Arkonos
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Commander
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{"ops":[{"insert":"This deck quietly infects the table, weaponises time through proliferate inevitability, controls combat long enough to become lethal, and pivots into combo or Marit Lage when poison isn’t the cleanest route.\n\n\nNote: The deck may not have enough token generators to kickstart the initial "},{"insert":{"card-link":"Xavier Sal, Infested Captain"}},{"insert":" proliferation cycle. To be useful, he relies on having both tokens and counters to utilise since he is basically an alchemist, so when without one he doesnt work.\n\nGame Plan & Strategy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck is not really an infect aggro deck, despite technically containing infect creatures. The actual plan is to give each opponent at least one poison counter as early as possible, then turn the game into a proliferate problem rather than a combat problem. Poison counters are less of an immediate threat and more of an investment. Once everyone is infected, every proliferate card in the deck becomes progress toward ending the game, and the focus shifts from attacking players to controlling the board, staying alive, and building inevitability.\nThe deck also has legitimate backup plans if poison becomes difficult to close with. "},{"insert":{"card-link":"Dark Depths"}},{"insert":" gives access to a fast Marit Lage kill, while the"},{"attributes":{"bold":true},"insert":" "},{"attributes":{"bold":true},"insert":{"card-link":"Isochron Scepter"}},{"attributes":{"bold":true},"insert":" / "},{"insert":{"card-link":"Dramatic Reversal"}},{"insert":" package and"},{"insert":{"card-link":"Temur Sabertooth"}},{"insert":" "},{"attributes":{"bold":true},"insert":"/ "},{"attributes":{"bold":true},"insert":{"card-link":"Eternal Witness"}},{"insert":" loops provide combo finishes when required. The deck wins most often through poison, but it is not locked into that path.\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The early turns are about getting poison online and making sure you survive long enough for proliferate to matter. Hands that can give poison early are generally far stronger than hands that simply contain proliferate cards, because proliferating nothing is obviously useless.\nThe ideal early poison enablers are "},{"attributes":{"bold":true},"insert":{"card-link":"Prologue to Phyresis"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Infectious Inquiry"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Ichor Rats"}},{"insert":", and "},{"attributes":{"bold":true},"insert":{"card-link":"Phyresis Outbreak"}},{"insert":", with"},{"insert":{"card-link":"Infectious Bite"}},{"insert":" occasionally filling that role if the board allows for it. Once a single poison counter exists on each opponent, the deck becomes dramatically more threatening, but until then you are mostly just assembling infrastructure.\nDefensively, the deck wants to look awkward rather than threatening. Cards like "},{"attributes":{"bold":true},"insert":{"card-link":"Wall of Roots"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Sylvan Caryatid"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Baleful Strix"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Hornet Nest"}},{"insert":", and "},{"attributes":{"bold":true},"insert":{"card-link":"Thallid Shell-Dweller"}},{"insert":" do a good job of discouraging attacks while also contributing utility through counters, ETBs, or mana production. "},{"insert":{"card-link":"Mystic Remora"}},{"insert":" , "},{"insert":{"card-link":"Elephant Grass"}},{"insert":" , "},{"insert":{"card-link":"Propaganda"}},{"insert":" , and "},{"insert":{"card-link":"Bitterblossom"}},{"insert":" help buy time while quietly advancing the board.\nThe biggest mistake early is making yourself look like the problem too soon. A turn 2 "},{"attributes":{"bold":true},"insert":{"card-link":"Plague Myr"}},{"insert":" hitting somebody in the face technically advances the poison plan, but it also makes the table immediately aware of what you are doing. Likewise, dropping obvious proliferate payoff pieces before poison exists tends to make you look scarier than you actually are.\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is where the deck starts functioning properly. By this point, the goal is no longer simply giving poison counters but converting that poison into inevitability through repeated proliferate triggers, doubling effects, and layered engines.\nCards like "},{"attributes":{"bold":true},"insert":{"card-link":"Xavier Sal, Infested Captain"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Flux Channeler"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Karn's Bastion"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Experimental Augury"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Staff of Compleation"}},{"insert":", and "},{"insert":{"card-link":"Ezuri, Stalker of Spheres"}},{"insert":" create repeated proliferate opportunities, while "},{"attributes":{"bold":true},"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"attributes":{"bold":true},"insert":" "},{"insert":"and "},{"attributes":{"bold":true},"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"attributes":{"bold":true},"insert":" "},{"insert":"dramatically reduce the number of proliferate triggers required to actually kill the table.\nA player sitting at 2 poison is not in immediate danger until one of those multipliers resolves, at which point the math changes very quickly. This is where the deck shifts from mildly annoying value pile into something genuinely threatening.\nThe midgame is also where you should identify which win condition is actually going to matter. If poison is progressing naturally and proliferate engines are online, then poison is obviously the cleanest path. If proliferate gets disrupted, then "},{"attributes":{"bold":true},"insert":{"card-link":"Dark Depths"}},{"insert":" becomes much more relevant. If the opportunity presents itself to combo, the deck is perfectly capable of doing that instead.\nThis is also where threat assessment matters most. Fast combo decks should be prioritised over generic midrange value nonsense, and protecting your pillowfort pieces becomes increasingly important because combat is one of the cleanest ways opponents can pressure you before your inevitability takes over.\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"If the game goes long, this deck generally becomes favoured. Proliferate engines scale extremely well, poison becomes harder for opponents to meaningfully interact with, and utility lands become much stronger once mana is abundant.\n"},{"attributes":{"bold":true},"insert":{"card-link":"Karn's Bastion"}},{"insert":"becomes a repeatable win engine, "},{"attributes":{"bold":true},"insert":{"card-link":"Staff of Compleation"}},{"insert":" shifts from utility to real threat, "},{"attributes":{"bold":true},"insert":{"card-link":"Wishclaw Talisman"}},{"insert":" becomes easier to use safely, and backup plans like "},{"insert":{"card-link":"Dark Depths"}},{"insert":" become much easier to assemble.\nOne important discipline point in the late game is avoiding incremental poison progression for no reason. Moving opponents from 3 poison to 4 and passing the turn often just makes you the archenemy without actually improving your position meaningfully. The cleaner approach is to progress poison when it represents a real clock or lethal pressure.\nOnce the table recognises poison as the threat, you are generally no longer allowed to quietly set up. At that point, either close the game decisively or expect to absorb the table’s attention.\nSynergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"One of the nastier interactions in the deck is Xavier’s ability to manipulate counters on permanents that were not necessarily intended to be abused this way. "},{"insert":{"card-link":"Elephant Grass"}},{"insert":" , "},{"insert":{"card-link":"Mystic Remora"}},{"insert":", and "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":" all become substantially better when cumulative upkeep counters can be removed, effectively letting Xavier cheat upkeep costs while also converting that interaction into token generation.\nHe also works well with permanents that naturally accumulate counters. "},{"insert":{"card-link":"Dark Depths"}},{"insert":" , "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" , "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" , "},{"insert":{"card-link":"Wall of Roots"}},{"insert":" , "},{"insert":{"card-link":"Thallid Shell-Dweller"}},{"insert":", and "},{"attributes":{"bold":true},"insert":{"card-link":"Staff of Compleation"}},{"insert":" all become more flexible because Xavier can either accelerate or repurpose their counters depending on what the game requires.\n"},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" and "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" are effectively secret commanders. Both dramatically reduce the amount of proliferating required to end the game, and either one can turn an otherwise modest poison board into immediate lethal pressure.\n"},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" plays particularly well with the poison plan because additional counter generation stacks aggressively with the rest of the deck’s engines, especially alongside Vorinclex.\n"},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" deserves specific mention because it serves two roles unusually well. Early, it is simply an excellent defensive blocker that happens to carry counters for Xavier to interact with. Later, it can become a pseudo board wipe that resets aggressive boards while giving you the opportunity to replay ETB proliferate effects.\n"},{"insert":{"card-link":"Shifting Woodland"}},{"insert":"is quietly one of the strongest lands in the deck. Copying "},{"insert":{"card-link":"Dark Depths"}},{"insert":"for immediate Marit Lage access is the obvious line, but turning it into "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":", "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":", or another relevant graveyard permanent gives the deck a surprising amount of flexibility.\nCombos & Win Lines"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The cleanest combo line is "},{"insert":{"card-link":"Isochron Scepter"}},{"insert":" imprinted with "},{"insert":{"card-link":"Dramatic Reversal"}},{"insert":" , provided your mana rocks generate enough mana to go positive. Once infinite untaps and mana exist, Xavier can repeatedly activate, Staff becomes absurd, and the game usually ends quickly.\nThe second combo line is the infinite green mana loop using "},{"insert":{"card-link":"Temur Sabertooth"}},{"insert":", "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" , and "},{"insert":{"card-link":"Infectious Bite"}},{"insert":". Once infinite green mana exists, you repeatedly cast Infectious Bite, return it with Eternal Witness, bounce Eternal Witness with Temur Sabertooth, replay her, and repeat until poison kills the table.\nThe backup creature-based win is "},{"insert":{"card-link":"Dark Depths"}},{"insert":" combined with "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":", or "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" copying Dark Depths to create Marit Lage immediately. This gives the deck a very legitimate alternate kill route when poison is stalled or overly hated.\nMulligan Strategy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligans should prioritise functional progression rather than speculative value.\nHands with early poison enablers plus mana are generally excellent, especially if backed by interaction or defensive pieces. A hand containing "},{"insert":{"card-link":"Prologue to Phyresis"}},{"insert":" , ramp, lands, and interaction is usually far stronger than a hand full of proliferate payoffs with no way to infect the table.\nHands that simply contain proliferate cards but no poison source are generally traps. The deck can do absolutely nothing meaningful with proliferate until poison exists.\nPure pillowfort hands can also be deceptive. Surviving is obviously useful, but if the hand does not meaningfully progress your actual win conditions, you are simply delaying defeat rather than improving your position.\nExpensive value-heavy hands containing cards like "},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" , "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" , and other payoff pieces without proper setup should usually be shipped unless the rest of the hand is unusually strong.\nTutor-heavy hands are generally fine so long as they actually lead somewhere. "},{"insert":{"card-link":"Wishclaw Talisman"}},{"insert":" , "},{"insert":{"card-link":"Spellseeker"}},{"insert":" , "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" , or "},{"insert":{"card-link":"Perplex"}},{"insert":" can all justify slower hands if the mana and gameplan are functional.\nThe key mulligan question is simple:\n"},{"attributes":{"bold":true},"insert":"“Does this hand actually infect the table or reliably get me to that point?”"},{"insert":"\nIf the answer is no, it is probably not the hand you want.\n\nPer Card Explanation"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Commander"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Xavier Sal, Infested Captain"},{"insert":" – Cheap engine piece that can use the tokens we generate to proliferate, and the counters our cards come with to make more tokens for attackers and blockers, while also reducing the counters on high-value cards like Dark Depths, Thing in the Ice, and any cumulative upkeep cards. I probably wouldn’t worry about casting him again if he cost more than 7 unless I had nothing going on or needed him for the win line.\nInstants"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"An Offer You Can't Refuse"},{"insert":" – Cheap interaction to protect the gameplan.\n"},{"attributes":{"bold":true},"insert":"Mystical Tutor"},{"insert":" – We’re really relying on some of the cards that give poison counters rather than proliferate, so we need those to get going.\n"},{"attributes":{"bold":true},"insert":"Arcane Denial"},{"insert":" – Maybe not the best counterspell, but it keeps us from falling behind when protecting the gameplan.\n"},{"attributes":{"bold":true},"insert":"Counterspell"},{"insert":" – OG.\n"},{"attributes":{"bold":true},"insert":"Dramatic Reversal"},{"insert":" – Part of the Isochron combo. Needs at least Sol Ring to work and is there so if we have the commander out, we can basically attempt a win on the spot with infinite untaps.\n"},{"attributes":{"bold":true},"insert":"Experimental Augury"},{"insert":" – Filtering and proliferate.\n"},{"attributes":{"bold":true},"insert":"Infectious Bite"},{"insert":" – Gives a poison counter, good card. Also, with infinite mana, you can loop Temur Sabertooth and Eternal Witness to win.\n"},{"attributes":{"bold":true},"insert":"Muddle the Mixture"},{"insert":" – Tutors for 2CMC cards. Can get the poison giver cards, Wishclaw, Uncage the Menagerie to tutor more boys, and most notably either of the Dramatic Reversal / Isochron combo pieces.\n"},{"attributes":{"bold":true},"insert":"Prologue to Phyresis"},{"insert":" – Poison giver and replaces itself.\n"},{"attributes":{"bold":true},"insert":"Perplex"},{"insert":" – Can tutor for 3-cost cards and also be somewhat useful on the stack. Gets Infectious Inquiry, Phyresis Outbreak, and some strong creatures, notably Spellseeker, Tribute Mage, and Fierce Empath to chain tutors.\n"},{"attributes":{"bold":true},"insert":"Reject Imperfection"},{"insert":" – Expensive counter magic with proliferate attached.\n"},{"attributes":{"bold":true},"insert":"Atomize"},{"insert":" – Expensive for what it does (Beast Within does this for 2G), but it proliferates.\nArtifacts"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Everflowing Chalice"},{"insert":" – If you can play this for 2 to get a charge counter on it, then you can keep proliferating it to get a lot of mana out of it, and then later use the counters to make tokens with Xavier.\n"},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":" – Sol Ring.\n"},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":" – Mana fixing.\n"},{"attributes":{"bold":true},"insert":"Isochron Scepter"},{"insert":" – Combo piece with Dramatic Reversal.\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":" – Protect.\n"},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"insert":" – Protect.\n"},{"attributes":{"bold":true},"insert":"Wishclaw Talisman"},{"insert":" – Demonic Tutor on a stick, but also comes with 3 counters, so you can use it as a bargaining chip by leaving a counter on it, or deplete charges with Xavier and use the last one to tutor.\n"},{"attributes":{"bold":true},"insert":"Glistening Sphere"},{"insert":" – Proliferate on ETB and gets better as you increase poison counters.\n"},{"attributes":{"bold":true},"insert":"Staff of Compleation"},{"insert":" – At times this will feel bad, at times this will be an emergency lever, and at times you’ll be able to trigger this 3 times in a turn and win the game.\nCreatures"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Venerated Rotpriest"},{"insert":" – We aren’t targeting our own creatures with much, so this is really like a version of ward and forces opponents to deal with Rotpriest first, but they still cop a poison counter anyway for targeting him. Infectious Bite is the main card that comes to mind.\n"},{"attributes":{"bold":true},"insert":"Baleful Strix"},{"insert":" – Great card, good blocker, and card draw. Can also be found with Tribute Mage if needed.\n"},{"attributes":{"bold":true},"insert":"Cankerbloom"},{"insert":" – Useful removal options if you can’t proliferate early, and an easy proliferate later.\n"},{"attributes":{"bold":true},"insert":"Kiora’s Follower"},{"insert":" – Allows a double activation of Xavier and untaps other useful tappers.\n"},{"attributes":{"bold":true},"insert":"Plague Myr"},{"insert":" – Honestly, you could replace this. As much as infect isn’t the intent of the deck, this could also kill players by racking up early poison counters, but if you hit someone with this on turn 2 or 3, then everyone is worried.\n"},{"attributes":{"bold":true},"insert":"Pollenbright Druid"},{"insert":" – Potentially a Venerated Rotpriest trigger and also proliferate. It’s one of many creatures in the deck that, once it proliferates, should just be used to keep you alive.\n"},{"attributes":{"bold":true},"insert":"Snapcaster Mage"},{"insert":" – Recur whatever instant or sorcery spell you want. You can use it to flash back a counterspell, a tutor, or even a proliferate card.\n"},{"attributes":{"bold":true},"insert":"Sylvan Caryatid"},{"insert":" – Thick blocker dork.\n"},{"attributes":{"bold":true},"insert":"Thallid Shell-Dweller"},{"insert":" – Enters with 3 counters, can make tokens, and is also a thick blocker.\n"},{"attributes":{"bold":true},"insert":"Thing in the Ice // Awoken Horror"},{"insert":" – Thick blocker that comes with counters. When the counters are removed, you have a 7/8 Horror that bounces the board and instantly makes you the threat, so you could just keep proliferating the counters up or use Xavier to remove them. Note that it does bounce your stuff, so it lets you replay proliferate ETBs and so on.\n"},{"attributes":{"bold":true},"insert":"Venser, Corpse Puppet"},{"insert":" – Proliferate payoff that could keep you in the game if you haven’t gotten poison up but have plenty of proliferate.\n"},{"attributes":{"bold":true},"insert":"Wall of Roots"},{"insert":" – Thick blocker that can make counters to use.\n"},{"attributes":{"bold":true},"insert":"Contagious Vorrac"},{"insert":" – 3/3 for 3 that lets you filter and proliferate.\n"},{"attributes":{"bold":true},"insert":"Eternal Witness"},{"insert":" – Recursion for our good stuff. With infinite green mana, you can use Eternal Witness to play Infectious Bite, then use Temur Sabertooth to bounce Eternal Witness back to hand and replay her to cast Infectious Bite again and repeat to win. This is the only outlet for infinite mana in the deck.\n"},{"attributes":{"bold":true},"insert":"Fierce Empath"},{"insert":" – Lets you find Vorinclex on purpose, otherwise it’s just an expensive 1/1. If you were to optimise the deck more, perhaps you’d cut this or add another 6CMC creature.\n"},{"attributes":{"bold":true},"insert":"Flux Channeler"},{"insert":" – Proliferator.\n"},{"attributes":{"bold":true},"insert":"Hornet Nest"},{"insert":" – Thick blocker that makes tokens, and the tokens are annoying.\n"},{"attributes":{"bold":true},"insert":"Ichor Rats"},{"insert":" – Gives a poison counter, infect is a bonus.\n"},{"attributes":{"bold":true},"insert":"Scute Swarm"},{"insert":" – Makes a lot of tokens.\n"},{"attributes":{"bold":true},"insert":"Sedgemoor Witch"},{"insert":" – Makes tokens and is annoying to deal with. You could also get in for a bit of damage with her because of menace.\n"},{"attributes":{"bold":true},"insert":"Spellseeker"},{"insert":" – One of my favourite cards. Go find whatever instant or sorcery you need at 2CMC or less. Get a poison giver, Uncage the Menagerie to fill your hand, or another tutor like Perplex or Muddle to find other pieces you need.\n"},{"attributes":{"bold":true},"insert":"Tribute Mage"},{"insert":" – Mostly here to find Isochron, but can find protection pieces, Wishclaw, Baleful Strix, and Signet.\n"},{"attributes":{"bold":true},"insert":"Arasta of the Endless Web"},{"insert":" – In a Commander game, she’s going to make a lot of little spider blockers for you to proliferate with.\n"},{"attributes":{"bold":true},"insert":"Ezuri, Stalker of Spheres"},{"insert":" – This card is a bit of a snowball card, so ideally you want to use it to proliferate twice on ETB where possible, but I don’t think you should be concerned with playing him on turn 3 or 4 if you can, because you can proliferate early with Xavier and target nothing just to draw cards. Xavier is just an engine piece; the deck can win without him.\n"},{"attributes":{"bold":true},"insert":"Tekuthal, Inquiry Dominus"},{"insert":" – Flying 3/5 is nice for 4. Proliferate doubler is delicious, and he can make himself indestructible. The best thing about this is that he can remove minus counters and also counters off Thing in the Ice. This is a secret commander because it goes from “he needs 10 poison counters to win” to “he can win with 2 proliferates instead of 4.” Two proliferates in a single turn is piss.\n"},{"attributes":{"bold":true},"insert":"Temur Sabertooth"},{"insert":" – Combo piece with Eternal Witness for infinite green mana, but also saves your pieces by bouncing Xavier or Tekuthal if they get targeted or somebody board wipes.\n"},{"attributes":{"bold":true},"insert":"Vorinclex, Monstrous Raider"},{"insert":" – Doubles poison. Very good. Also a 6/6 trample haste.\nEnchantments"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Elephant Grass"},{"insert":" – Cumulative upkeep. This is honestly pretty unfair to play, but you’re playing poison so fuck it. It’s Propaganda that locks black creatures out completely. You’re supposed to pay 1 mana for each age counter this gets, so you play it, then during upkeep add an age counter and pay based on how many are there. Xavier lets you remove the counters so you basically only ever pay 1 while making token value. The moment you don’t want to pay for it, just sacrifice it.\n"},{"attributes":{"bold":true},"insert":"Mystic Remora"},{"insert":" – Same thing, but it’s Rhystic Study lite and harder for opponents to just wait out.\n"},{"attributes":{"bold":true},"insert":"Bitterblossom"},{"insert":" – Constant token generation and flyers that can block.\n"},{"attributes":{"bold":true},"insert":"Innkeeper’s Talent"},{"insert":" – The +1/+1 counters alone are worth playing the card, but giving your creatures ward and then doubling counter generation is dope. If you get this and Vorinclex out, you can basically win on the spot with poison.\n"},{"attributes":{"bold":true},"insert":"Propaganda"},{"insert":" – Protection.\nLands"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Boseiju, Who Endures"},{"insert":" – Strong land, mostly to be used as a spell.\n"},{"attributes":{"bold":true},"insert":"Dark Depths"},{"insert":" – Thick baddy. Combos with Thespian’s Stage if you aren’t getting there with poison, and honestly it’s fine to summon this even if poison is going fine. Xavier speeds up removing the counters from this and it comes with 10 for populating tokens.\n"},{"attributes":{"bold":true},"insert":"Field of the Dead"},{"insert":" – More tokens to proliferate with.\n"},{"attributes":{"bold":true},"insert":"Glacial Chasm"},{"insert":" – Cumulative upkeep and you’re protected. Same as before, just sacrifice it if you don’t want to pay.\n"},{"attributes":{"bold":true},"insert":"Karn’s Bastion"},{"insert":" – Proliferate.\n"},{"attributes":{"bold":true},"insert":"Otawara, Soaring City"},{"insert":" – Try to hold this for its spell ability unless you need to play the land.\n"},{"attributes":{"bold":true},"insert":"Rogue’s Passage"},{"insert":" – If you’re really needing to win through infect, this helps since your infect creatures are tiny, but also a 20/20 Marit Lage likes this.\n"},{"attributes":{"bold":true},"insert":"Shifting Woodland"},{"insert":" – Lets you turn the land into a copy of a permanent in your graveyard so you can relive the glory days of whatever got killed. You can discard cards into the graveyard just to copy them. Copy Dark Depths and immediately make Marit Lage, or copy Thing in the Ice, Vorinclex, or whatever you want. This is almost a secret commander.\n"},{"attributes":{"bold":true},"insert":"Simic Growth Chamber"},{"insert":" – Technically mana-positive over 2 turns, but also lets you reset Boseiju, Otawara, Glacial Chasm, or Dark Depths. Also, if your Shifting Woodland copies a creature for a turn and gets enchanted, you can bounce it to save it.\n"},{"attributes":{"bold":true},"insert":"Thespian’s Stage"},{"insert":" – Copy Dark Depths, make Marit Lage. Can also copy other useful lands if needed.\n"},{"attributes":{"bold":true},"insert":"Zagoth Triome"},{"insert":" – I like these because if you don’t need the mana, you can fetch it early to cover your colours, but late game you can just cycle it.\n"},{"attributes":{"header":1},"insert":"\n"}]}
Xavier Sal, Infested Captain
, Remove a counter from another permanent you control: Populate. Activate only as a sorcery. (Create a token that's a copy of a creature token you control.)
, Sacrifice another creature: Proliferate. Activate only as a sorcery. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
, Sacrifice another creature: Proliferate. Activate only as a sorcery. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Fungus Pirate

Commander
(Ctrl to add secondary)
Counters
(Ctrl to add secondary)
Counterspell
(Ctrl to add secondary)
Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Vorinclex, Monstrous Raider
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Legendary Creature - Praetor Phyrexian

Doublers
(Ctrl to add secondary)
Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Draw
(Ctrl to add secondary)
Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard

ETB
(Ctrl to add secondary)
Contagious Vorrac
When this creature enters, look at the top four cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Beast Boar Phyrexian

ETB Poison/Proliferate
(Ctrl to add secondary)
Isochron
(Ctrl to add secondary)
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Land
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Tekuthal, Inquiry Dominus
Flying
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Proliferate
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Elephant Grass
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Enchantment

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
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Removal
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Sedgemoor Witch
Menace
Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.)
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Ward—Pay 3 life. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays 3 life.)
Magecraft — Whenever you cast or copy an instant or sorcery spell, create a 1/1 black and green Pest creature token with "When this token dies, you gain 1 life."
Creature - Human Warlock

Venser, Corpse Puppet
Lifelink, toxic 1
Whenever you proliferate, choose one —
• If you don't control a creature named The Hollow Sentinel, create The Hollow Sentinel, a legendary 3/3 colorless Phyrexian Golem artifact creature token.
• Target artifact creature you control gains flying and lifelink until end of turn.
Whenever you proliferate, choose one —
• If you don't control a creature named The Hollow Sentinel, create The Hollow Sentinel, a legendary 3/3 colorless Phyrexian Golem artifact creature token.
• Target artifact creature you control gains flying and lifelink until end of turn.
Legendary Creature - Wizard Zombie Phyrexian

Tokens
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Tutor
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Wrath
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Sideboard
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Adaptive Sporesinger
Vigilance
When this creature enters, choose one —
• Target creature gets +2/+2 and gains vigilance until end of turn.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
When this creature enters, choose one —
• Target creature gets +2/+2 and gains vigilance until end of turn.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Druid Phyrexian

Bloated Contaminator
Trample
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Beast Phyrexian

Bloodroot Apothecary
Toxic 2 (Players dealt combat damage by this creature also get two poison counters. A player with ten or more poison counters loses the game.)
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
Creature - Druid Squirrel

Bloodroot Apothecary
Toxic 2 (Players dealt combat damage by this creature also get two poison counters. A player with ten or more poison counters loses the game.)
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
Creature - Druid Squirrel

Contaminant Grafter
Trample, toxic 1
Whenever one or more creatures you control deal combat damage to one or more players, proliferate.
Corrupted — At the beginning of your end step, if an opponent has three or more poison counters, draw a card, then you may put a land card from your hand onto the battlefield.
Whenever one or more creatures you control deal combat damage to one or more players, proliferate.
Corrupted — At the beginning of your end step, if an opponent has three or more poison counters, draw a card, then you may put a land card from your hand onto the battlefield.
Creature - Druid Phyrexian

Core Prowler
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
When this creature dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
When this creature dies, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Horror Phyrexian

Deep Forest Hermit
Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
When this creature enters, create four 1/1 green Squirrel creature tokens.
Squirrels you control get +1/+1.
When this creature enters, create four 1/1 green Squirrel creature tokens.
Squirrels you control get +1/+1.
Creature - Elf Druid

Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Expand the Sphere
Look at the top six cards of your library. Put up to two land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. If you put fewer than two lands onto the battlefield this way, proliferate a number of times equal to the difference. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery

Hand of the Praetors
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Other creatures you control with infect get +1/+1.
Whenever you cast a creature spell with infect, target player gets a poison counter.
Other creatures you control with infect get +1/+1.
Whenever you cast a creature spell with infect, target player gets a poison counter.
Creature - Zombie Phyrexian

Lulu, Stern Guardian
Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature.
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Wizard

Necrogen Rotpriest
Toxic 2 (Players dealt combat damage by this creature also get two poison counters.)
Whenever a creature you control with toxic deals combat damage to a player, that player gets an additional poison counter.
: Target creature you control with toxic gains deathtouch until end of turn.
Whenever a creature you control with toxic deals combat damage to a player, that player gets an additional poison counter.
: Target creature you control with toxic gains deathtouch until end of turn.
Creature - Cleric Zombie Phyrexian

Phyrexian Swarmlord
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
At the beginning of your upkeep, create a 1/1 green Phyrexian Insect creature token with infect for each poison counter your opponents have.
At the beginning of your upkeep, create a 1/1 green Phyrexian Insect creature token with infect for each poison counter your opponents have.
Creature - Horror Insect Phyrexian

Tainted Observer
Flying
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever another creature you control enters, you may pay . If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever another creature you control enters, you may pay . If you do, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Bird Phyrexian

Tendershoot Dryad
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Creature - Dryad

Tyvar, Jubilant Brawler
You may activate abilities of creatures you control as though those creatures had haste.
+1: Untap up to one target creature.
−2: Mill three cards, then you may return a creature card with mana value 2 or less from your graveyard to the battlefield.
+1: Untap up to one target creature.
−2: Mill three cards, then you may return a creature card with mana value 2 or less from your graveyard to the battlefield.
Legendary Planeswalker - Tyvar

Viral Drake
Flying
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Infect (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Drake Phyrexian

Vraska, Betrayal's Sting
Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
0: You draw a card and lose 1 life. Proliferate.
−2: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and loses all other card types and abilities.
−9: If target player has fewer than nine poison counters, they get a number of poison counters equal to the difference.
0: You draw a card and lose 1 life. Proliferate.
−2: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and loses all other card types and abilities.
−9: If target player has fewer than nine poison counters, they get a number of poison counters equal to the difference.
Legendary Planeswalker - Vraska

Vraska, Relic Seeker
+2: Create a 2/2 black Pirate creature token with menace.
−3: Destroy target artifact, creature, or enchantment. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
−10: Target player's life total becomes 1.
−3: Destroy target artifact, creature, or enchantment. Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
−10: Target player's life total becomes 1.
Legendary Planeswalker - Vraska

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"This deck quietly infects the table, weaponises time through proliferate inevitability, controls combat long enough to become lethal, and pivots into combo or Marit Lage when poison isn’t the cleanest route.\n\n\nNote: The deck may not have enough token generators to kickstart the initial "},{"insert":{"card-link":"Xavier Sal, Infested Captain"}},{"insert":" proliferation cycle. To be useful, he relies on having both tokens and counters to utilise since he is basically an alchemist, so when without one he doesnt work.\n\nGame Plan & Strategy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck is not really an infect aggro deck, despite technically containing infect creatures. The actual plan is to give each opponent at least one poison counter as early as possible, then turn the game into a proliferate problem rather than a combat problem. Poison counters are less of an immediate threat and more of an investment. Once everyone is infected, every proliferate card in the deck becomes progress toward ending the game, and the focus shifts from attacking players to controlling the board, staying alive, and building inevitability.\nThe deck also has legitimate backup plans if poison becomes difficult to close with. "},{"insert":{"card-link":"Dark Depths"}},{"insert":" gives access to a fast Marit Lage kill, while the"},{"attributes":{"bold":true},"insert":" "},{"attributes":{"bold":true},"insert":{"card-link":"Isochron Scepter"}},{"attributes":{"bold":true},"insert":" / "},{"insert":{"card-link":"Dramatic Reversal"}},{"insert":" package and"},{"insert":{"card-link":"Temur Sabertooth"}},{"insert":" "},{"attributes":{"bold":true},"insert":"/ "},{"attributes":{"bold":true},"insert":{"card-link":"Eternal Witness"}},{"insert":" loops provide combo finishes when required. The deck wins most often through poison, but it is not locked into that path.\nEarly Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The early turns are about getting poison online and making sure you survive long enough for proliferate to matter. Hands that can give poison early are generally far stronger than hands that simply contain proliferate cards, because proliferating nothing is obviously useless.\nThe ideal early poison enablers are "},{"attributes":{"bold":true},"insert":{"card-link":"Prologue to Phyresis"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Infectious Inquiry"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Ichor Rats"}},{"insert":", and "},{"attributes":{"bold":true},"insert":{"card-link":"Phyresis Outbreak"}},{"insert":", with"},{"insert":{"card-link":"Infectious Bite"}},{"insert":" occasionally filling that role if the board allows for it. Once a single poison counter exists on each opponent, the deck becomes dramatically more threatening, but until then you are mostly just assembling infrastructure.\nDefensively, the deck wants to look awkward rather than threatening. Cards like "},{"attributes":{"bold":true},"insert":{"card-link":"Wall of Roots"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Sylvan Caryatid"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Baleful Strix"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Hornet Nest"}},{"insert":", and "},{"attributes":{"bold":true},"insert":{"card-link":"Thallid Shell-Dweller"}},{"insert":" do a good job of discouraging attacks while also contributing utility through counters, ETBs, or mana production. "},{"insert":{"card-link":"Mystic Remora"}},{"insert":" , "},{"insert":{"card-link":"Elephant Grass"}},{"insert":" , "},{"insert":{"card-link":"Propaganda"}},{"insert":" , and "},{"insert":{"card-link":"Bitterblossom"}},{"insert":" help buy time while quietly advancing the board.\nThe biggest mistake early is making yourself look like the problem too soon. A turn 2 "},{"attributes":{"bold":true},"insert":{"card-link":"Plague Myr"}},{"insert":" hitting somebody in the face technically advances the poison plan, but it also makes the table immediately aware of what you are doing. Likewise, dropping obvious proliferate payoff pieces before poison exists tends to make you look scarier than you actually are.\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is where the deck starts functioning properly. By this point, the goal is no longer simply giving poison counters but converting that poison into inevitability through repeated proliferate triggers, doubling effects, and layered engines.\nCards like "},{"attributes":{"bold":true},"insert":{"card-link":"Xavier Sal, Infested Captain"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Flux Channeler"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Karn's Bastion"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Experimental Augury"}},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Staff of Compleation"}},{"insert":", and "},{"insert":{"card-link":"Ezuri, Stalker of Spheres"}},{"insert":" create repeated proliferate opportunities, while "},{"attributes":{"bold":true},"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"attributes":{"bold":true},"insert":" "},{"insert":"and "},{"attributes":{"bold":true},"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"attributes":{"bold":true},"insert":" "},{"insert":"dramatically reduce the number of proliferate triggers required to actually kill the table.\nA player sitting at 2 poison is not in immediate danger until one of those multipliers resolves, at which point the math changes very quickly. This is where the deck shifts from mildly annoying value pile into something genuinely threatening.\nThe midgame is also where you should identify which win condition is actually going to matter. If poison is progressing naturally and proliferate engines are online, then poison is obviously the cleanest path. If proliferate gets disrupted, then "},{"attributes":{"bold":true},"insert":{"card-link":"Dark Depths"}},{"insert":" becomes much more relevant. If the opportunity presents itself to combo, the deck is perfectly capable of doing that instead.\nThis is also where threat assessment matters most. Fast combo decks should be prioritised over generic midrange value nonsense, and protecting your pillowfort pieces becomes increasingly important because combat is one of the cleanest ways opponents can pressure you before your inevitability takes over.\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"If the game goes long, this deck generally becomes favoured. Proliferate engines scale extremely well, poison becomes harder for opponents to meaningfully interact with, and utility lands become much stronger once mana is abundant.\n"},{"attributes":{"bold":true},"insert":{"card-link":"Karn's Bastion"}},{"insert":"becomes a repeatable win engine, "},{"attributes":{"bold":true},"insert":{"card-link":"Staff of Compleation"}},{"insert":" shifts from utility to real threat, "},{"attributes":{"bold":true},"insert":{"card-link":"Wishclaw Talisman"}},{"insert":" becomes easier to use safely, and backup plans like "},{"insert":{"card-link":"Dark Depths"}},{"insert":" become much easier to assemble.\nOne important discipline point in the late game is avoiding incremental poison progression for no reason. Moving opponents from 3 poison to 4 and passing the turn often just makes you the archenemy without actually improving your position meaningfully. The cleaner approach is to progress poison when it represents a real clock or lethal pressure.\nOnce the table recognises poison as the threat, you are generally no longer allowed to quietly set up. At that point, either close the game decisively or expect to absorb the table’s attention.\nSynergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"One of the nastier interactions in the deck is Xavier’s ability to manipulate counters on permanents that were not necessarily intended to be abused this way. "},{"insert":{"card-link":"Elephant Grass"}},{"insert":" , "},{"insert":{"card-link":"Mystic Remora"}},{"insert":", and "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":" all become substantially better when cumulative upkeep counters can be removed, effectively letting Xavier cheat upkeep costs while also converting that interaction into token generation.\nHe also works well with permanents that naturally accumulate counters. "},{"insert":{"card-link":"Dark Depths"}},{"insert":" , "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" , "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" , "},{"insert":{"card-link":"Wall of Roots"}},{"insert":" , "},{"insert":{"card-link":"Thallid Shell-Dweller"}},{"insert":", and "},{"attributes":{"bold":true},"insert":{"card-link":"Staff of Compleation"}},{"insert":" all become more flexible because Xavier can either accelerate or repurpose their counters depending on what the game requires.\n"},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" and "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" are effectively secret commanders. Both dramatically reduce the amount of proliferating required to end the game, and either one can turn an otherwise modest poison board into immediate lethal pressure.\n"},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" plays particularly well with the poison plan because additional counter generation stacks aggressively with the rest of the deck’s engines, especially alongside Vorinclex.\n"},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":" deserves specific mention because it serves two roles unusually well. Early, it is simply an excellent defensive blocker that happens to carry counters for Xavier to interact with. Later, it can become a pseudo board wipe that resets aggressive boards while giving you the opportunity to replay ETB proliferate effects.\n"},{"insert":{"card-link":"Shifting Woodland"}},{"insert":"is quietly one of the strongest lands in the deck. Copying "},{"insert":{"card-link":"Dark Depths"}},{"insert":"for immediate Marit Lage access is the obvious line, but turning it into "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":", "},{"insert":{"card-link":"Thing in the Ice // Awoken Horror"}},{"insert":", or another relevant graveyard permanent gives the deck a surprising amount of flexibility.\nCombos & Win Lines"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The cleanest combo line is "},{"insert":{"card-link":"Isochron Scepter"}},{"insert":" imprinted with "},{"insert":{"card-link":"Dramatic Reversal"}},{"insert":" , provided your mana rocks generate enough mana to go positive. Once infinite untaps and mana exist, Xavier can repeatedly activate, Staff becomes absurd, and the game usually ends quickly.\nThe second combo line is the infinite green mana loop using "},{"insert":{"card-link":"Temur Sabertooth"}},{"insert":", "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" , and "},{"insert":{"card-link":"Infectious Bite"}},{"insert":". Once infinite green mana exists, you repeatedly cast Infectious Bite, return it with Eternal Witness, bounce Eternal Witness with Temur Sabertooth, replay her, and repeat until poison kills the table.\nThe backup creature-based win is "},{"insert":{"card-link":"Dark Depths"}},{"insert":" combined with "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":", or "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" copying Dark Depths to create Marit Lage immediately. This gives the deck a very legitimate alternate kill route when poison is stalled or overly hated.\nMulligan Strategy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligans should prioritise functional progression rather than speculative value.\nHands with early poison enablers plus mana are generally excellent, especially if backed by interaction or defensive pieces. A hand containing "},{"insert":{"card-link":"Prologue to Phyresis"}},{"insert":" , ramp, lands, and interaction is usually far stronger than a hand full of proliferate payoffs with no way to infect the table.\nHands that simply contain proliferate cards but no poison source are generally traps. The deck can do absolutely nothing meaningful with proliferate until poison exists.\nPure pillowfort hands can also be deceptive. Surviving is obviously useful, but if the hand does not meaningfully progress your actual win conditions, you are simply delaying defeat rather than improving your position.\nExpensive value-heavy hands containing cards like "},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" , "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" , and other payoff pieces without proper setup should usually be shipped unless the rest of the hand is unusually strong.\nTutor-heavy hands are generally fine so long as they actually lead somewhere. "},{"insert":{"card-link":"Wishclaw Talisman"}},{"insert":" , "},{"insert":{"card-link":"Spellseeker"}},{"insert":" , "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" , or "},{"insert":{"card-link":"Perplex"}},{"insert":" can all justify slower hands if the mana and gameplan are functional.\nThe key mulligan question is simple:\n"},{"attributes":{"bold":true},"insert":"“Does this hand actually infect the table or reliably get me to that point?”"},{"insert":"\nIf the answer is no, it is probably not the hand you want.\n\nPer Card Explanation"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Commander"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Xavier Sal, Infested Captain"},{"insert":" – Cheap engine piece that can use the tokens we generate to proliferate, and the counters our cards come with to make more tokens for attackers and blockers, while also reducing the counters on high-value cards like Dark Depths, Thing in the Ice, and any cumulative upkeep cards. I probably wouldn’t worry about casting him again if he cost more than 7 unless I had nothing going on or needed him for the win line.\nInstants"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"An Offer You Can't Refuse"},{"insert":" – Cheap interaction to protect the gameplan.\n"},{"attributes":{"bold":true},"insert":"Mystical Tutor"},{"insert":" – We’re really relying on some of the cards that give poison counters rather than proliferate, so we need those to get going.\n"},{"attributes":{"bold":true},"insert":"Arcane Denial"},{"insert":" – Maybe not the best counterspell, but it keeps us from falling behind when protecting the gameplan.\n"},{"attributes":{"bold":true},"insert":"Counterspell"},{"insert":" – OG.\n"},{"attributes":{"bold":true},"insert":"Dramatic Reversal"},{"insert":" – Part of the Isochron combo. Needs at least Sol Ring to work and is there so if we have the commander out, we can basically attempt a win on the spot with infinite untaps.\n"},{"attributes":{"bold":true},"insert":"Experimental Augury"},{"insert":" – Filtering and proliferate.\n"},{"attributes":{"bold":true},"insert":"Infectious Bite"},{"insert":" – Gives a poison counter, good card. Also, with infinite mana, you can loop Temur Sabertooth and Eternal Witness to win.\n"},{"attributes":{"bold":true},"insert":"Muddle the Mixture"},{"insert":" – Tutors for 2CMC cards. Can get the poison giver cards, Wishclaw, Uncage the Menagerie to tutor more boys, and most notably either of the Dramatic Reversal / Isochron combo pieces.\n"},{"attributes":{"bold":true},"insert":"Prologue to Phyresis"},{"insert":" – Poison giver and replaces itself.\n"},{"attributes":{"bold":true},"insert":"Perplex"},{"insert":" – Can tutor for 3-cost cards and also be somewhat useful on the stack. Gets Infectious Inquiry, Phyresis Outbreak, and some strong creatures, notably Spellseeker, Tribute Mage, and Fierce Empath to chain tutors.\n"},{"attributes":{"bold":true},"insert":"Reject Imperfection"},{"insert":" – Expensive counter magic with proliferate attached.\n"},{"attributes":{"bold":true},"insert":"Atomize"},{"insert":" – Expensive for what it does (Beast Within does this for 2G), but it proliferates.\nArtifacts"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Everflowing Chalice"},{"insert":" – If you can play this for 2 to get a charge counter on it, then you can keep proliferating it to get a lot of mana out of it, and then later use the counters to make tokens with Xavier.\n"},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":" – Sol Ring.\n"},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"insert":" – Mana fixing.\n"},{"attributes":{"bold":true},"insert":"Isochron Scepter"},{"insert":" – Combo piece with Dramatic Reversal.\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"insert":" – Protect.\n"},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"insert":" – Protect.\n"},{"attributes":{"bold":true},"insert":"Wishclaw Talisman"},{"insert":" – Demonic Tutor on a stick, but also comes with 3 counters, so you can use it as a bargaining chip by leaving a counter on it, or deplete charges with Xavier and use the last one to tutor.\n"},{"attributes":{"bold":true},"insert":"Glistening Sphere"},{"insert":" – Proliferate on ETB and gets better as you increase poison counters.\n"},{"attributes":{"bold":true},"insert":"Staff of Compleation"},{"insert":" – At times this will feel bad, at times this will be an emergency lever, and at times you’ll be able to trigger this 3 times in a turn and win the game.\nCreatures"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Venerated Rotpriest"},{"insert":" – We aren’t targeting our own creatures with much, so this is really like a version of ward and forces opponents to deal with Rotpriest first, but they still cop a poison counter anyway for targeting him. Infectious Bite is the main card that comes to mind.\n"},{"attributes":{"bold":true},"insert":"Baleful Strix"},{"insert":" – Great card, good blocker, and card draw. Can also be found with Tribute Mage if needed.\n"},{"attributes":{"bold":true},"insert":"Cankerbloom"},{"insert":" – Useful removal options if you can’t proliferate early, and an easy proliferate later.\n"},{"attributes":{"bold":true},"insert":"Kiora’s Follower"},{"insert":" – Allows a double activation of Xavier and untaps other useful tappers.\n"},{"attributes":{"bold":true},"insert":"Plague Myr"},{"insert":" – Honestly, you could replace this. As much as infect isn’t the intent of the deck, this could also kill players by racking up early poison counters, but if you hit someone with this on turn 2 or 3, then everyone is worried.\n"},{"attributes":{"bold":true},"insert":"Pollenbright Druid"},{"insert":" – Potentially a Venerated Rotpriest trigger and also proliferate. It’s one of many creatures in the deck that, once it proliferates, should just be used to keep you alive.\n"},{"attributes":{"bold":true},"insert":"Snapcaster Mage"},{"insert":" – Recur whatever instant or sorcery spell you want. You can use it to flash back a counterspell, a tutor, or even a proliferate card.\n"},{"attributes":{"bold":true},"insert":"Sylvan Caryatid"},{"insert":" – Thick blocker dork.\n"},{"attributes":{"bold":true},"insert":"Thallid Shell-Dweller"},{"insert":" – Enters with 3 counters, can make tokens, and is also a thick blocker.\n"},{"attributes":{"bold":true},"insert":"Thing in the Ice // Awoken Horror"},{"insert":" – Thick blocker that comes with counters. When the counters are removed, you have a 7/8 Horror that bounces the board and instantly makes you the threat, so you could just keep proliferating the counters up or use Xavier to remove them. Note that it does bounce your stuff, so it lets you replay proliferate ETBs and so on.\n"},{"attributes":{"bold":true},"insert":"Venser, Corpse Puppet"},{"insert":" – Proliferate payoff that could keep you in the game if you haven’t gotten poison up but have plenty of proliferate.\n"},{"attributes":{"bold":true},"insert":"Wall of Roots"},{"insert":" – Thick blocker that can make counters to use.\n"},{"attributes":{"bold":true},"insert":"Contagious Vorrac"},{"insert":" – 3/3 for 3 that lets you filter and proliferate.\n"},{"attributes":{"bold":true},"insert":"Eternal Witness"},{"insert":" – Recursion for our good stuff. With infinite green mana, you can use Eternal Witness to play Infectious Bite, then use Temur Sabertooth to bounce Eternal Witness back to hand and replay her to cast Infectious Bite again and repeat to win. This is the only outlet for infinite mana in the deck.\n"},{"attributes":{"bold":true},"insert":"Fierce Empath"},{"insert":" – Lets you find Vorinclex on purpose, otherwise it’s just an expensive 1/1. If you were to optimise the deck more, perhaps you’d cut this or add another 6CMC creature.\n"},{"attributes":{"bold":true},"insert":"Flux Channeler"},{"insert":" – Proliferator.\n"},{"attributes":{"bold":true},"insert":"Hornet Nest"},{"insert":" – Thick blocker that makes tokens, and the tokens are annoying.\n"},{"attributes":{"bold":true},"insert":"Ichor Rats"},{"insert":" – Gives a poison counter, infect is a bonus.\n"},{"attributes":{"bold":true},"insert":"Scute Swarm"},{"insert":" – Makes a lot of tokens.\n"},{"attributes":{"bold":true},"insert":"Sedgemoor Witch"},{"insert":" – Makes tokens and is annoying to deal with. You could also get in for a bit of damage with her because of menace.\n"},{"attributes":{"bold":true},"insert":"Spellseeker"},{"insert":" – One of my favourite cards. Go find whatever instant or sorcery you need at 2CMC or less. Get a poison giver, Uncage the Menagerie to fill your hand, or another tutor like Perplex or Muddle to find other pieces you need.\n"},{"attributes":{"bold":true},"insert":"Tribute Mage"},{"insert":" – Mostly here to find Isochron, but can find protection pieces, Wishclaw, Baleful Strix, and Signet.\n"},{"attributes":{"bold":true},"insert":"Arasta of the Endless Web"},{"insert":" – In a Commander game, she’s going to make a lot of little spider blockers for you to proliferate with.\n"},{"attributes":{"bold":true},"insert":"Ezuri, Stalker of Spheres"},{"insert":" – This card is a bit of a snowball card, so ideally you want to use it to proliferate twice on ETB where possible, but I don’t think you should be concerned with playing him on turn 3 or 4 if you can, because you can proliferate early with Xavier and target nothing just to draw cards. Xavier is just an engine piece; the deck can win without him.\n"},{"attributes":{"bold":true},"insert":"Tekuthal, Inquiry Dominus"},{"insert":" – Flying 3/5 is nice for 4. Proliferate doubler is delicious, and he can make himself indestructible. The best thing about this is that he can remove minus counters and also counters off Thing in the Ice. This is a secret commander because it goes from “he needs 10 poison counters to win” to “he can win with 2 proliferates instead of 4.” Two proliferates in a single turn is piss.\n"},{"attributes":{"bold":true},"insert":"Temur Sabertooth"},{"insert":" – Combo piece with Eternal Witness for infinite green mana, but also saves your pieces by bouncing Xavier or Tekuthal if they get targeted or somebody board wipes.\n"},{"attributes":{"bold":true},"insert":"Vorinclex, Monstrous Raider"},{"insert":" – Doubles poison. Very good. Also a 6/6 trample haste.\nEnchantments"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Elephant Grass"},{"insert":" – Cumulative upkeep. This is honestly pretty unfair to play, but you’re playing poison so fuck it. It’s Propaganda that locks black creatures out completely. You’re supposed to pay 1 mana for each age counter this gets, so you play it, then during upkeep add an age counter and pay based on how many are there. Xavier lets you remove the counters so you basically only ever pay 1 while making token value. The moment you don’t want to pay for it, just sacrifice it.\n"},{"attributes":{"bold":true},"insert":"Mystic Remora"},{"insert":" – Same thing, but it’s Rhystic Study lite and harder for opponents to just wait out.\n"},{"attributes":{"bold":true},"insert":"Bitterblossom"},{"insert":" – Constant token generation and flyers that can block.\n"},{"attributes":{"bold":true},"insert":"Innkeeper’s Talent"},{"insert":" – The +1/+1 counters alone are worth playing the card, but giving your creatures ward and then doubling counter generation is dope. If you get this and Vorinclex out, you can basically win on the spot with poison.\n"},{"attributes":{"bold":true},"insert":"Propaganda"},{"insert":" – Protection.\nLands"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Boseiju, Who Endures"},{"insert":" – Strong land, mostly to be used as a spell.\n"},{"attributes":{"bold":true},"insert":"Dark Depths"},{"insert":" – Thick baddy. Combos with Thespian’s Stage if you aren’t getting there with poison, and honestly it’s fine to summon this even if poison is going fine. Xavier speeds up removing the counters from this and it comes with 10 for populating tokens.\n"},{"attributes":{"bold":true},"insert":"Field of the Dead"},{"insert":" – More tokens to proliferate with.\n"},{"attributes":{"bold":true},"insert":"Glacial Chasm"},{"insert":" – Cumulative upkeep and you’re protected. Same as before, just sacrifice it if you don’t want to pay.\n"},{"attributes":{"bold":true},"insert":"Karn’s Bastion"},{"insert":" – Proliferate.\n"},{"attributes":{"bold":true},"insert":"Otawara, Soaring City"},{"insert":" – Try to hold this for its spell ability unless you need to play the land.\n"},{"attributes":{"bold":true},"insert":"Rogue’s Passage"},{"insert":" – If you’re really needing to win through infect, this helps since your infect creatures are tiny, but also a 20/20 Marit Lage likes this.\n"},{"attributes":{"bold":true},"insert":"Shifting Woodland"},{"insert":" – Lets you turn the land into a copy of a permanent in your graveyard so you can relive the glory days of whatever got killed. You can discard cards into the graveyard just to copy them. Copy Dark Depths and immediately make Marit Lage, or copy Thing in the Ice, Vorinclex, or whatever you want. This is almost a secret commander.\n"},{"attributes":{"bold":true},"insert":"Simic Growth Chamber"},{"insert":" – Technically mana-positive over 2 turns, but also lets you reset Boseiju, Otawara, Glacial Chasm, or Dark Depths. Also, if your Shifting Woodland copies a creature for a turn and gets enchanted, you can bounce it to save it.\n"},{"attributes":{"bold":true},"insert":"Thespian’s Stage"},{"insert":" – Copy Dark Depths, make Marit Lage. Can also copy other useful lands if needed.\n"},{"attributes":{"bold":true},"insert":"Zagoth Triome"},{"insert":" – I like these because if you don’t need the mana, you can fetch it early to cover your colours, but late game you can just cycle it.\n"},{"attributes":{"header":1},"insert":"\n"}]}































































































































































