Dimir Infiltrator

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander 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.)

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Dimir Infiltrator Discussion

swiftbucket on 3 color good stuff (Pauper Commander)

1 month ago

I would have to agree with derpytrollerZ on his points of advice.

This deck would really benefit from more card advantage.
In the pauper format, some of the most efficient and affordable card advantage can be achieved with cards similar to Mulldrifter, which you already have included in the deck. I would advise you to remove some of the less effective creatures in favor of some that give more card advantage (draw power and tutoring).

In this case, I would remove the following creatures:
Man-o'-War, Rampaging Hippo, Rubbleback Rhino, and Wirewood Guardian.

Try adding these creatures:
AEthersnipe, Dimir Infiltrator, Drift of Phantasms, Impaler Shrike, Moriok Replica, and Pilgrim's Eye.
Creatures with ETB effects that allow the player to draw cards are really strong in Pauper. Also, the Transmute ability is a powerful way to tutor certain cards that you might need. A card that has a lot of utility in your colors is Perplex, for example (which should totally replace Dismiss).

I also feel as though Predatory Hunger and Sadistic Glee don't fit the theme of the deck itself. I suggest adding cards like Mystical Teachings and Treasure Cruise instead.

As for the land base, try making adjustments to your non-land permanents first, and see where that leaves you (you can always balance out the number of basic lands later :P). Since you are running three colors, you would benefit from adding a Command Tower.

I hope this helps you out some!

GaryofAshpodel on Esper Cycling EDH

2 months ago

Looks like a fun build! I have a similar deck, and here's some things I would suggest adding:

Dimir Infiltrator/Drift of Phantasms/Dimir House Guard: These guys can all be discarded in order to get important cards to your game plan. I notice you have a lot of spells at CMC's 2, 3, and 4, so they should be a great fit!

Compulsion: You can now cycle any of your cards!

Cast Out: Cycles, and is a versatile removal spell.

Tortured Existence: All you need is one creature in your graveyard and one creature in your hand to get an insane amount of discard triggers with this card. It's a lot of fun!

Phyrexian Reclamation: This can get back a good creature, or at the very least allow you to cycle something again in a pinch.

Spirit Cairn: Another good token maker on discard in case you feel you need more benefits when you do cycle.

I've suggested 8 cards to add. If I was going to suggest as many to cut, here's what I would say:

Unburden: One player having to discard two is not very helpful in a multiplayer game. This will mostly just make one person your enemy.

Lurching Rotbeast/Sanctum Plowbeast/Winged Shepherd/Djeru's Renunciation: These will mostly end up being part of the deck simply because you can cycle them, which is a good sign that there are better options.

Absorb Vis: Same problem as Unburden. If you want to make one opponent your enemy, great. Otherwise, it exists because you can cycle it.

New Perspectives: When cycling, you typically do not end up ahead on cards. This means that you will rarely end up at max hand size, so this is an expensive draw spell.

Plea for Guidance: You have 4 enchantments, 3 of which your commander can go get you. It is not very helpful here.

Regardless of what you end up doing, this looks like a fun deck. Good luck!

Podkomorka on Dimir pauper edh

2 months ago

Pestilence and Crypt Rats are board whips and should be in black decks. You could add Ghostly Flicker, Displace, Peregrine Drake so you can make infinite mana and replay every creature from your graveyard AND blink any of your creatures forever. Then add Merchant Scroll, Brainspoil, Dimir House Guard, Drift of Phantasms, Muddle the Mixture, Dimir Infiltrator, Perplex, Shred Memory to tutor for any piece of the combo (okay maybe not all of those but definitely the ones that grab 3cmc and 5cmc). I think these includes are a very strong way to close a game and your commander plays a role as an Archaeomancer effect that also brings creatures back.

Mike94 on Heart of Night

3 months ago

I think you should try to lower your curve and more mana-rocks like Dimir Signet, Talisman of Dominance and Coalition Relic wouldn't hurt either. It's true that the higher cost minions are pure value but I think it's better to play smaller "threats" to bait removal out while generating some card-advantage trough them. If you are going to stick with the B/U creature based strategy, then here are some suggestions;

You could try to take advantage of your creatures who can swing in without any problem since a lot of them can't be blocked by running Coastal Piracy

I would also try to fit in the Lightning Greaves and Swiftfoot Boots, they are great at keeping your value creatures on the battlefield. (Random thought), Maybe even run Quietus Spike to just annihilate opponents with one swing? The Spike combined with Wound Reflection is an insta-kill. Wound Reflection has also perfect synergy with Sorin Markov btw.

If you are playing valuable creatures, you also really need a SacOutlet to protect them from exile or the dreaded copy/steal effects, so Ashnod's Altar or even Phyrexian Altar could also be great additions.

And even though you are running counter spells, you can't counter everything people throw at you so some reanimation could come in handy. This combined with the sacoutlet makes Kokusho and Keiga so much better. Imagine what you could do with the Dragons when Mikaeus, the Unhallowed is on board as well. Mikaeus has a strong combo withTriskelion to, infinite damage ftw.

Last of, running some blue staples could really help you out. Blue is the best color for card advantage so why not take advantage from that with Rhystic Study? Capsize is also really good for controlling the board-state.

ZookNingel on Ninjas sneak their way into pauper

3 months ago

Dimir Infiltrator seems bad because it doesn't transmute for anything.

Nahgg on Inalla Tribal

3 months ago

Update: Dimir Infiltrator out for Whir of Invention as the flexibility of tutoring any artifact into play with instant speed is stronger. Kess is out for Conjurer's Closet, a card I've wanted to try for a while. I'm not expecting it to be very effective, but I do intend for it to be fun. The third change is Crypt of the Eternals out for Mortuary Mire. I thought Crypt would provide some utility to filter, but being down a color is just bad. I would rather have a utility land that gives me another source of recursion.

Some playtesting things: Timestream Navigator is INSANE. Even one activation is often good enough, after which you don't really care if it dies since it gets recurred anyway. The copy effects of Body Double, Phantasmal Image, and Vizier of Many Faces, I have found, allow you to create infinite turns with an empty library if they (2+ copies or 1 + original) are in play copying Timestream Navigator. Every turn, one copy can go to the library after you play the one that was the last card in your library, so you will always have card named Timestream Navigator in play. It came up one game when a player cast Psychic Spiral on me when I had 25 cards left. With an empty library, I activated Phantasmal Image copying Navigator on my upkeep to draw it and replay it, creating the loop.

Suns_Champion on Discussion about tutors/transmute for combo ...

5 months ago

Hello all! I'm trying to find good tutors for my combo deck without having to spend $40 or $60 on a Vampiric Tutor or Demonic Tutor.

The deck in question is IntruZur Alarm | Zur EDH.

Zur the Enchanter helps a ton in the tutor department, but he can't grab everything.

The combo pieces I need to grab are: Intruder Alarm, Bloodline Keeper  Flip, Steward of Solidarity, Thraben Doomsayer, and to a lesser extent: Stonybrook Schoolmaster, and Necrotic Ooze.

The tutors I have so far are: Diabolic Tutor, Razaketh's Rite, Recruiter of the Guard, Open the Armory, Demonic Collusion, Enlightened Tutor. Please note that I'm only running the handful of $10 tutors because I already had them.

Now, this seems like a decent tutor package to me. But I wanted to know if there are any other budget tutors that might be slightly better. Also I suppose a good question would be: How many tutors should I run? Is 6 enough? Too many? Hopefully looking at the decklist and my beginnings of a primer will help you determine that.

Additionally, I've come across the Transmute ability and wanted to know what you all thought of it. Sub-optimal of course, but budget. Clutch of the Undercity, Dimir House Guard, Dimir Infiltrator, Dimir Machinations, Drift of Phantasms, Muddle the Mixture, Perplex, and Shred Memory all get one or two of my pieces, and have the added flexibility of being normal spells. Are any of these worth running over, say, Demonic Collusion or Razaketh's Rite?

Would love to hear any thoughts/opinions! Thanks in advance!

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