has the blue count to support 4x FoW (maybe mindbreak trap in the SB or defense grids would work), but the dazes are nice.
// Eric Miller: vintage infect_UG
// 60 Maindeck
// 3 Artifact
1 Black Lotus
1 Mox Emerald
1 Mox Sapphire
// 14 Creature
4 Blighted Agent
3 Noble Hierarch
4 Glistener Elf
3 Collector Ouphe
// 1 Enchantment
1 Sylvan Library
// 17 Instant
1 Ancestral Recall
1 Mental Misstep
3 Vines of Vastwood
// 17 Land
4 Inkmoth Nexus
4 Tropical Island
4 Misty Rainforest
2 Waterlogged Grove
// 1 Planeswalker
1 Narset, Parter of Veils
// 7 Sorcery
4 Scale Up
1 Gitaxian Probe
1 Time Walk
1 Treasure Cruise
// 15 Sideboard
// 7 Artifact
SB: 4 Grafdigger's Cage
SB: 2 Sorcerous Spyglass
SB: 1 Null Rod
// 3 Creature
SB: 2 Spellskite
SB: 1 Collector Ouphe
// 1 Enchantment
SB: 1 Propaganda
// 4 Instant
SB: 4 Force of Vigor
The issue with bolt is that they don't just bolt willy nilly that I can counter with invigorate. They take the 1 infect-damage all day long and bolt in response to the invigorate when I try to kill them in one turn.
If you're going to respond to my advice with mansplaining Infect gameplay then I don't see any further reason to help you.
@80percentbuffoon Lol - wasn't trying to mansplain. Was just saying you noted invigorate was a "counter" to bolt. In my experience, I've never had a player bolt my creature unless it was in response to the pump. I've almost never, for example, had them at 8 infect and swung with an exalted elf after a 4th or 5th turn where invigorate was in my hand as protection for bolt. I'm just not sure what you meant by "they'll have to rely on Lightning Bolt which can be "countered" by Invigorate and other +4/+4 instants" since that's never been how bolt was played against me. What I was trying to say is, no matter what colors I use for my deck, pump spells have never been a good answer to bolt for me, since bolt usually gets played after I pump for a kill.
Most Xerox decks I've run into are of the dredhorde/Mentor/Jeskai variety, so they definitely have plow too.
Cards I would consider, based on my legacy play
- Elvish Spirit guide - helps you get lethal on the turn that matters, and your deck really is not looking for long game. Like it over Lotus Petal because it can get around Null rods and COTV on 0. Also let's you surprise them from tapped out with vines which basically becomes force of will for green in a lot of cases.
- COTV - I see little reason not to run this at least in the side. On 0 it does not do much to you, and on 1 you still have threats to push through.
- Rangers Guile - Vines is typically better for combo kills, but I had some luck with this guy in games where I had to do chip damage. If you find that you never cast vines on 2 then this is obviously better.
ESG - definitely a card to consider. Would you cut lands for it? Nobles?
Chalice - On 0, it's okay, but mainly on the play. I'd think null rod or ouphe #4 is more what I'd want where I'd want Chalice on 0, no? I'd have to disagree on chalice @1. I HATE playing against chalice @1. It hits my elfs, nobles, vines, scale up, berserk, ancestral, misstep — like literally >50% of my non-land deck. It leaves me with only 4-8 infectors and only invigorate as pump. It is one of the best weapons against my deck, so I don't see how I could run it @1 myself.
Ranger's Guile - Blossoming Defense is just a strict upgrade to RG. I had tried BD as vines 5-8 at one point, but ran into the issue of "getting over the hump." Scale or invigorate or kicked vines + berserk = 10. Exalted 1/1 with two +4/+4 spells = 10. But no matter how I dice it, +2/+2 means I need an additional pump spell or an additional attack. In the end, I decided on 4x vines alone, and even preferred Might of Old Krosa to Blossoming Defense, just because the +4/+4 was better than hexproof and +2/+2 when trying to close out a game fast.
Forgot about blossoming, been a hot min since I played the list. I still think it's worth looking at the times when you cast vines on one and ask how often it happens. Defense also protects you against pyroclasm though it has not been relevant for some time.
I think my last legacy list was 17 lands and 2 of them were inkmoth so with moxen and lotus 20 does seem high. The list is super soft against wastelands and getting stuck on colorless sucks.
@protoaddict Yeah - I'd really love to run some kind of mono-green infect list that leverages allosaurus shepherd. Lots of basic forest and still pendelhaven and inkmoth. Uncounterable glisteners, ouphes, pump, vines, corrupters...could be something. The removal spells are always problematic though. I wish there was just ONE good green infector besides elf that cost 2 or less :(. Blight mamba costs 2, but at 1/1 with no evasion, it's just so bad.
I used Vector Asp for a long time and it did what it needed to do. Likewise in a more creature heavy meta Ichorclaw Myr was a total trap for my opponent. If they blocked with a chump like an elf or snapcaster I would be able to trample it and get that built in Bushido 2 so the opponents block would often wind up being the thing that gave me lethal. I don't think that paradigm holds here but being colorless is a big help.
I very much like the Green Black build of the deck more than any version I ever played with Blue. It was far more consistent a combo kill by using discard proactively where as with blue the games turn into chipfests. I do like the Probe for information in the deck and the single MM of course.
I wonder how great Hierarch actually is. The +1/+1 attack is important but I wonder how many games you are using her for mana 1 time in total, in which case having an off color mox or the ESGs may make more sense.
@protoaddict Re: Noble, I often use her like a great colored mox, more than exalted - but exalted has ground out some games. Moxen in general are not great off-color, and ouphe is a necessary evil that makes moxen worse. ESG is nice, but I think I want them WITH nobles, not in place of. The repeated mana is important often.
Ichorclaw had its place, but with FoV now, I feel it just adds a target to get blown out - killing my dude and a mox, or worse the ichorclaw and an inkmoth.
I'm considering BG as my modern version is a solid deck, whereas my legacy version is just super fast with daze protection that sucks wind after turn 2 or 3. I think if I have ESG and noble, I can turn 2 a crusader easy enough with a 2-color build, especially clearing the road with a duress/seize. Or I could use ritual and a mox to turn 1 duress/crusader. I also get Stinger, which is a fine replacement for Blighted Agent. Having trophy/decay is also fantastic. And black has some bomb spells.
I'll post a BG version tomorrow.