Highspire Infusion

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Common

Combos Browse all

Highspire Infusion

Instant

Target creature +3/+3 until end of turn. You get (two energy counters).

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Highspire Infusion Discussion

MonochromeDisco on UG Pummeler

1 month ago

Ended up putting 2 of the Spell Pierce in for protection and disrupting UW Approach decks.

I'd replace One With the Wind if there was anything that gave me a better clock with any of the backup creatures. The fact of it is, my local meta is pretty grounded except for Glorybringer so if I can get ahead, a couple of flying Longtusk Cub/Rogue Refiner just puts me in the position to win without Electrostatic Pummeler.

The only other pump I could use is Highspire Infusion instead of those, but then I'm staring down the potential for being walled out.

Generally not a fan of Puzzleknots though. I'm not convinced they're the best thing for the deck.

Dexton220 on +1/+1 Energy tribal

1 month ago

I would suggest Highspire Infusion

onover on R/G Pummeler of Power

1 month ago

What about Larger Than Life compared to Invigorated Rampage, and replace Highspire Infusion with Uncaged Fury?

onover on R/G Pummeler of Power

1 month ago

Hakira

Thanks for your suggestions!

Okay, I'll look at swapping Highspire Infusion with Invigorated Rampage. I play-tested my deck against a few other modern and standard decks, and I found a few issues:

-At times I didn't draw enough creatures, is there any cycling or card draw cards you can think of that might work? Key to the City looks like a good option.

-In a previous iteration of this deck, I ran 4x Longtusk Cub and I never got it working - i.e. it never dealt damage to players.

-Not great up against Infect decks and Burn decks. Any improvements I can make there?

Thanks!

Hakira on R/G Pummeler of Power

1 month ago

The thing with GR Pummerler is you can't really stray too far from the netdeck, it's just too thought out and it works.

Invigorated Rampage over Highspire Infusion. As someone who's played a lot of Pummeler you really need that trample, the chance of you having fling mana as well as pump mana is real low. Also with the addition of Spell Pierce and the rise of control decks you're going to have a harder time pulling off the turn 4 pump you need. Not to mention the Dino decks with their giant green cards to soak up your damage. There's been a lot of times I've just managed to hit for lethal, it's a real do or die deck and that's what makes it so much fun to play!

Longtusk Cub is a much stronger two drop than Sage of Shaila's Claim, I've had quite a few cubs get out of control out of nowhere. Insult is a great card but I've never been able to pull one off with enough power to do anything.

In saying that do you, your local meta might be open to this kinda play. can't really know until you test it!

karmassassin on UGh, it's Pummeler again...

1 month ago

I ran this through playtesting a few times, and a key weakness to the deck in my opinion is the low number of ways to push damage through with Pummeler. I think that including Key to the City would be a good move, or including more trample effects. Highspire Infusion is a fine card, but you could easily cut two copies to make room for Key or some other card (if I think of any good ones, I will post them).

FullmetalWes on UGh, it's Pummeler again...

1 month ago

I like where you're going with this. Only recommendation I have is to take out at least 2 lands. You already have attune and servant which mana fix and ramp you and your mana curve tops out at 4. I know Highspire Infusion gives you energy, but for pummeler he really needs a way to get through so I'd suggest Larger Than Life before that one for the trample (even tho I know you have a few unblockable options trample + extra damage is huge for him). I think Trophy Mage could be great for you since pummeler is your main win con. Good luck!

Stompu on G/W Pumpeller

1 month ago

The basic goal of this deck is to basically mimic modern infect. This deck can win turn 4 and if not interacted with, will reliably win turn 5.

The deck abuses the aggressively curved doublestrike creatures Adorned Pouncer and Solemn Recruit to combo with various pump spells, giving you double value from the pumps. The deck generally doesn't interact, but does have access to Blossoming Defense to dodge removal, Unconventional Tactics for evasion.

Combos:

General Strategy

Turn 1: Plains

Turn 2: Forest, Adorned Pouncer

Turn 3: Plains, Larger Than Life and Built to Last targetting Adorned Pouncer and swing in for 14 damage.

Turn 4: Use any buff spell on Adorned Pouncer to give it 3 or more power, win the game.

Can be performed with Solemn Recruit as well. Can sort of be done with Electrostatic Pummeler, but only use pump spells without using his ability if you have a real surplus of pump in hand.

Energy Combo

Turn 1: Plains

Turn 2: Forest

Turn 3: Forest, Electrostatic Pummeler, + 3 Energy

Turn 4: Plains, Sage of Shaila's Claim, + 3 Energy, Larger Than Life targeting Electrostatic Pummeler, use his ability (taking him up from 5/5 to 10/10), use his ability again (10/10 to 20/20), swing for 20 damage.

This one you've got to get lucky for, but unless he's blocked, if you have 6 energy and can buff him with something, Electrostatic Pummeler will always do absurd amounts of damage. Its basically triple strike if you compare it to the other creatures.

How effective are the pump spells on double strike creatures?

Blossoming Defense: Costs G, effectively grants +4/+2, creature gets hexproof until turn end.

Built to Last: Costs W, effectively grants +4/+2 til end of turn. If used on Electrostatic Pummeler, he also becomes indestructible.

Highspire Infusion: Costs 1G, +6/+3 til end of turn.

Cartouche of Solidarity: Costs W, +2/+1 indefinitely. You also get a 1/1 vigilance.

Larger Than Life: Costs 1G, +8/+4 til end of turn. The big hitter.

Unconventional Tactics: Costs 2W, +6/+3 and flying til end of turn.

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