haakotsm
127 views2 months ago
Commander
Size: 100Salt sum: 32.03
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"BLECH, LOAFING PEST — DECK PRIMER"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWHY PLAY THIS DECK?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nBlech, Loafing Pest is a value engine disguised as a swarm deck. On the surface, it looks like a harmless pile of Pests and life gain — the kind of deck that flies under the radar while stronger-looking commanders draw the table's attention. Then something clicks. A trigger feeds a trigger, which feeds another trigger, and suddenly every creature on your board has +5/+5 and menace, your opponents are losing life in chunks, and you're drawing half your deck.\n\nThis deck is for players who love going to value town — the kind of game where every card in play is working together, every activation matters, and the board state compounds exponentially until the table simply can't keep up. It's not about one flashy spell. It's about the moment the machine turns on and doesn't stop.\n\n\nGAME PLAN"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Plan A — The Snowball"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBuild a wide board of Pests, Insects, Spiders, and Snakes. Gain life repeatedly. Each life gain event triggers Blech, placing +1/+1 counters across your tribal creatures. With counter doublers online, one life gain becomes two counters becomes four — and the board grows out of control fast.\n\nAttack with built-in evasion (menace, trample, deathtouch) to push through lethal combat damage. The goal is not to chip in — it's to go from \"harmless\" to \"lethal\" in a single combat step.\n\nPlan B — The Drain Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWhile Plan A wins through combat, the deck simultaneously builds a sacrifice-and-drain engine. Creatures like Fumulus, Hooded Blightfang, and South Wind Avatar convert your board presence into direct life loss for opponents — and each point of life you gain along the way feeds back into Blech for more counters. Blight Mound turns nontoken deaths into Pest tokens, which gain you life when they die, which triggers Blech again. The drain plan doesn't need to deal 40 — it just needs to soften the table enough for a single combat step to close the game.\n\nWhen the drain engine is humming, dropping a Persist creature into a free sac outlet goes infinite. With Blech, you need a lifegain source like Essence Warden to trigger counters on the Persist creature. Gorma is more self-contained — she places counters on creatures entering the battlefield directly, so the combo only needs Gorma + Persistent Constrictor + a free sac outlet. Either path produces infinite sacrifice and ETB triggers, and every card in the combo is independently good in the deck.\n\n\nKEY COMBOS & INTERACTIONS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOnce the game plan is online, these are the interactions that push it over the top.\n\nFumulus & Blight Mound — Going Wide"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBoth Fumulus and Blight Mound create tokens whenever a nontoken creature dies — Fumulus produces Insects, Blight Mound produces Pests. This means board wipes, trades, and sacrifice loops don't leave you empty-handed. Instead, each death repopulates the board with tribal creatures that Blech can grow. A single board wipe that kills five nontoken creatures gives you five new tokens, each of which starts receiving +1/+1 counters from the next lifegain event. The board rebuilds itself faster than opponents can clear it.\n\nCircuit Mender + Veinwitch Coven"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCast Circuit Mender (ETB: gain 2 life goes on the stack). Before the ETB resolves, sacrifice Mender to a sac outlet. The leaves-the-battlefield trigger goes on top — draw a card. Then the ETB resolves — gain 2 life, triggering both Blech and Veinwitch Coven. Mender is already in the graveyard, so pay B to return it to hand. Recast and repeat. A fully self-contained value loop that draws cards, gains life, and grows your board every cycle.\n\nRoot Manipulation Kill"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n10 creatures + Root Manipulation gives +2/+2, menace, and each attacking creature gains \"whenever this creature attacks, you gain 1 life.\" That's 10 separate Blech triggers on attack declaration — counters land before combat damage is even dealt. With doublers: 20-30 counters placed during a single combat. Menace makes blocking extremely difficult.\n\nDefiling Daemogoth Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nDefiling Daemogoth gives your creatures \"whenever this creature deals combat damage, you gain 1 life.\" 10 creatures connecting means 10 separate lifegain triggers. The counters from Blech arrive after damage is dealt, so they don't boost the current swing — but they set up a massive board for next turn and, more importantly, feed the end-step drain. At end step, Defiling Daemogoth hits each opponent for life equal to the total life you gained this turn. Between combat triggers, drain effects, and incidental lifegain, that number easily reaches 30+.\n\nDeathtouch + The Serpent Society + Sac Outlet"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBushmaster, Ohran Frostfang, or Feral Appetite grant deathtouch to your creatures. The Serpent Society forces each opponent to sacrifice a nontoken creature whenever a creature with deathtouch you control dies. With a free sac outlet on board, this becomes a repeatable forced-sacrifice engine: sacrifice a creature with deathtouch, each opponent sacrifices a nontoken creature, and keep going as long as you have bodies to feed. Token generators keep the supply coming. Note: Ohran Frostfang only grants deathtouch to attacking creatures, so if using Frostfang as the enabler, sacrifice during the combat phase.\n\nInfinite Persist Loop — Blech Line"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBlech + Persistent Constrictor + Essence Warden + any free sac outlet (Viscera Seer, Ashnod's Altar, Warren Soultrader). Sacrifice Constrictor, Persist returns it with -1/-1, Essence Warden triggers, gain 1 life, Blech places +1/+1 on Constrictor (Snake type), counters cancel, repeat infinitely. Requires a lifegain source to function, but produces infinite life, infinite counters on your entire board, and infinite death/ETB triggers.\n\nInfinite Persist Loop — Gorma Line"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGorma + Persistent Constrictor + any free sac outlet. Gorma places +1/+1 counters on creatures entering the battlefield directly, so no lifegain source is needed — just three cards. Sacrifice Constrictor, Persist returns it with -1/-1, Gorma places +1/+1, counters cancel, repeat. Fewer cards, easier to assemble. With any drain effect on board, this is lethal.\n\n\nSTRENGTHS & WEAKNESSES"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Strengths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- The engine snowballs fast — each trigger feeds the next, and once it's rolling, it's very difficult to stop piecemeal.\n- Even without Blech on the board, the deck keeps generating tokens, drawing cards, and draining opponents. The components hold their own.\n- Opponents face a three-axis problem: stop the combat lethality, stop the drain, or stop the combo. Answering one still leaves two live threats.\n- Low threat perception in the early game. A bunch of 1/1 Pests don't look scary — until turn 5 when everything has +5/+5 and menace.\n\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Anti-lifegain effects shut down the primary engine entirely. This is the deck's biggest vulnerability — if you can't gain life, Blech does nothing.\n- A board wipe after committing to go wide can be backbreaking. Speed is the defense here — kill before they sweep.\n- Graveyard hate disables the Persist combo line and recursion loops.\n- Limited reach against flyers — the ground army can get raced by aerial strategies.\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"GAMEPLAN BY TURN"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHere's how a typical game develops.\n\nTurns 1-3: Deploy and Establish"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Ramp spell on turn 2, Blech on turn 3 (or Sol Ring enables Blech on turn 2).\n- Play cheap lifegain or a sac outlet early to start the engine as soon as Blech lands.\n- Twitching Doll provides mana now and Spider tokens later.\n\nTurns 3-5: Build the Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Land a counter doubler (Hardened Scales, Branching Evolution) to accelerate the snowball.\n- Deploy token generators — Feral Appetite, Hornet Nest, Iridescent Hornbeetle.\n- Every life gain event is now placing multiple counters across multiple creatures. The board starts compounding.\n\nTurns 5-7: Explode"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Sacrifice Pests for life, Blech triggers, Hornbeetle creates Insects, more creatures for the next combat.\n- Root Manipulation turns a medium board into a lethal swing with menace + 10 Blech triggers on attack.\n- Or assemble the Persistent Constrictor combo for a deterministic infinite.\n- Drain effects deal 15-30 incidental damage alongside combat.\n\nTurn 7+: Beledros Endgame"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Beledros Witherbloom enables \"untap all lands\" for double-casting on opponents' turns or deploying protection alongside your threats.\n\n\nMULLIGAN GUIDE"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Keep"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- 3+ lands with at least one green source\n- A ramp spell or early creature (CMC 1-2)\n- A realistic path to casting Blech by turn 3\n- Bonus: a lifegain source or counter doubler in hand means the engine starts immediately once Blech lands\n\nShip Back"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Hands that are all top-end (CMC 4+) with no ramp to get there\n- No green mana — you need green early for ramp and many key creatures\n- No path to Blech before turn 4 — the deck needs its commander to function\n- All lands, no action — three lands and a ramp spell is fine, but five lands and a Greater Good is not a hand\n\nWhat You're Looking For"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe ideal opener is: land, land, ramp, Blech enabler, early value piece. Something like Forest, Llanowar Wastes, Nature's Lore, Blech on turn 3, Essence Warden or Hardened Scales on the same turn. You want the engine online by turn 4 at the latest.\n\n"}]}
Combat
Combat
(CTRL to add secondary)
Combo
Persistent Constrictor
At the beginning of each opponent's upkeep, they lose 1 life and you put a -1/-1 counter on up to one target creature they control.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Zombie Snake

Combo
(CTRL to add secondary)
Counters
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

The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Counters
(CTRL to add secondary)
Drain
Fumulus, the Infestation
Flying, deathtouch
Whenever a player sacrifices a nontoken creature, create a 1/1 black Insect creature token with flying.
Whenever an Insect, Leech, Slug, or Worm you control attacks, defending player loses 1 life and you gain 1 life.
Whenever a player sacrifices a nontoken creature, create a 1/1 black Insect creature token with flying.
Whenever an Insect, Leech, Slug, or Worm you control attacks, defending player loses 1 life and you gain 1 life.
Legendary Creature - Vampire Insect

Drain
(CTRL to add secondary)
Draw
Bolas's Citadel
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice ten nonland permanents: Each opponent loses 10 life.
You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice ten nonland permanents: Each opponent loses 10 life.
Legendary Artifact

Gwenom, Remorseless
Deathtouch, lifelink
Whenever Gwenom attacks, until end of turn, you may look at the top card of your library any time and you may play cards from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Whenever Gwenom attacks, until end of turn, you may look at the top card of your library any time and you may play cards from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Legendary Creature - Spider Hero Symbiote

Draw
(CTRL to add secondary)
Land
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

Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

Land
(CTRL to add secondary)
Lifegain
Lifegain
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Ramp
(CTRL to add secondary)
Recursion
Moseo, Vein's New Dean
Flying
When Moseo enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Infusion — At the beginning of your end step, if you gained life this turn, return up to one target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
When Moseo enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Infusion — At the beginning of your end step, if you gained life this turn, return up to one target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Legendary Creature - Skeleton Bird Warlock

Whip of Erebos
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Sac Outlet
Sac Outlet
(CTRL to add secondary)
Tokens
Ribtruss Roaster
Devour 1 (As this creature enters, you may sacrifice any number of creatures. This creature enters with that many +1/+1 counters on it.)
At the beginning of your end step, create a number of 1/1 black and green Pest creature tokens equal to the number of +1/+1 counters on this creature. They have "When this token dies, you gain 1 life."
At the beginning of your end step, create a number of 1/1 black and green Pest creature tokens equal to the number of +1/+1 counters on this creature. They have "When this token dies, you gain 1 life."
Creature - Druid Troll

Tokens
(CTRL to add secondary)
Maybeboard
Agatha's Soul Cauldron
You may spend mana as though it were mana of any color to activate abilities of creatures you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Legendary Artifact

Rottenmouth Viper
As an additional cost to cast this spell, you may sacrifice any number of nonland permanents. This spell costs less to cast for each permanent sacrificed this way.
Whenever this creature enters or attacks, put a blight counter on it. Then for each blight counter on it, each opponent loses 4 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Whenever this creature enters or attacks, put a blight counter on it. Then for each blight counter on it, each opponent loses 4 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Creature - Elemental Snake

Springheart Nantuko
Bestow
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect

Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Winding Constrictor
If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead.
If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.
Creature - Snake

Woe Strider
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
Sacrifice another creature: Scry 1.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
Creature - Horror

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"BLECH, LOAFING PEST — DECK PRIMER"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWHY PLAY THIS DECK?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nBlech, Loafing Pest is a value engine disguised as a swarm deck. On the surface, it looks like a harmless pile of Pests and life gain — the kind of deck that flies under the radar while stronger-looking commanders draw the table's attention. Then something clicks. A trigger feeds a trigger, which feeds another trigger, and suddenly every creature on your board has +5/+5 and menace, your opponents are losing life in chunks, and you're drawing half your deck.\n\nThis deck is for players who love going to value town — the kind of game where every card in play is working together, every activation matters, and the board state compounds exponentially until the table simply can't keep up. It's not about one flashy spell. It's about the moment the machine turns on and doesn't stop.\n\n\nGAME PLAN"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Plan A — The Snowball"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBuild a wide board of Pests, Insects, Spiders, and Snakes. Gain life repeatedly. Each life gain event triggers Blech, placing +1/+1 counters across your tribal creatures. With counter doublers online, one life gain becomes two counters becomes four — and the board grows out of control fast.\n\nAttack with built-in evasion (menace, trample, deathtouch) to push through lethal combat damage. The goal is not to chip in — it's to go from \"harmless\" to \"lethal\" in a single combat step.\n\nPlan B — The Drain Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWhile Plan A wins through combat, the deck simultaneously builds a sacrifice-and-drain engine. Creatures like Fumulus, Hooded Blightfang, and South Wind Avatar convert your board presence into direct life loss for opponents — and each point of life you gain along the way feeds back into Blech for more counters. Blight Mound turns nontoken deaths into Pest tokens, which gain you life when they die, which triggers Blech again. The drain plan doesn't need to deal 40 — it just needs to soften the table enough for a single combat step to close the game.\n\nWhen the drain engine is humming, dropping a Persist creature into a free sac outlet goes infinite. With Blech, you need a lifegain source like Essence Warden to trigger counters on the Persist creature. Gorma is more self-contained — she places counters on creatures entering the battlefield directly, so the combo only needs Gorma + Persistent Constrictor + a free sac outlet. Either path produces infinite sacrifice and ETB triggers, and every card in the combo is independently good in the deck.\n\n\nKEY COMBOS & INTERACTIONS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOnce the game plan is online, these are the interactions that push it over the top.\n\nFumulus & Blight Mound — Going Wide"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBoth Fumulus and Blight Mound create tokens whenever a nontoken creature dies — Fumulus produces Insects, Blight Mound produces Pests. This means board wipes, trades, and sacrifice loops don't leave you empty-handed. Instead, each death repopulates the board with tribal creatures that Blech can grow. A single board wipe that kills five nontoken creatures gives you five new tokens, each of which starts receiving +1/+1 counters from the next lifegain event. The board rebuilds itself faster than opponents can clear it.\n\nCircuit Mender + Veinwitch Coven"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCast Circuit Mender (ETB: gain 2 life goes on the stack). Before the ETB resolves, sacrifice Mender to a sac outlet. The leaves-the-battlefield trigger goes on top — draw a card. Then the ETB resolves — gain 2 life, triggering both Blech and Veinwitch Coven. Mender is already in the graveyard, so pay B to return it to hand. Recast and repeat. A fully self-contained value loop that draws cards, gains life, and grows your board every cycle.\n\nRoot Manipulation Kill"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n10 creatures + Root Manipulation gives +2/+2, menace, and each attacking creature gains \"whenever this creature attacks, you gain 1 life.\" That's 10 separate Blech triggers on attack declaration — counters land before combat damage is even dealt. With doublers: 20-30 counters placed during a single combat. Menace makes blocking extremely difficult.\n\nDefiling Daemogoth Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nDefiling Daemogoth gives your creatures \"whenever this creature deals combat damage, you gain 1 life.\" 10 creatures connecting means 10 separate lifegain triggers. The counters from Blech arrive after damage is dealt, so they don't boost the current swing — but they set up a massive board for next turn and, more importantly, feed the end-step drain. At end step, Defiling Daemogoth hits each opponent for life equal to the total life you gained this turn. Between combat triggers, drain effects, and incidental lifegain, that number easily reaches 30+.\n\nDeathtouch + The Serpent Society + Sac Outlet"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBushmaster, Ohran Frostfang, or Feral Appetite grant deathtouch to your creatures. The Serpent Society forces each opponent to sacrifice a nontoken creature whenever a creature with deathtouch you control dies. With a free sac outlet on board, this becomes a repeatable forced-sacrifice engine: sacrifice a creature with deathtouch, each opponent sacrifices a nontoken creature, and keep going as long as you have bodies to feed. Token generators keep the supply coming. Note: Ohran Frostfang only grants deathtouch to attacking creatures, so if using Frostfang as the enabler, sacrifice during the combat phase.\n\nInfinite Persist Loop — Blech Line"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBlech + Persistent Constrictor + Essence Warden + any free sac outlet (Viscera Seer, Ashnod's Altar, Warren Soultrader). Sacrifice Constrictor, Persist returns it with -1/-1, Essence Warden triggers, gain 1 life, Blech places +1/+1 on Constrictor (Snake type), counters cancel, repeat infinitely. Requires a lifegain source to function, but produces infinite life, infinite counters on your entire board, and infinite death/ETB triggers.\n\nInfinite Persist Loop — Gorma Line"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGorma + Persistent Constrictor + any free sac outlet. Gorma places +1/+1 counters on creatures entering the battlefield directly, so no lifegain source is needed — just three cards. Sacrifice Constrictor, Persist returns it with -1/-1, Gorma places +1/+1, counters cancel, repeat. Fewer cards, easier to assemble. With any drain effect on board, this is lethal.\n\n\nSTRENGTHS & WEAKNESSES"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Strengths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- The engine snowballs fast — each trigger feeds the next, and once it's rolling, it's very difficult to stop piecemeal.\n- Even without Blech on the board, the deck keeps generating tokens, drawing cards, and draining opponents. The components hold their own.\n- Opponents face a three-axis problem: stop the combat lethality, stop the drain, or stop the combo. Answering one still leaves two live threats.\n- Low threat perception in the early game. A bunch of 1/1 Pests don't look scary — until turn 5 when everything has +5/+5 and menace.\n\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Anti-lifegain effects shut down the primary engine entirely. This is the deck's biggest vulnerability — if you can't gain life, Blech does nothing.\n- A board wipe after committing to go wide can be backbreaking. Speed is the defense here — kill before they sweep.\n- Graveyard hate disables the Persist combo line and recursion loops.\n- Limited reach against flyers — the ground army can get raced by aerial strategies.\n\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"GAMEPLAN BY TURN"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHere's how a typical game develops.\n\nTurns 1-3: Deploy and Establish"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Ramp spell on turn 2, Blech on turn 3 (or Sol Ring enables Blech on turn 2).\n- Play cheap lifegain or a sac outlet early to start the engine as soon as Blech lands.\n- Twitching Doll provides mana now and Spider tokens later.\n\nTurns 3-5: Build the Engine"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Land a counter doubler (Hardened Scales, Branching Evolution) to accelerate the snowball.\n- Deploy token generators — Feral Appetite, Hornet Nest, Iridescent Hornbeetle.\n- Every life gain event is now placing multiple counters across multiple creatures. The board starts compounding.\n\nTurns 5-7: Explode"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Sacrifice Pests for life, Blech triggers, Hornbeetle creates Insects, more creatures for the next combat.\n- Root Manipulation turns a medium board into a lethal swing with menace + 10 Blech triggers on attack.\n- Or assemble the Persistent Constrictor combo for a deterministic infinite.\n- Drain effects deal 15-30 incidental damage alongside combat.\n\nTurn 7+: Beledros Endgame"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Beledros Witherbloom enables \"untap all lands\" for double-casting on opponents' turns or deploying protection alongside your threats.\n\n\nMULLIGAN GUIDE"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Keep"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- 3+ lands with at least one green source\n- A ramp spell or early creature (CMC 1-2)\n- A realistic path to casting Blech by turn 3\n- Bonus: a lifegain source or counter doubler in hand means the engine starts immediately once Blech lands\n\nShip Back"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- Hands that are all top-end (CMC 4+) with no ramp to get there\n- No green mana — you need green early for ramp and many key creatures\n- No path to Blech before turn 4 — the deck needs its commander to function\n- All lands, no action — three lands and a ramp spell is fine, but five lands and a Greater Good is not a hand\n\nWhat You're Looking For"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe ideal opener is: land, land, ramp, Blech enabler, early value piece. Something like Forest, Llanowar Wastes, Nature's Lore, Blech on turn 3, Essence Warden or Hardened Scales on the same turn. You want the engine online by turn 4 at the latest.\n\n"}]}





























































































































