Infused Arrows

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fifth Dawn (5DN) Uncommon

Combos Browse all

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.

Infused Arrows Discussion

aimbob on I'm Fully Charged!

1 year ago

Removal with charge counters:

Charge counter generation:

sonnet666 on [List] The MTG Weapons Arsenal

2 years ago

Don't stop now. I believe in you!

comit88 on Vorel and the counter doublers

3 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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