Deck Tech: U/G Infect with Robert Trippel
Robert has dealt about half as much damage as everyone else at 3-0... thanks to infect!
Everyone enjoyed seeing the poisonous power of Robert’s deck on SCGLive during the Round 3 feature—here’s an inside look at the decklist that took Robert to a 3-0 start in the Standard Open.
The creature base is an obvious place to start, as any infect deck tends to depend on scoring big hits early. The cards most consistently able to land a blow—Glistener+Elf, Blighted+Agent, and Inkmoth+Nexus—are four-ofs, and with good reason. Backing them up we have Ichorclaw+Myr, whose ability operates much like evasion. It’s not that they can’t block him; it’s that they don’t want to!
Spellskite’s not an offensive machine like those guys, but he does major work protecting the creatures with infect while also blocking early attackers, serving to get the game into a space where infect can win it. Given the popularity of Gut+Shot and Vapor Snag, Spellskite is a lock for most infect pilots.
The power of the deck stems from Wild+Defiance and/or Livewire+Lash in conjunction with a healthy quantity of pump spells and spells to force through damage. Many lists have run the full four of each, but Robert opted to trim down on Livewire+Lash. Not only is the Lash expensive, costing four total mana before you begin accruing anything, but it’s also vulnerable to the Divine+Offerings and Viridian+Corrupters that more than a few players are packing for Swords.
For evasion, Robert has Artful+Dodge and Apostle’s Blessing. The latter also functions as a protective spell! His pumps are plentiful, with Ranger’s Guile being a very important spell thanks to its hexproof-effect. Titanic+Growth is big game, while Mutagenic+Growth offers Robert the ability to kill while tapped out. In fact, I saw him pull this off with two Inkmoth Nexuses and a trio of the pump spell in Round 2!