Infused Arrows

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Infused Arrows

Artifact

Sunburst (This enters the battlefield with a charge counter on it for each color of mana used to pay its cost.)

Tap, Remove X charge counters from Infused Arrows: Target creature gets -X/-X until end of turn.

Stardragon on Caldrama World at War

3 years ago

So i made a custom set as for some friends a long while back it features 3 main factions all Share one color which is Red there are the Paladins which have been at war with the Occult Knights for Centuries. And the Rangers which have trying to keep the damage to both nature and people to minimum. They each have there own Unique mechanic with their leaders have different unique mechanic (minus the rangers). These was some of my first cards I ever made so they bound to unbalanced, broken or just plain bad

The Paladins mechanic is Brotherhood which activates if you control another creature with Brotherhood

The Occult Knights mechanic is Dark Power which is was based off of threshold but it goes off if you 4 black cads in your graveyard.

And the Rangers mechanic is Full Quiver which always you to discard a card in search for an artifact with the sub type Arrow making sort of a toolbox build before i knew that existed. Funny enough this was based off of comics like the Green Arrow and others that always seemed to have the right arrow for the right situation even if was a completely wacky and bs thing to pull out of a quiver. with this subtyping the three artifact arrows already made would be retrofitted with the arrow subtype as well so they could be search for if you wish they are Infused Arrows, Serrated Arrows and Pathway Arrows

There are also two sub factions within the Paladins and the Occult nights each are the two main colors of the main faction

The Inquisitor's are the sub faction within the paladins and are and are focus less on fighting the Occult knights themselves though they are fully capable of doing so and more focused and wiping out there supporters in cites and in the countrysides and forest they mechanic is Holy Fervor which activates when they attack

The Elder Cultist are the sub faction within the Occult Knights and they are and they focus and channeling dark forces from an unknown plane to empower the Knights so that they may conquer the plane they break conventional thoughts and many think they may not even exist within the fabric of this reality as such they mechanic is Mind Break which I'll just let you read.

Mind Break (Whenever you sacrifice a creature add an Insanity Counter to target creature, if target creature has six or more counters on it, that creature’s owner must roll a six sided dice on their turn if the dice rolls even the creature attacks you, if the dice rolls an odd the creature attacks it's owner and is unblockable)

The 5 leaders are

Paladins- Grand Master Albus

Inquisitor-Grand Inquisitor Michaelis

Occult Knights- Grand Prince Beelzebub

Elder Cultists- High Priest Nyarlathotep

Rangers- Godrick, Head Ranger

aimbob on I'm Fully Charged!

5 years ago

Removal with charge counters:

Charge counter generation:

sonnet666 on [List] The MTG Weapons Arsenal

6 years ago

Don't stop now. I believe in you!

comit88 on Vorel and the counter doublers

8 years ago

Deck looks sick. It seems to have everything that a Vorel deck might want. Honestly, I think the deck looks totally playable in its current form. I brewed a Vorel deck a while ago, but never really got around to making it. With the recent rules changes to mana restrictions, I'd maybe look a little closer at some Sunburst/Converge cards. Suncrusher and Bring to Light come to mind for me, but I'd try Opaline Bracers and Infused Arrows as well. Keep in mind that running these cards means putting in a little more "mana of any color" cards, as you only have 2, which aren't always reliable. Darksteel Ingot and Gilded Lotus are my personal favorites. Power Conduit has some potential as well to give you a little more control over your counters, maybe snag some extra evolve triggers.

More importantly, the deck is very dependent on Vorel, so I'd put in some extra protection for him. Boots are great and all, but its only one card. Darksteel Plate Diplomatic Immunity and Lightning Greaves are all stars in the protection game. Plate and Immunity are expecially good, because they are much harder to remove as well.

As for what I'd cut:

-Saprazzan Cove and such: Keep them in if you want, but they're just a little slow for my tastes, but I see the appeal.

-Braingeyser: Again, just a matter of personal preference. It's obviously an awesome card, but I'd run Blue Sun's Zenith over it. The shuffle effect and Instant speed are more valuable to me than one extra card.

-Thassa's Ire: A little too mana hungry for me. Keep it if you really want it, but I think Freed from the Real and Pemmin's Aura do well enough.

As for what to add:

-Vivid Creek and Vivid Grove: If you're running storage lands, there's no reason not to run these.

-Suncrusher: Simic is kinda lackluster when it comes to removal. He's a big beater, protects himself, and can shoot things. He does need a ton of mana though.

-Staff of Domination: You're in Simic colors, so getting infinite mana shouldn't be an issue, which means this bad boy basically just wins on its own. I'd probably put this in over Thassa's Ire. It just gives you a few more options.

-Blue Sun's Zenith: See above.

-Inexorable Tide: Proliferate for days. Kinda explains itself.

-Deadeye Navigator: While he isn't synergistic with Vorel himself, Deadeye bounces stuff with sweet ETB effects (Whelk, Zegana), resets counters (Fertilid, Triskelion), or just protects creatues. Plus, he opens up your choice of gross infinite combos.

-Mulldrifter: I am yet to make a deck in which Mulldrifter isn't an all star. Honestly, I don't think I've ever been upset to draw Mulldrifter.

-Solemn Simulacrum: On the subject of value, Solemn is also disgusting value. Solemn is basically the perfect creature to me, and I would be hard pressed to not include him in... basically anything.

-Phyrexian Metamorph: I see this in your maybeboard. Run it. It's probably the most useful clone in the game.

In the end though, the deck seems totally fine. It looks a little slow, but otherwise, totally playable.

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