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G/B Fast Infect Pump (Casual)

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Fast Infect Deck
high chance for Turn 3 wins

Key component is Wild Defiance and your pump spells.
Most of the time you need one unblocked attacker and you win the game.

For turn one and two you want to play creatures and begin some early harass in t2.
In turn 3 you want to play Wild Defiance.
If you were lucky and got some Invigorate or Mutagenic Growth you can swing for 10 infect damage and win the game already.

If not, wait for Rancor or Unnatural Predation to hit through the defense.
At some point in the game you can hope to make a comeback with:
Phyrexian Swarmlord, Reaper of Sheoldred or Skithiryx, the Blight Dragon
but most of the time you loose when it is this late in the game.

Most of the time you wont block. Your creatures are better suited for attacking.
Cause of infect you can win the game when it comes to a race of drooping the life of your opponent before yours is depleted.

Cards:

Wild Defiance
card of the Deck. you want at least one of them as early as possible (Turn 3).
It helps with most of the deadly spells like Lightning Bolt or other targeted Spells.

Invigorate you want to have at least one Forest early to play this card for no mana. Enemy life will be untouched by you forever so it doesn't matter.

Mutagenic Growth is situational. if you can spare the few life points it is also a efficient way to grow your attackers to a lethal point.

Giant Growth a decent pump.

Vines of Vastwood can be played with and without its kicker cost if you have a Wild Defiance in play.

Vines of Vastwood and Rancor is for breaking the defense.

For the creatures, one is like the other:

Plague Stinger has flying
Ichorclaw Myr is perfect defense breaker with trample
Glistener Elf the only one drop infect
Necropede decent creature with nice effect if she dies
Plague Myr infect two drop. The mana effect is rarely used
Rot Wolf can get you some carddraw

Pendelhaven is a nice addition because most of the creatures stay 1/1 until defenders are declared and then you can first push it up to 2/3 and then push it to the limit.
Also addes some sustain for the poor low toughness creatures.

Optimal starting hand and play:
Glistener Elf Plague Stinger Wild Defiance 2x Invigorate Swamp Forest and one additional Land
t1: Forest + Glistener Elf
t2: Swamp + Plague Stinger
t3: Land + Wild Defiance + Attack (unblocked creature with 2x Invigorate will be +14/+14 with infect)

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comments and suggestions are welcome

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