Infiltration Lens

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Scars of Mirrodin Uncommon

Combos Browse all

Infiltration Lens

Artifact — Equipment

Whenever equipped creature becomes blocked by a creature, you may draw two cards.

Equip 1

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Infiltration Lens Discussion

HerculesMorse on How To Raise an Army

4 hours ago

Any room for some Field Marshals? I'm also thinking that 2 Boros Elites are a bit of a weird addition; I'd go with more or none (I'd like to see more 1-drops in general though). Also try Infiltration Lens for some card advantage - it's fun to see the opponent torn between either blocking the creature and giving you 2 cards, or allowing the creature to hit them for damage, lol!

HerculesMorse on Assemble the B-Team

6 days ago

Infiltration Lens maybe for card advantage?

HerculesMorse on White Artifacts

6 days ago

looking good, +1. I know you've probably considered it, but what about Hangarback Walker? Also, maybe you could have a go with Infiltration Lens for card-advantage. Springleaf Drum seems to also feature in some decks similar to yours... not sure if it's worth it here though.

Oh, and Porcelain Legionnaire is cool too with his First Strike and all.

the_earl_0f_grey on Skycaptain Kari Zev Captain of the Sky!

1 week ago

I'll try and make it more apparent in the future LordPrism67 but the flavor is definitely there, and Looting is one of primary engines in this deck. Kari has a plethora of looting options for stashing tasty loot for big bad Daretti, Scrap Savant, the hardworking Goblin Welder, the trusty Scrap Trawler, burying it deep below the Buried Ruin, having the big D man show off his Scrap Mastery, or simply having Ragavan visit the Trading Post itself, unless its also a creature which the Sword of Light and Shadow can also pull back from the shadows.

Half the reason Explorer's Scope is around is that it a genuine spyglass that looks for land! I like to imagine my pirate and her humble crew as having the guile to acquire such useful stealth tools as Rogue's Gloves, a Skeleton Key, an Infiltration Lens and use them on their quest of gathering the many exciting tools of the trade or the many orbs and stax effects as the ship's self various defense systems. Nearly every artifact can be justified no matter the implications as solid flavor. To me Kill Switch is the ship emitting an Electronic/Magic blast disabling all other artifacts (Including itself) as the sort of daredevil stunt expected of a swashbuckler. The enchantments and most of the landbase are where the flavor begins to fall short and I'd love to have some of them altered when I've settle on a final version of this.

I do appreciate the hype.

HerculesMorse on Mono W Humans

1 week ago

I like Human Tribal and have had a great time playing them. Brave the Elements is your friend in a Mono-White deck - not only does it stop A-holes sniping off your valuable Champions of the Parish, but it often lets you walk through another dude's creatures unmolested for a huge hit. I bet it'll probably be worth more to you in this deck than the Honor of the Pures...maybe. Also, a little thing I've been trying out lately is Infiltration Lens to try and get some card-advantage - haven't used it enough to say whether or not it's worth it yet.

HerculesMorse on Peeps Amassing

2 weeks ago

Oh, and Infiltration Lens works fairly well (needs to be at least a 3-of perhaps), especially when you equip it to a creature that is too big to ignore and just has to be blocked. On a smaller creature (1/1 or 2/2) I find that often dudes will let it pass through to avoid giving me card advantage.

WhisperingBlade on Peeps Amassing

2 weeks ago

When you are only running basics, I'd definitely recommend taking advantage of your being able to cast WW creatures such as Consul's Lieutenant (I see you already have this in the maybeboard) and Precinct Captain. I'd personally try these over the Akroan Skyguards, as the list you currently run has no way to pump them (equipping it doesn't trigger heroic because it doesn't target the creature upon cast, in case there was any confusion) and they just aren't too crazy unless you focus on abusing them.

I would consider cutting the Grand Abolishers, as while they prevent your opponent from doing some stuff, they really aren't too aggressive and aren't soldiers to boot. I'd say go for an aggressive card, because the way you'll usually win is through tempo.

Aegis of the Gods: a very interesting card, but not remarkable considering that your opponent's can remove it fairly easily. Hand disruption can take it from your hand in the early turns, and it is much easier to get rid of it than an enchantment with a similar effect. Sometimes it won't actually be anything but a 2/1, which you could do better statwise on your two drop slot.

I'm a huge fan of Thalia, Guardian of Thraben and is well worth building your deck with her in mind if you are okay with going light on spells. She screws up a lot of otherwise poor match ups. If you don't want to go with Thalia, that's okay: white weenie has a few strong noncreature cards to slot in, the chief of which being Honor of the Pure. I personally don't like this card in conjunction with Thalia, which is why my list is different from just about every other, but this is still considered playable with Thalia by many. But if you aren't running Thalia, this is definitely the way to go, full 4 of, no questions asked.

On the Silence vs. Gather the Townsfolk dilemma, Gather the Townsfolk is pretty nuts, and only gets better with Honor of the Pure. You do have to consider if it is worth it even when Field Marshal can't pump them (and I don't recommend Raise the Alarm over them which has less synergy with the deck, even at instant speed). So I'd try them out and see how they work (or don't work) for you. Silence is a cool card, but generally doesn't do what it needs to do with many decks just using the missed opportunity to play something proactive to do something during your turn (I will admit it is fairly interesting with Grand Abolisher, never realized that before until writing this). Overall, I'd abstain from playing Silence because while it may seem like it buys you a turn, it can just be lost card advantage overall.

Your 1 drop count looks a little low. I'd consider adding a few to lay a boardstate out quickly, consistently. Soldier of the Pantheon and Thraben Inspector are cool options you could look at.

Infiltration Lens is pretty cool looking, I'd love to know how it works for you!

After that, just finding what's right for your sideboard should help you better understand what you should have in your mainboard. I think what you are able to run in the side should definitely affect the way you look at the mainboard and vice versa. I'd be happy to help you create a general sideboard for white weenie if you'd like.

Thank you for the checking out my deck, good luck on the brew!

HerculesMorse on White Humans

2 weeks ago

Mentor of the Meek is cool for drawing extra cards, however I don't think it'll work the way you'd like if you've got buffs in play such as Honor of the Pure because the creatures will be entering the board too big to activate MotM's card draw ability a lot of the time (that is, a power greater than 2). I tried this once and got shot down by people. I could be wrong though.

I now stock Infiltration Lens to help me out.

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