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1. If they have anything that lets them proliferate: Don't let them use it. Counter-spell it. Remove/Kill/Destroy/Exile it. Flying and Vigilance are your best friends here.
2. They have to set up, usually, so play aggressively. Again, Vigilance will aid in this and so will Flying.
Fortunately, cards that Proliferate are fairly few in numbers regardless of the color. Cards that DO cause some sort of Proliferation are pretty weak, too. Thrummingbird, Guildpact Informant, and Grateful Soul (Specter? Spirit?) are good examples of this: They're all 1/1's if I'm not mistaken, and cost 1-2 mana.
Atraxa, Voice of the Praetor, is a 4/4 White, Blue, Green, Black card with Flying, Vigilance, Death Touch, and "At the end of your turn, proliferate".
Then you have to worry about, of course, cards with toxic. Even one is enough for this player to be a threat. Cards you may find them using include: Voidwing Hybrid (A 2/1 Blue-Black Phyrexian Bat with Flying, Toxic 1, and "Whenever you proliferate, if Voidwing Hybrid is in your Graveyard, return it to your hand"), Ichor Aberration (a 3/3 Blue-Black flying defender that gets a PERPETUAL +1/+1 for every proliferation and can be cast from the graveyard until the end of a turn whenever you prolfierate.
If they have even one black card, they may or may not have "Ichor Drinker" which activates an Incubate 2 upon death.
I love making these decks and know how exactly to be countered, so I'm happy to show others how to pummel me into the ground even though it will inevitably frustrate me when I'm not allowed to set up.
First thing is, poison/toxic decks have a risk associated with their shortcut to winning. IE: they depend on their creatures (or yours in the case of phyresis proliferate decks) to get the job done. So as long as you are running enough removal you should have a good chance of removing their win cons. The downside of this is you need to configure your deck to withstand an early aggro start and also have win cons of your own. Which means chump blockers, spot removal and sweepers and then also manlands. This is one reason imho we have so many manlands in Standard right now.
Grollander has some more general suggestions above that seem decent (though not Standard format specific).
My best friend used a card called "awaken the forest" with that card out and tapped ALL their mana (lands and creatures) to make 28 land druid tokens, which were doubled by "doubling season", causing that card to proliferate 56 times. So folks, watch out for this combo...
They kept on throwing stuff out, and I kept on locking it down with auras + Eriette. They tried some sort of late game swing with that big dinosaur, but I threw out Asinine Antics right after and made their whole board a bunch of 1/1's (that couldn't attack). Katilda showed up there at the end, and was a big enough threat that they didn't attack with the 2 fliers they had.
Was pretty sweet watching them take 7~8 damage a turn, healing me, and them not being able to attack. Took it like a champ too, stayed to the very end.