Infiltration Lens

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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
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Infiltration Lens

Artifact — Equipment

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

Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)

AstroAA on Choosing Equipment-based Card Draw in …

3 weeks ago

Greetings folks of the forums.

I come to you today asking for opinions in regards to card draw in mono-white. In particular, for my Giada, Font of Hope tribal angel deck found here: [EDH] Giada's Angel Harem

Now, specifically, I'm trying to decide between an equipment-based piece of card draw that is tutorable with Steelshaper's Gift, Open the Armory, and Stoneforge Mystic. Currently my options are Sword of Fire and Ice, Mask of Memory, Rogue's Gloves, and Infiltration Lens. However, if others exist that do similar effects I'd be open to considering them.

I really like Sword of Fire and Ice due to the added protection it gives to whatever creature in two removal-heavy colors. It also gives an added ping which can be useful in taking out hatebears and dorks.

I like Infiltration Lens because we can attach it to large creatures and force our opponents to block. However, at the same time, it's dependent on our opponents actually blocking, and since most of the creatures in this deck have flying I'm not sure how often it'd actually draw us cards.

I like Mask of Memory due to it being able to draw two cards, however, you also lose a card by being forced to discard a card. You cycle through your deck faster, but at the same time you lose a bit of card advantage at the same time since you have to discard.

I like Rogue's Gloves because it's arguably the most simple of them all - deal combat damage to a player, draw a card. However, it's four mana for this effect, and for one more mana Sword of Fire and Ice adds a lot more utility.

Which card should I go with? In addition, what card should I cut?

griffstick on Your Cheap Obscure Overperformers?

2 months ago

I still stand by Infiltration Lens being my Allstars card. But there's also Glasses of Urza and Prison Term.

Veethevvitch on Vampiric Rites and Vampiric Wrongs

5 months ago

LinkOpensChest_wav No worries for the ramble, i'm also a professional rambler lmao so i actually appreciate it !!!

Considering Phyrexian Arena, I assume you wanted to have a better chance at drawing cards so just in case that's of any help I would also propose those : Infiltration Lens & The Immortal Sun which are great options since you mentionned that you might have a few ideas for cuts lmao.

For Heirloom Blade, if that's of any help I found that it was a great way to always have a back up vampire on the field if someone kills one of them. I also sometimes intentionally equip it to a creature I will sacrifice or that will be targeted for removal (i play against a looooooot of control decks lmao) in order to try and fetch something better.

And finally i'm very glad that I was helpful in any way! I really enjoy Tribal vampire decks and like to talk about them and exchange tips. :)

Profet93 on ♫ ♪ Grey grey, my world is grey ♫ ♪

8 months ago

+1

You should replace some wastes with more non-basic lands to provide utility. I notice you have a homeward path (assuming meta has steal effects) then High Market might be worth considering

You need more draw as most of your draw is really expensive, a cantrip or just not efficient. Easiest suggestion is Skullclamp. Mask of Memory and Infiltration Lens might be worth considering as well

Profet93 on War of the Machines

8 months ago

Skullclamp - Top choice

Mask of Memory - Relies on combat player damage

Infiltration Lens - Relies on opponent blocking (or you get to attack them directly, probably best for your commander)

Karn, Scion of Urza - Pretty cool walker, mini commander so to speak.

Bonders' Enclave - Draw in a land

Hedron Archive/Mind Stone - Ramp when you need it, draw when you don't. Stone acts as more of a cantrip while archive provides actual card draw. Stone helps get your commander faster while hedron does not.

I got some ideas for cuts for the combos I mentioned previously and/or the cards in this comment should you wish.

MrHighscore on Dehydrated Hydras

10 months ago

It's been a couple of years, and the Hydra horde have matured!

Thanks for all your great suggestions while I've been away. I can see that the deck could need an overhaul with all the wonderful new cards

The following are now under consideration

New Hydras to make room for:

griffstick on Drawing mutiple cards in white

10 months ago

Infiltration Lens has preformed remarkably well for me. Give it a try

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