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

Stompu on G/W Pumpeller

8 hours 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.

_raeofsunlight on Mono green(Advice needed)

4 days ago

So there are a lot of different things that you can do to make this better, and the first is deciding on a theme. Decks tend to run better when all of the cards in them are to hit a certain goal. You have too many floating around (lifegain, counters, midrange, trample, mill, etc). Pick one or two that would work best together, and then choose your cards.

Then, you should cut some cards out. A good goal is to have under 20 -different- cards. I recommend trying to stick to around 15 or 16 though. Try having a full set of the most important features of your deck and stay at the 60 card minimum. It makes your deck far more consistent

With a deck like this that has so many cards that require 4+ mana, you'll want more than just land. I recommend adding something like Cryptolith Rite, Llanowar Elves or Sakura-Tribe Scout. Without adding ramp, you'll have to wait until turn seven or eight until you can have the seven mana to cast Sifter Wurm. You'll also want to avoid adding lands that are tapped unless necessary. The effects that they have are useful, but having them slows you down. Find a balance.

Personally, if this were my deck, I would add a splash of white deck so that I could base it around Concerted Effort. Not only would I have a strong mana pool from the green ramp, but I would also have the range of effects from the powerful green creatures. Doing something like this is an excuse to have a ton of different concepts throughout the deck. You just have to be smart about it.

I would honestly cut out Vulpine Goliath. Also, Vines of the Recluse and Highspire Infusion and find a card or two that helps all of your creatures, not just one.

Schrodingers_Cat on Tribal Kitty Cats

1 month ago

A couple of suggestions of cats you could add:Prowling Serpopard to deal with control decks; Aetherstream Leopard + Riparian Tiger to better exploit charge counters; Scrounging Bandar early game creature that can help out your bigger cats late game; Scythe Leopard early game creatures; Felidar Cub can serve as artifact removal or just attack; Felidar Sovereign also a potential win condition

Some instants you could add:Acrobatic Maneuver + Eerie Interlude + Long Road Home blink a cat to avoid damage or to re-trigger Regal Caracal; Appetite for the Unnatural + Decommission makes great enchantment or artifact removal; Commencement of Festivities + Encircling Fissure to stall longer; Gift of Strength + Highspire Infusion + Mighty Leap + Shed Weakness + Swell of Growth for buffing; Gideon's Reproach + Immolating Glare for potentially cheap removal; Life Goes On is really cheap life gain and can combo with Felidar Sovereign; Lifecrafter's Gift can combo with Metallic Mimic; Pulse of Murasa is a generally good card; Prepare / Fight + Tenacity for a smack down end game

Some sorceries:Appeal / Authority + Driven / Despair + Engineered Might + Larger Than Life + Ondu Rising + Overcome for more end game smack down; Approach of the Second Sun could be a win condition if you want, especially if you're stalling; Attune with Aether for lands and energy; Chaplain's Blessing for extra life and to combo with Felidar Sovereign; Collective Effort has a variety of good uses; Dubious Challenge would work well if you get more high cost creatures; Earthen Arms + Incremental Growth for a permanent buff; Mouth / Feed for a creature and card draws; Not Forgotten to either fetch from graveyard or remove from graveyard;

Finally, a few enchantments:Cartouche of Strength + Cartouche of Solidarity + Gryff's Boon + Conviction + Iona's Blessing major creature buffs, Call for Unity + Trial of Solidarity end game smack down, Always Watching make all your non token cats stronger; Authority of the Consuls to punish your opponent and limit his blockers; Bonds of Mortality potentially add to deal with hexproof and indestructible; Bound by Moonsilver removal that can move; Durable Handicraft + Oath of Ajani + Retreat to Kazandu adds more +1/+1 counters; Overwhelming Splendor + Sandwurm Convergence wind condition; Gift of Paradise extra life and mana;

Of course, this is far more cards then you could have in your deck, so you'll need to mix and match. I really recommend Felidar Sovereign and some heal cards like Life Goes On, as this makes a potentially very easy win con. I also think you should try to exploit getting +1/+1 counters more, since green and white are perfect for that. Lots of potential cards for cat decks, I wish you luck finding a good selection.

Ryjo on Last Chance to Solve Zada/Mirrorwing

2 months ago

ZadaWing doesn't interact with Prowess, the copies aren't cast, so Prowess doesn't trigger.

Would a Jund energy deck featuring Harnessed Lightning/Die Young/Highspire Infusion, Electrostatic Pummeler, and Bristling Hydra work? With the Harnessed Lightning and Die Young, you target either Zada, Hedron Grinder, or Mirrorwing Dragon, gain the , but don't do any damage or give any -1/-1s (with Highspire Infusion, you still target them, but there's no option to spend ), so you stockpile a lot of , then use the to pump either Electrostatic Pummeler or to boost and protect Bristling Hydra. Maybe add in Fling, because that gives you another route to victory.

gebell on Exert? What's That?

2 months ago

I love this idea. Some thoughts (without testing this though, so who knows):

What about Honored Crop-Captain instead of Khenra Charioteer? Obviously trample is nice, but one less cost and eligible to be brought back by Devoted Crop-Mate as a result.

I'd also think about Blossoming Defense over the Highspire Infusion. The energy doesn't seem critical for you, and the hexproof is so great against the pile of removal out there.

I'd also consider a Selfless Spirit which would let you hurl your exerted creatures into a bigger wall, getting the benefits from exert and not losing any of them. It's also eligible to come back with crop-mate.

The_Pixel_Ninja on Mono-Green Energy

2 months ago

So I just realized a thing, you're missing 5 cards, in MTG you generally need a minimum 60 card deck, and unless you're making some odd deck you generally don't want more than 60 cards because statistics.

that being said i would do as follows:

Remove:

2x Dynavolt Tower

3x Attune with Aether

Add:

4x Animation Module

1x Consulate Turret

2x Decoction Module

1x Fabrication Module

1x Sage of Shaila's Claim

1x Servant of the Conduit or Highspire Infusion

The_Pixel_Ninja on Mono-Green Energy

2 months ago

You've got this in as modern, you'd probably get better comments from the standard hub.

That being said I would probably do away with the Dynavolt Tower, maybe for more Decoction Module,Fabrication Modules,Consulate Turret or even a Commencement of Festivities and a Highspire Infusion. I personally would do away with the Attune with Aether, maybe if you want to keep a 1 drop go with Animation Module you can use it to make servos for either chumping or more swings, as well as make more +1/+1 and energy counters. either way you don't really need the attunes, your mana curve is low and you have plenty of land to stay on it. If you look at my Modern Mono red Kuldotha Rebirth deck, you'll see I know a thing or two about low mana curves.

all in all, I think I'd swap the Dynavolt Towers for Decoction Modulesthe Attune with Aether for Animation Modules.playwise use the decoctions to bounce creatures either to save them from spells, combat tricks, or just to replay them again for ETB . Then with animation module make servos when you put +1/+1 counters using and use it to keep your up if you need to.

Oloro_Magic on Temur ZadaWing

2 months ago

Have you considered something like Highspire Infusion for the team buff and energy gain for harnessed lightning or tower? As for removal, unfortunately in your colours as you know there isn't a ton of removal Commit / Memory could be decent however in the side...

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