Overview
Ingris Stingerquill is the Rakdos elder sphinx of Hexhaven, and it operates on a fundamentally different axis than the other four founders of that college. Where its peers generate value through filtering, knowledge, and control, Ingris teaches through pressure. It is the battle sphinx: a 1/4 flying body that costs only three mana and immediately converts any attacking creature into a source of simultaneous damage to the entire table. That efficiency is the point. The cost stays low so it arrives early, and from the moment it lands, every creature you play inherits a secondary punch.
The passive ability reads simply but scales brutally: whenever a creature you control attacks, that creature deals 1 damage to each opponent. In a four-player game, a single attacker deals 1 damage to each of three opponents. With five creatures attacking, that is 5 damage to each opponent, fifteen across the table, before combat damage is even assigned. Against opponents at forty life, the triggers alone are a slow clock; the real threat is what they do when the attackers have infect.
The infect interaction is where the deck becomes genuinely threatening to experienced tables. Infect replaces damage dealt by a creature: to players as poison counters, to creatures as -1/-1 counters. When Ingris's triggered ability fires for an infect creature, that 1 damage becomes 1 poison counter on each opponent simultaneously. Ten poison counters is a poison death. With a wide board of infect creatures and Ingris generating triggers for each one, the poison counter total across the table climbs faster than any lifegain or life-total-based strategy can compensate for. The Cadet token ability provides board state recovery and haste when the infect army runs thin, meaning the pressure never fully relents even after a board wipe.
The Doubling: Ingris + Solphim, Mayhem Dominus
Solphim, Mayhem Dominus is a Phyrexian Horror that doubles noncombat damage your sources would deal to opponents and their permanents. Ingris's attack trigger creates a separate, noncombat damage instance the moment each creature becomes an attacker. That damage is not combat damage: it happens before blockers are declared, before combat damage is assigned. Solphim's replacement effect applies directly to it.
With both permanents in play, each attacking infect creature triggers Ingris for 1 damage to each opponent, which Solphim doubles to 2 damage, which infect converts to 2 poison counters per opponent. A board of five infect attackers produces ten poison counters on every opponent in one combat step. That is a full poison kill on each opponent simultaneously. The Cadet tokens Ingris generates with the activated ability do not have infect, but they still benefit from Solphim's doubling: five Cadet attackers deal 10 damage to each opponent through the trigger alone, before blockers are even declared.
The threshold for Solphim to become threatening is lower than it first appears. Even two infect creatures attacking with Solphim in play puts 4 poison counters on each opponent, leaving them needing only 6 more. At this pace the game ends in poison faster than most opponents can stabilise their board.
Key Cards
Playing the Deck
The deck opens at the pace of infect. The mana cost of Ingris Stingerquill is three, and the infect creatures that make up the core strategy cost one to four mana each. By turn three it is possible to have Ingris in play alongside Plague Stinger or Ichorclaw Myr, and Blackcleave Goblin arrives on turn four with haste to attack immediately. The first attacks happen as early as turn four: not enough to finish anyone, but enough to put two to four poison counters on each opponent and establish the clock. Once the clock starts, it does not stop unless Ingris is removed or the board is wiped.
The mid-game is about protecting the attack engine and building width. Dolmen Gate allows the infect creatures to attack without trading, keeping bodies on the board for consecutive attack steps. Hand of the Praetors arriving at this point makes every other infect creature a point bigger in combat and adds a poison counter each time you cast another infect creature. Skullclamp converts any infect 1/1 that gets removed into two draws without requiring a dedicated turn. Tainted Strike and Phyresis convert non-infect threats like Hellrider or a mass of Goblin tokens into infect bodies for a combat step. Bitterblossom generates a fresh attacker every upkeep, feeding the trigger engine without requiring draw steps.
The late game is generally closer than it looks. Opponents who spend resources answering infect creatures are ahead on tempo but behind on board state relative to the Goblin and Cadet token supply. When the poison clock stalls, the {4} Cadet activation with haste resets the pressure: a full swing of four or five tokens still deals 4 or 5 damage to each opponent through Ingris triggers, 8 to 10 with Solphim, which is enough to finish opponents already worn down by earlier attacks. Hellrider stacks with Ingris: each attacker also makes Hellrider deal 1 damage to the player it is attacking, meaning at ten or more attackers the damage triggers alone put opponents within reach of a second swing. Jeska's Will produces burst mana to activate the Cadet ability multiple times in a single turn when mana is scarce after a wipe.
Strengths & Weaknesses
Strengths: Ingris generates value on attacks regardless of whether the infect creature lands damage, which separates it from standard infect strategies that lose momentum whenever a blocker stops combat damage. The trigger fires the instant a creature becomes an attacker, so even creatures that are blocked and killed still distributed poison counters across the table first. At three mana, Ingris comes down before opponents establish their defensive stacks. The haste from the activated ability means a rebuilding turn can immediately become an attack turn. Deflecting Swat and Deadly Rollick are free spells while Ingris is in play, providing hard interaction at no mana cost on the most critical turns.
Weaknesses: The strategy is fully dependent on Ingris surviving. A commander that costs three mana is easy to remove repeatedly, and each time it goes to the command zone without landing a trigger, the poison clock loses a turn. The infect creatures themselves are small: most are 1/1 or 2/2 bodies that lose to any size opposition without Dolmen Gate in play. Fog effects blank combat damage, but Ingris's triggers are noncombat damage and still land; the real threats are effects that stop creatures from attacking, such as Ghostly Prison and Propaganda taxes. There is no graveyard recursion beyond Corpse Cur and Alesha, Who Laughs at Fate, so a sweeper that hits the whole infect roster requires rebuilding from hand. White and green removal packages that grant protection also complicate the infect creatures' ability to deal any damage at all.
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The full 100-card Ingris Stingerquill Commander deck, enriched with current prices. Click any card to expand it.