Hi all,

There are a lot of spoilers out right now, and many of them merit discussion. I should brew up a wall deck, a Gruul burn deck, or a control deck that has Counterspell in Modern and finishes with a Dragon. Unfortunately, I don’t always do the things I should, and this brew is no exception. The best I have for you spoiler-wise is that the upcoming Display of Dominance may have a home in the sideboard depending on the metagame.

No, this week, I continue to seek out ways to enable and win with Become Immense. I can’t remember any card in Magic’s history that has distorted my focus so much in all formats like this card has. Temur Battle Rage comes in a close second, and boy, have I brewed up some doozies with it in the recent past; think Jotun Grunt, Vengevine, Myr Superion, Talara’s Battalion, and even Loxodon Peacekeeper as Ferocious enablers, and Stubborn Denial to take additional advantage of the new mechanic.

Here, all I want to do is get a creature into play on turn one, then resolve two spells for the win on turn 2. Take a look at the deck.

Legacy Mono Green Infect

Land (19)
Inkmoth Nexus
Cathedral of War
Wooded Foothills
Windswept Heath
Dryad Arbor

Creatures (6)
Glistener Elf
Noble Hierarch
Sylvan Safekeeper

Other Spells (35)
Become Immense
Crop Rotation
Gitaxian Probe
Green Sun’s Zenith
Lotus Petal
Vines of Vastwood

Why this deck?
Well, two weeks ago, I posted a deck that aims to resolve Temur Battle Rage and Become Immense in Modern by turn 3, and I was asked about Simian Spirit Guide in it to ramp. Well, Lotus Petal serves us even better, even if we have to switch gears format-wise. Lotus Petal functions essentially like a City of Traitors in this deck because it provides one mana twice: once with its activation, and again with delving Become Immense. Additionally, it allows us to play Inkmoth Nexus on turn 1 and still have plenty of green mana available on turn 2.

Let’s take a look at the other interactions.
Essentially, this is a Become Immense deck. Spells are free-to-cheap, and they fuel the graveyard for delving. Free spells include Gitaxian Probe and Invigorate. The former makes sure the coast is clear as well, provides a mana by delving, and gives us a 56-card deck. Invigorate protects us from Lightning Bolt-type effects and easily fuels the win in combination with Become Immense or Berserk.

Eight creatures with Infect may seem incredibly low, but then we find Green Sun’s Zenith and Crop Rotation. Both of these cards place a threat on the board and get us that much closer to the crucial five cards in graveyard for Delve. Even Sylvan Safekeeper can be placed onto the battlefield with Green Sun’s Zenith to sacrifice all your lands, then in response play Become Immense and another pump spell for the win. Any time Sylvan Safekeeper is in play, this is a great play in response to removal.

With all the redundancy in the deck, it is hard to elaborate much more on the deck. So here’s what we want to do:

The Plan
Before the game begins- I find it hard to keep a hand that doesn’t have the pieces it needs to win by turn 3. Gitaxian Probe is a bit of a gamble here, but it does have a lot of value in games. We simply have to mulligan a hand that does not contain Glistener Elf, Inkmoth Nexus, Crop Rotation, or Green Sun’s Zenith.

Turn 1 – It is best to play a Glistener Elf, Inkmoth Nexus, or Cathedral of War here, in order of best to worst in terms of how your plan is unfolding. We can establish our board with Green Sun’s Zenith into Dryad Arbor, but it is best to do so using a Lotus Petal if we have one of the colorless lands in our hand.

Turn 2 – Sometimes we can win here, but usually this turn is spent actually playing our threat, whether it is Green Sun’s Zenith into Glistener Elf or having the necessarily mana to activate Inkmoth Nexus and do something with him.

Turn 3 – Depending on how we have read the opponent and what mana he has available, we go for the win. Save Vines of Vastwood and Become Immense to place on top of the stack, and use Invigorate and Groundswell early, but after blocks are declared.

You may have to grind out your opponent, and in these cases Cathedral of War and Pendelhaven are your best friends. Save your Green Sun’s Zenith cards in these cases because often it means your creatures are being placed on the bottom of your library.

My favorite sideboard cards are the ones that take the most advantage of Green Sun’s Zenith and Crop Rotation. The Tabernacle at Pendrell Vale, Karakas, Soaring Seacliff, and even Ghost Quarter prove their use often. Sejiri Steppe can be used in conjunction with Crop Rotation to give your creature evasion or protection from Swords to Plowshares and Abrupt Decay, both of which are otherwise a struggle. Xantid Swarm is a beautiful card to have against opponents playing blue, and because of flying, he often has gotten in there to win a game or two. A card like Wild Cantor can exile Bridge from Below from your opponent’s graveyard, and placing one in your sideboard is equal to playing 5 copies of Tormod’s Crypt. Chalice of the Void or additional graveyard hate can keep Storm at by while your equally fast deck wins. Feed the Clan can buy you a turn against Burn, but it is probably best just to protect your guy and win. Finally, I like Noxious Revival as a way to interfere with Terminus on the critical turn. Often it will be too early for your opponent to activate Sensei’s Divining Top again before drawing the first card in the turn.

Easier on the Wallet
Though this deck is about as cheap as Legacy can be, Inkmoth Nexus and Noble Hierarch can set you back a good bit in the main. In the sideboard, Xantid Swarm costs a huge amount of Event Tickets but isn’t too bad on actual paper money. Losing Inkmoth Nexus fundamentally changes what you’re up to with a big percentage of cards, but I suppose the Noble Hierarch can be substituted by Llanowar Augur.

I hope you enjoy the brew. Take it into Legacy for a spin; the format is really fun!


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