Dimir Infiltrator

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) None
Planechase 2012 Edition (PC2) Common
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Dimir Infiltrator

Creature — Spirit

Dimir Infiltrator is unblockable.

Transmute (1)(Blue)(Black) ((1)(Blue)(Black), Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

Dimir Infiltrator Discussion

enpc on Combo Tutors

5 days ago

Thank you to everybody who commented, sorry about the delayed response. Good ol' fashioned life getting in the way (not to mention I wasn't getting notifications for a while).


DrukenReaps: The extra tech with Tez is nice. Ultimately, the reason I like him so much is that once he's down, it's an ability which fetches the artifact and puts it straight into play. He can also get a mana rock (read Mana Vault ) turn N and Isochron Scepter turn N+1. The untap is the icing on the cake, but not why I would play him. The double blue is a bit of a shame, but what can you do. I think he's a relatively strong contender for the slot.


Joe_Ken_: I think I'm goingto swap Impulse for Spellseeker - she just seems better (albeit at sorcery speed). It's a shame she doesn't have flash, but I get why she doesn't have flash. And I think I agree with you on Whir of Invention , while the deck can hit triple blue, you effectively need quad blue held up to resolve it.


jaymc1130: I both agree and don't agree with you. First off, I'll touch on Mystic Forge - I don't mind the combo but I don't think it has a place in the deck. The thing about PE was that sure, there was a combo with Sensei's Divining Top , but more than that it tied the rest of the combo packages together in the deck and acted as a nice piece of redundancy against losing access to reversal/scepter. And I don't think that Mystic Forge does the same thing.

On the topic of 3+ CMC tutors - while I agree to an extent, I don't want to discount them either. Grim Tutor is probably the worst tutor in that paying 3 mana is basically a bad Demonic Tutor (which, granted, is one of the best tutors in the entire game), but even still there is zero restrictions on what it can get.

The rest of the tutors however provide some kind of additional value, most of them in the form that they deploy the tutored card into play, effectively uncounterably (yes, I know that Stifle is still a card). So while you are paying ultimately 1 additional mana, you get to test the waters a little bit. And in that light, the difference is a single mana. Dark Petition is a bit different, but again the ability to get anything is super strong. Not to mention that when getting then playing an Isochron Scepter , there is no cost difference between it and D Tutor. But on the flipside, I'm not going to be cramming Diabolic Tutor into my deck anytime soon just to increase the tutor density.

As for the whole fast v slow matchups, again, I agree and I don't. sure, expensive spells are generally bad against lightning fast decks, but that also comes down to what else is going on in my hand. Generally the faster a deck, the more glass cannon-y it is, so in those games I'm focused more on a counterspell or two anyway - I'm playing the slower game. But that doesn't always mean I'm going to generate value with Tymna. A common table for me is Kess storm, OG Sisay combo/beats hybrid and Tasigur control (I appreicate this may not be toppest of top shelf cEDH but they're still not casual, pub-stomp games). Kess will be about on par with me speed wise, but all of the other decks outcreature me. At this point, I don't mind paying a bit more for a value tutor - especially since most tutors I'm interested in do more than just putting a card in my hand.

On the topic of your Tymna/Thrasios deck, I had a look and it looks really cool. It's interesting to see the amount of proactive hate the deck runs, which is not as common to see these days compared to just packing a deck full of counterspells (which is I guess what you're going for). That being said, in my playgroup and for my playstyle, it's not the deck for me. If all I was versing was fast combo it would be much more appealing. But as it stands, I'm happier with the direction the deck is currently taking and given my group, I think the list has more potency for what I'm up against (not to mention it seems like it would be a lot more stressful to pilot :P).


Flagellum: I don't mind Merchant Scroll , but for the 1 extra mana that is Spellseeker , I think I would much prefer her in the deck, especially given the synergy of it.

The transmute cards are interesting. I think that Muddle the Mixture is by far the strongest of the three (which is why I re-included it). Shred Memory is nice GY hate, but feels like it's just a tutor and at that poing costs the same as Grim Tutor . And Dimir Infiltrator is cool (especially with Tymna) but you want ot cast it as soon as possible for CA, which tehn means it's no longer a tutor.

I hand thought about Tribute Mage but he just feels too narrow.

I don't like Reshape here - I'm basically eating mana rocks to get the thing which combos with mana rocks.

Long-Term Plans is a cool card, but yeah, it feels a bit weak here. Good in Melek though.


StopShot: I had thought about Diabolic Intent before and the benefit that worst case scenario you just eat your commander. I'm still on the fence about it though. Again, I don't want to eat a thing to fetch a thing which combos with what I just ate.

I completely forgot about Wargate though and I have to say I'm very intrigued by it. The fact that it can fetch a part of any combo (except Dramatic Reversal and even then it can get Spellseeker assuming I make space for her) is very nice and the fact you don't sacrifice the end goal card if gate is couterspelled is really cool. The mana coast is a bit tricky but I think it could be a strong contender.

Scroll Rack is nice, but potentially a bit slow and can feel really empty if you're stuck topdecking for whatever reason. It's good wheel insurance though. I'll have a bit more of a think about this one.

I had thought about Tainted Pact , however the mana base will cause issues since I run 4 Island s for High Tide (which is surprisingly good). If I cut this down to 2 I could do the whole land/snowland trick, but I'm not sold on it.


Again, thank you all for your comments - there is a lot to digest here but I very much appreciate people's thoughts on it. Also, I think I really overthink card swaps :P

Flagellum on Combo Tutors

6 days ago

Here's some other tutors that you can possibly include that I don't see in your list.

Merchant Scroll : Another tutor for Dramatic Reversal .

Dimir Infiltrator / Shred Memory : Along with Muddle the Mixture which is already in your list can all can act as tutors for both Isochron Scepter / Dramatic Reversal using transmute.

Tribute Mage : can grab the scepter. Aside from the scepter it can still grab Grim Monolith , Fellwar Stone , ect. among others in your deck.

Reshape : another tutor but requires you to sac an artifact.

Long-Term Plans : not as good as others but can grab anything.

mowshowitz on The Scarab God Reanimaysh Sitch

2 months ago

Removed:

Added:

Added a Torment of Hailfire tutor and the other half of the Mindcrank combo to get rid of the slick-but-rare Gravecrawler / Skullclamp combo.

graycattt on Aura Control

2 months ago

The current weakness seems to be card advantage. The deck does a decent job keeping the opponent completely under control for the first handful of turns, but once my hand is emptied and I'm top decking it becomes a race that we probably won't win. One option is to get some card draw, e.g. with a creature that gains the monarchy, but that need enough control to keep it. Another option is adding some transmute cards, e.g. Dimir Infiltrator , Muddle the Mixture , or Perplex , to thin the deck and get out more control or wincons faster.

Jamirostyle on "Move to Declare Blockers?" Yuriko Doomsday

3 months ago

Nice work! +1 . I like tribal decks and i was looking for a new option like Ninjas but this version seems solid to me. Have you considered Blighted Agent , Dimir Infiltrator , Cavern Harpy and True-Name Nemesis for your combat tricks ?

Murphy77 on Duskmantle Mindcrank

3 months ago

Sorry, I missed the effect of Dimir Infiltrator , which needs to be in the deck.

SentientRhombus on Secret Agent Jodah

5 months ago

This is frickin' hilarious and I'm jealous I didn't think of it first.

My own janky Knowledge Pool deck has given me some experience building around a single artifact. So based on my totally expert opinion here's some feedback:

I notice you primarily have equipment tutors but, aside from Spy Kit , no equipment. I'd swap most or all of those for less specific tutors so they're not dead cards once you find your Spy Kit. With access to any color, there are plenty to pick from. Gamble , Long-Term Plans , Demonic Tutor , and Dark Petition are all fine candidates that don't require a second mortgage. 2-cost Transmute spells like Muddle the Mixture and Dimir Infiltrator are also viable options.

Usually - in my experience - decks built around a single linchpin card either have some response for every vector of attack, or get repeatedly punked. Some suggestions to plug gaps in your defense:

Well that got a lot longer and more speculative than I intended. I'm just gonna bang out my remaining thoughts in disorganized rant form.

As an alternate way to set up the Eradicate play, you could temporarily steal a creature (e.g. with Traitorous Blood or whatever) and equip Spy Kit while it's under your control. It'll remain equipped when the creature returns to its owner.

Since like half of your name-abusing bomb cards are sorcery speed, stuff like Quicken and/or Alchemist's Refuge could really help with flexibility.

Personally, I think the expensive-ass dual lands are overkill for a fun experimental deck like this - I'd pack it with signets and tri-color lands, then buy myself a car with the money I saved. Sure, the deck would ramp slightly slower. But it would be more resistant to MLD, and have more targets for artifact tutors; and I could store it in my spare car.

Anyway in summary: Awesome deck idea, exactly the type of silly nonsense that makes this game fun!

triproberts12 on Sprite Might: Faerie Swarm

5 months ago

You could use more Faeries. Typically, you want to go for a minimum of 30 tribe members in a tribal EDH deck. You might also want Muddle the Mixture , Dimir Infiltrator , and Shred Memory to grab your Oona's Blackguard and Bitterblossom , seeing as the deck really ticks with those two cards in play. Along those lines, Notorious Throng and Knowledge Exploitation are also good. You also need more early-game ramp. Talisman of Dominance and Dimir Signet seem like givens.

As for what to cut, Cryptic Gateway doesn't make a whole lot of sense. It's a 5 mana artifact that lets you tap two creatures to play a card with a maximum CMC of 4. Likewise, I love Rite of Replication as a card, but what are you copying that's worth the mana? Followed Footsteps seems awfully mediocre, and Tree of Perdition doesn't seem to go great with a deck that's going to be slowly draining the opponents over a number of turns. You also seem to be pretty heavy on creature removal. Do you really need Cast Down, Doom Blade, Murder, Go For the Throat, Tragic Slip, and Imprisoned in the Moon with three Wraths and Control Magic?

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Dimir Infiltrator occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

UB (Dimir): 0.99%