









Overview:
This Toxrill, the Corrosive deck combines board control with poison proliferation. The strategy leverages Toxrill's slime counters to weaken opponents' creatures while using infect/toxic threats and proliferate effects to deliver poison kills. It employs counterspells, removal, and card advantage to maintain control until either poison counters or commander damage secure victory.
Primer:
Core Strategy: The deck operates as a Dimir control shell with dual win conditions:
- Poison Proliferation: Deploy infect creatures (Blighted Agent, Ichor Rats) and proliferate engines (Contagion Engine, Experimental Augury) to reach 10 poison counters.
- Toxrill Dominance: Leverage the commander's board-wide debuff to create slug tokens for card draw, while threatening with a 7/7 body for potential commander damage.
Key Phases:
- Early Game (Turns 1-4): Set up mana (Myr Convert, Glistening Sphere), disrupt opponents with counterspells (Daze, Mana Leak), and deploy early infect threats.
- Mid Game (Turns 5-7): Cast Toxrill to start generating slime counters. Use proliferate triggers to accelerate poison while controlling the board with targeted removal (Sheoldred's Edict, Wash Away).
- Late Game (Turns 8+): Close out with either poison counter proliferation, overwhelming slug token armies, or commander damage from an unchecked Toxrill.
Mulligan Priorities:
- Keep hands with 3 lands and early interaction/proliferate
- Prioritize T1-T2 plays like Bilious Skulldweller or Gitaxian Probe
- Avoid hands without blue/black sources or late-game-only cards
Key Tips:
- Time Toxrill casts post-wraths for maximum impact
- Use proliferate on end steps to maximize slime counter triggers
- Sacrifice slugs to Staff of Compleation for card draw
- Protect critical poison enablers like Ichor Rats with counters
Weaknesses:
Critical:
- Relies on fragile 1-toughness infect creatures for poison plan
- No infinite combos or deterministic win conditions
- Heavy commander dependency (3+ removals cripple strategy)
Moderate:
- Limited poison redundancy (only 5 direct infect sources)
- Slow poison clock without proliferate support
Minor:
- Graveyard recursion exists but isn't essential (Voidwing Hybrid, Mission Briefing)
Most Important Cards:
- Ichor Rats
- Contagion Engine
- Hullbreaker Horror
- Phyrexian Obliterator
- Staff of Compleation
- Diabolic Tutor
- Phyresis Outbreak
- Narset, Parter of Veils
- Notion Thief
- Blighted Agent
Attribute Ratings:
Speed: 5/10
- Earliest poison win: T6-7 with perfect proliferate draws
- Toxrill typically impacts board T5-6
- Lacks fast mana or cost reduction
Resilience: 6/10
- 12 counterspells protect key plays
- Multiple card advantage engines (Toxrill tokens, Phyrexian Arena)
- Weak to targeted land destruction (relies on Command Tower, Choked Estuary)
Consistency: 6/10
- 5 tutors (including Diabolic Tutor, Mission Briefing)
- 15+ card draw effects
- Multiple proliferate redundancies
Interaction: 8/10
- 16 targeted removal/counters (5 at instant speed)
- Board wipes scale with poison (Phyresis Outbreak)
- Hullbreaker Horror provides recurring bounce
Rating Justification:
This deck sits between Optimized Casual (5.0) and Focused (6.0). It has:
- Better interaction than typical 5.0 decks
- More redundancy than 5.5 lists
- Slower clock than 6.0 decks
- Less combo potential than 6.5+ strategies
Key differentiators from 6.0:
- No infinite mana/damage combos
- Relies on combat damage for secondary wincon
- Limited stax elements
Power level: 5.5 - 6.0
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