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Ingris Stingerquill EDH Deck Guide: Bracket 2, 3 and 4 Builds

Strategy Deck Tech Commander
Ingris Stingerquill
Ingris Stingerquill · Art by Chase Stone

Ingris Stingerquill is a Rakdos sphinx that deals 1 damage to each opponent every time one of your creatures attacks, and all three of our builds make that damage count as poison. The Bracket 2 list turns every ping into a team pump, the Bracket 3 list adds Ojer Axonil, Deepest Might so red attackers hit for 4 instead of 1, and the Bracket 4 list adds tutors, Necropotence and a Mana Echoes loop that makes the whole plan happen on one turn.

What Ingris Stingerquill Does at a Four-Player Table

For {B}{R}{R} you get a 1/4 flier from Reality Fracture with two lines of text that matter:

Whenever a creature you control attacks, that creature deals 1 damage to each opponent. {4}: Create a 2/2 colorless Wizard Soldier creature token named Cadet. Then creatures you control gain haste until end of turn.

Two details decide how you build her. The attacking creature is the damage source, not Ingris, so whatever that creature is carries over. And the damage is noncombat, which turns on a whole family of red and black payoffs that care about exactly that. In a pod, five attackers is 15 damage spread across the table before anybody declares a block.

Ingris Stingerquill
Ichorclaw Myr
Plague Stinger
Master of Barbs
Solphim, Mayhem Dominus

Why Every Build Runs Infect Creatures

Infect says a creature's damage to players is dealt as poison counters, and that applies to noncombat damage too. So when Ichorclaw Myr attacks with Ingris out, each opponent gets a poison counter on the attack trigger, whether or not the Myr ever connects. Three infect attackers a turn is three poison on everyone, and ten ends the game.

That is why all three lists share Ichorclaw Myr, Plague Stinger, Plague Myr, Flensermite, Ichor Rats and Phyrexian Crusader, and why every one of them runs Vraska, Betrayal's Sting, whose last ability tops a target up to nine poison. The other shared piece is Solphim, Mayhem Dominus, which doubles noncombat damage you deal to opponents, so every infect attacker becomes two poison per opponent per attack.

What none of the three has yet is a recorded game. Every claim below comes from the lists and their audits, not from results, and we will update this post once the pod has put them through a few nights.


Bracket 2: Pump the Team and Poison Everyone

The Bracket 2 list (audit) leans on the noncombat clause harder than the other two. Master of Barbs, Wildfire Elemental and Chandra's Spitfire all grow your creatures whenever an opponent takes noncombat damage, and Ingris hands them that trigger once per attacker. A swing with four creatures pumps the team four times before blockers.

It also runs the widest infect suite of the three, adding Razor Swine, Core Prowler, Necropede and Whispering Specter, plus Phyresis to put infect on something that didn't come with it. The go-wide half is Krenko, Tin Street Kingpin, Legion Warboss, Bitterblossom and Song of Totentanz, with Skullclamp turning the 1/1s into cards.

The mana base is budget-honest: 11 Mountains, 9 Swamps and the cheap duals. Interaction is Terminate, Bedevil, Feed the Swarm, Chaos Warp and Blasphemous Act, and Stingerquill Charm does triple duty as removal, a combat trick or a hasty Cadet.

Ingris Stingerquill Bracket 2 (EDH)

Bracket 3: Ojer Axonil Turns Pings Into Fours

The Bracket 3 list (audit) trades most of the pump creatures for Ojer Axonil, Deepest Might and Torbran, Thane of Red Fell. Ojer makes any red source that would deal less than 4 noncombat damage to an opponent deal 4 instead, and Ingris herself is a red source. She attacks, each opponent takes 4. Hellrider, Legion Warboss and a hasty Krenko do the same.

The catch is one worth knowing before you count lethal: Ojer only cares about red sources, and the infect creatures are colorless or black. The artifact Myr still ping for 1 poison each. Where it gets interesting is Phyresis on Ingris, which makes her 4-damage trigger into 4 poison per opponent per attack. Two swings with that on board is a win.

Three other upgrades change how the deck plays. Dolmen Gate stops your attackers from taking combat damage, so you can swing the whole infect squad into open blockers every turn for the triggers alone. Hexing Squelcher makes your spells uncounterable and taxes removal on your creatures. And the speed goes up with Dark Ritual, Jeska's Will and Reanimate, backed by Deflecting Swat and Deadly Rollick as free interaction. Jeska's Will and Deflecting Swat are both on the Game Changers list, which is a big part of why the audit lands this one a bracket up.

Ingris Stingerquill Bracket 3 (EDH)

Bracket 4: Tutors, Necropotence and a Mana Echoes Loop

The Bracket 4 list (audit) cuts the goblin half of the deck and most of the pump package. Krenko, Hellrider, Torbran and Phyresis are gone. In their place: Demonic Tutor, Vampiric Tutor, Diabolic Intent, Gamble, Necropotence, The One Ring, Ancient Tomb and Chrome Mox. The infect suite gets its two best cards, Skithiryx, the Blight Dragon and Hand of the Praetors, the latter adding a poison counter every time you cast an infect creature.

Mana Echoes
Combat Celebrant
Skithiryx, the Blight Dragon
Hand of the Praetors
Necropotence

The card that makes this a Bracket 4 deck rather than a faster Bracket 3 is Mana Echoes. Every Cadet is a Wizard Soldier, and Mana Echoes adds {C} for each creature you control sharing a type with the one that just entered, counting itself. Once three Cadets are on board, the fourth refunds the {4} Ingris charged for it, and every Cadet after that is profit. They all enter with haste, and every one of them attacks into an Ingris trigger. Impact Tremors pings the table once per Cadet on the way in, and Combat Celebrant buys a second combat for a second round of triggers.

The rest is a cEDH-adjacent shell around that: Orcish Bowmasters, Ragavan, Nimble Pilferer, Culling the Weak and Phyrexian Tower for mana and sacrifice value, Garna, Bloodfist of Keld to draw off attackers that die, and seven basics of each color behind fetches and Urborg, Tomb of Yawgmoth.

Ingris Stingerquill Bracket 4 (EDH)

Which Ingris Stingerquill Build Should You Sleeve Up?

Pick by what your pod will tolerate, not by what wins fastest. The Bracket 2 list is the one that plays like a creature deck: it attacks, it pumps, and the poison is a slow second clock nobody has to feel bad about. If you are new to how the bracket system works, this is the version to learn Ingris on.

The Bracket 3 list is the sweet spot for most tables. Ojer and Dolmen Gate make every attack step matter, and the deck still loses to a board wipe or a well-timed removal spell on Ingris, which keeps it honest.

The Bracket 4 list is for a pod that already plays tutors and fast mana. It wins through Mana Echoes more often than through ten poison, and that is the right expectation to set before game one. If you want to see how we approached the same three-way split with a different Reality Fracture legend, the Kwia Vigorbloom guide follows the same format.

Whichever one you take apart and rebuild, run the result through our bracket calculator before you sit down. Swapping one card can move an Ingris deck a bracket, and the table deserves to know which one showed up.

Writer and member of Nerd leagues. I started playing Magic in 2013 when a couple of my friends visited me and taught me how to play. We soon after picked up on the commander format and have played it ever since. This website started as spreadsheet that we kept track of our games on and has evolved into this website. Our passions for the game run deep.


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