I've run various iterations of this deck in local tourneys, and it usually does well. Best I did was 4-1 out of 26 players, but it usually finishes .500 or better. It's very fast, but can just run into the matchups that have the perfect sequence of counters/removal or a turn 1 kill (and it can't leverage FoW well with the limited blue count).
It's really fun and does some stupid fast things. Would be open to feedback and suggestions at this point. Maybe there's something I just overlooked.
// Eric Miller: vintage infect (61)
// 61 Maindeck
// 4 Artifact
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Sapphire
// 18 Creature
4 Blighted Agent
3 Noble Hierarch
3 Phyrexian Crusader
1 Leovold, Emissary of Trest
4 Glistener Elf
3 Collector Ouphe
// 14 Instant
1 Ancestral Recall
4 Berserk
4 Invigorate
1 Mental Misstep
4 Vines of Vastwood
// 20 Land
3 Bayou
1 Forest
4 Inkmoth Nexus
2 Tropical Island
2 Mana Confluence
2 Wooded Foothills
2 Misty Rainforest
1 Windswept Heath
1 Verdant Catacombs
1 Nurturing Peatland
1 Pendelhaven
// 1 Planeswalker
1 Narset, Parter of Veils
// 4 Sorcery
4 Scale Up
// 15 Sideboard
// 7 Artifact
SB: 4 Grafdigger's Cage
SB: 2 Sorcerous Spyglass
SB: 1 Null Rod
// 3 Creature
SB: 3 Spellskite
// 1 Enchantment
SB: 1 Propaganda
// 4 Instant
SB: 2 Force of Vigor
SB: 2 Abrupt Decay
Some details on the card selection...
Scale up is just the best one-mana growth card you can play. Might of Old Krosa used to claim this spot, but it just got outclassed.
Vines are great as removal is your Achilles' heel. Being a +4/+4 for GG is solid, and makes any creature + berserk lethal. Berserk is obvious, and invigorate is a free "might" that shrugs off the life gain since you kill with poison.
The deck needs SOME disruption to stop turn 1 kills to your face, so Narset, Leovold, and 3x ouphe are a decent spot to start. Leo is not hard to slam turn 2 with nobles, but he's really rare to stick turn 1. Narset also needs lotus to hit turn 1, but is doubly good for being able to grab pump spells while disrupting. Sometimes these are just not enough.
The creature suite is fairly straightforward - 4 elf for speed, 4 agent for evasive threat, 4x inkmoth for uncounterable/evasive threats, 3x noble for ramp and exalted (I like 4, but would need to cut something for #4), and 3x crusader. Crusader is slow and usually gets FoWed...but if he does stick, he's immune to bolt and plow and has evasion to mentor/pyromancer. BUG just makes him look bad, though.
The other cards rounding out the deck are ancestral, miser's misstep, and mana.
The Sideboard - basically anti-grave/oath cards, a handful of answers to Oko and Maze of Ith (vs lands). 3x spellskite is good vs jeskai and propaganda is aces vs hollowvine/dredge/mentor (if you can resolve/stick it).
Some cards I considered and may have tried:
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Time Walk — Tried it and it's really slow. You want to kill in one swing, and the second swing with no pump rarely puts you over the top. It's by no means a bad card, but I never found it to be the winning card where a different spell wouldn't have often been better. I guess at the worst it cantrips and is an extra land drop and attack, so it could be added back in. It's never "dead", it's just usually not game winning.
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Thoughtseize—I tried 4x thoughtseize, and while they do "clear the path" for your first threat, they also take up your 1st turn when you could play glistener and win turn 2, giving them an additional turn to cantrip into an answer or just win first. TSZ is also the worst topdeck this deck can draw.
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Demonic Tutor—There doesn't seem to ever be a single card I want in hand. The deck is a pile of redundant, so I basically always just tutor for ancestral, which makes it a sorcery speed 1UB draw 3 - not so hot. Maybe more card draw is better.
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Sylvan Library—Slow. It's good CA, but waiting to turn 3 to draw +2 cards and skip my turn on turn 2 (tying up my 2 mana) is really not what infect wants to do.
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Gush—haven't tried it. It could be a decent turn 2 spell to draw the pump I need...but I worry I won't have double tropical consistently.
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Plague Stinger Faster than Crusader, but dies to every removal. Does have evasion though. Could be a possibility.
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Treasure Cruise/Dig Through Time/Become Immense—Anything leaning on delve has been bad. This deck wants to win by turn 3 and filling the grave is rarely happening.
Suggestions welcome!