Infect decks are for players who want life totals to matter less than reaching ten poison on each opponent. This strategy wants to connect with infect and toxic creatures, using pump spells, evasion, protection, and infect commanders, to win through poison counter decks EDH opponents have to answer early. In the Counters, Proliferate, and Infect overlap, Counters grows creatures, Proliferate multiplies many counter types, and Infect is the poison win condition that proliferate can accelerate. The social cost is real: once poison appears, the table often treats you as the first threat, and some pods restrict the mechanic before deck selection.
Golgari pairs dense infect creatures with green pump, black removal, and recursion for lost threats.
Simic adds unblockable effects, card draw, and proliferate engines that advance poison after contact.
Abzan blends toxic commanders, corrupted payoffs, white protection, black removal, and green pump.
Infect decks excel through a specific playstyle and win conditions. Here's how they work:
✓ You attack early with infect and toxic creatures that deal poison instead of regular damage.
✓ You pump an evasive attacker so ten poison can arrive in one or two hits.
✓ You use proliferate to move existing poison counters toward lethal without another attack.
✓ You protect the key swing because one removal spell can erase the turn.
✓ You plan around the table turning on you as soon as poison appears.
Flying, haste, and self-pump let it threaten ten poison with protection.
An infect trampler that removes a player with one clean combat hit.
Gives your board infect and trample, converting combat damage into poison.
A land that becomes a flying infect attacker and dodges sorcery-speed sweepers.
Turns any creature, including your commander, into a poison threat.
Infect is mechanically simple and can be inexpensive, but it has a higher social cost than most combat decks. It suits players who enjoy racing under pressure and accept that one poison counter can reshape the whole table's threat assessment. Check with your pod first because the rule-zero conversation is part of playing poison.
The best infect commanders typically provide consistent access to the strategy's core mechanics. Look for commanders that you attack early with infect and toxic creatures that deal poison instead of regular damage.
Infect decks win through a combination of Skithiryx, the Blight Dragon, Blightsteel Colossus, Triumph of the Hordes, and other synergistic pieces that infect decks are for players who want life totals to matter less than reaching ten poison on each opponent.
Golgari pairs dense infect creatures with green pump, black removal, and recursion for lost threats. However, Simic adds unblockable effects, card draw, and proliferate engines that advance poison after contact.
Infect draws immediate table aggression, and playing one against three from turn two is a real cost of the archetype. Dedicated infect creatures have weak stats for their cost, so the deck can struggle when poison stalls. The strategy leans on combat, making it vulnerable to fog effects, deathtouch blockers, and repeated board wipes. Some playgroups house-rule against poison entirely, so the deck may not be welcome at every table.