Shadowmage Infiltrator

Legality

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

Printings View all

Set Rarity
Masters 25 (A25) Uncommon
Commander 2017 (C17) Rare
Modern Masters 2015 Edition (MM2) Rare
Time Spiral "Timeshifted" (TSB) Rare
Odyssey (ODY) Rare

Combos Browse all

Shadowmage Infiltrator

Creature — Human Wizard

Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)

Whenever Shadowmage Infiltrator deals combat damage to a player, you may draw a card.

Price & Acquistion Set Price Alerts

A25

C17

MM2

Ebay

Latest as Commander

Shadowmage Infiltrator Discussion

Ragamander on Blue/Black

1 month ago

The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.

Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)

Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.

Finally, on to individual cards:

Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.

Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject  Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.

Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.

Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway  Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.

Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.

Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.

Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.

Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.

Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.

Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.

Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.

Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.

Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.

Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.

Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.

Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.

Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.

Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.

Nevinyrral's Disk is pretty good. Go ahead and keep that in there.

Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.

Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.

Turn Aside is okay, but mostly outclassed by Dive Down or Counterspell.

Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.

Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).

Here's one inexpensive, somewhat-boring take:

4x Pharika's Chosen

4x Baleful Strix

4x Graveblade Marauder

2x Archfiend of Depravity

2x Glyph Keeper

1x Noxious Gearhulk

1x Ob Nixilis, Unshackled

1x Tetzimoc, Primal Death

1x Silumgar, the Drifting Death

1x Liliana Vess

1x Jace, Unraveler of Secrets

1x Ob Nixilis Reignited

2x Dimir Charm

2x Doom Blade

2x Agony Warp

3x Notion Rain

1x Extract from Darkness

1x Silumgar's Command

1x Profane Command

1x Nevinyrral's Disk

2x Field of Ruin

4x Dimir Aqueduct

9x Island

9x Swamp

That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.

Ravenrose on Oloro EDH

5 months ago

I have had a look at this Oloro deck and I have found somethings which may boost the consistency of your deck. Get rid of Triskedaphobia to begin with - why play it without Tree of Perdition? Insidious Will and Tainted Remedy are worthy of consideration. Furthermore if you wish to be meaner, Worst Fears could be worthy of consideration. Fated Return, Fated Retribution, Shadowmage Infiltrator are three more worthy contestants. You might want to consider a few counter spells. Do any of these help?

Boomcat12B on Grixis in Hogwarts!

9 months ago

Cards to remove-Cauldron Dance- Your not looking to attack with a control deck

Opportunity- Your paying 6 mana to draw 4 cards. Not a good trade off for your deck.

Memory Plunder- Not a bad card, but why be dependent on your opponent's cards?

Mirror of the Forebears- Not a bad card but ETB effects will not trigger off of it

Clone Legion- Once again your not a attack based deck

Etherium-Horn Sorcerer- His cascade effect won't do you much good.

Galecaster Colossus- CMC is too high for what it does in this deck

Magus of the Mind-If you can lower your CMC this is not a bad card. Otherwise I would cut it

Mairsil, the Pretender-This is a good card. Just not what your looking for in this deck. Also the fewer legendary creatures you have the better (You can not copy legendary with Inalla's trigger)

Shadowmage Infiltrator- Once again your not an aggro deck

Both Planeswalkers- I understand they are probably all you have as you ar growing your collection. But Neither of them are providing much synergy with your deck.

A few things before I give you some ideas of cards to add. Look at lowering your CMC. This will help Inalla alot, as you have to remember when casting a wizard your basically adding 1 colorless mana to it's cost for the copy. Here is a quick breakdown of things to look at for your deck stat wise (This is a general rule of thumb). These numbers are all rough so feel free to tweak em as you see fit.

Card draw- 5-7

Board wipes-4-5

Single Target removal- 3-4

Ramp (mana rocks/cads that give you more mana than 1 land per turn)- 6-10

Creatures and lands are dependent on the deck. You could get away with 35-36 lands in this deck with some more ramp. Creature wise is up to you and the balance you want to find with Sorceries/instants. (Control decks run heavier on instants, but wizards will allow you to go either way. Just depends on how you want your deck to run.)

I don't know your budget so I will throw out cards across several price ranges.

Cards to add-

Any lands that come in untapped (Pain,Check, Duals, fetches) Checks and pains will be the cheapest option.

Any tutors in your colors. Good news is that you have access to the best tutors in Grixis colors. Bad news is the best ones are not cheap. Vampiric Tutor Demonic Tutor Mystical Tutor. There are cheaper ones Diabolic Tutor and a few others I can not think of off the top of my head. You can do a Gatherer search for those.

Vedalken Orrery- This will allow you to play your non land spells at instant speed. An EDH staple but especially effective in Inalla.

Leyline of Anticipation- Same as Vedalken but an enchantment and you can play it out of your opening hand for free.

Sundial of the Infinite- A MUST HAVE for Inalla. Basically you move to your end step and in response pay and tap Sundial ending the turn. This "Skips" your end step allowing you to keep any tokens you made with Inalla.

Panharmonicon- This will double your ETB effects. Another MUST HAVEin Inalla if your doing ETB effects. The other two signets Dimir Signet Izzet Signet Signets are also EDH staples so they will help grow your collection and can be thrown into any deck with those colors. These will help you ramp.

Dualcaster Mage-Allows you to copy instant and sorcery spells when it ETB's. An auto include with Inalla

Rite of Replication- Allows you to copy any creature on your board (If you overload you get 5 copies) Also gives you a win con with Dualcaster.

Cyclonic Rift This is a blue auto include. It is not exactly cheap but it is powerful and well worth the investment. Bounce all permanents back to their owners hand.

Reliquary Tower- Gives you unlimited hand size.

Wanderwine Prophets- Allows you to go "infinite" with Inalla's token trigger.

Manic Scribe- This will let you mill your opponents for 6 with Inalla, and then mill them some more if you have 4 or more card types in your graveyard.

Brainstorm- Card draw and scry

Ponder- Card Draw and scry

Hopefully this helps get you on your way. If you have any questions feel free to ask. I have no problems helping new players. Especially with one of my current favorite decks. Feel free to check out my deck for ideas (I am running a different theme, combo out, but there are still some good cards in my list you might want to pick up that are not to expensive.) If Dig Dug Were a Wizard Upvotes and comments always welcomed :)

Also check out this site- It will give you some ideas and is a great tool for research on decks you might want to play and or decks you want to tweak.

SeekerofSecrets on Budget Dimir Mid-range

10 months ago

rothgar13 i totally agree with most of that, I've never built a true midrange so if the numbers look weird thats why

Currently i have 2 Field of Ruin in the main but ill prob up that to 3. How many land to i need? 22-23?

Ill deff drop Bloodsoaked Champion and Shadowmage Infiltrator and add 1-2 Gurmag Angler and possibly some land? I really want a 3 of 2 drop creature to add additional utility but the only one that comes to mind is Pack Rat and i dont feel like it fits. BoB is the obvious choice but is way out of budget, any ideas?

rothgar13 on Budget Dimir Mid-range

10 months ago

If you're wanting to be on the midrange/control side of things, you have far too few lands. You should also definitely be playing Field of Ruin, as that is one of the big payoffs for midrange/control sticking to 2 colors. Cards like Bloodsoaked Champion and Shadowmage Infiltrator make no sense in this kind of deck, and you should either cut them for more interaction or for more robust finishers in the vein of Gurmag Angler.

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