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Moxonomy

A-Syndicate Infiltrator

Creature — Vampire Wizard2 generic manaBlue manaBlack mana

The condition here is doing something quietly unusual: not graveyard size, not raw card count, but the spread of costs among the cards you have discarded and lost. A yard holding a one, a two, a three, a four, and a five flips a 3/3 flyer into a 5/5; a pile of five identical one-drops leaves it untouched. That is a deckbuilding tax paid in variety rather than in speed, which puts a tempo shell in an odd spot: the kind of blue-black board that would rather flood with cheap Vampires has no reason to stretch its curve to feed the buff. The ward 2 generic mana is the real spine of the design, buying the flyer a protective window that outlasts the size bonus and makes it awkward to trade into at parity. When the graveyard cooperates, what you get is an evasive body that grows with no board investment at all: no counters, no sacrifice, no attack trigger, just a passive reward for having played across a range of costs over the game. The tension is whether an aggressive shell can afford the higher end of the curve the bonus wants, or whether it settles for a warded flyer that occasionally spikes. Most builds accept the latter and treat the +2/+2 as a windfall rather than a plan.

A-Syndicate Infiltrator (snc)
SNC · #A-226uncommon
Oracle Text

Rules text

Flying, ward 2 generic mana As long as there are five or more mana values among cards in your graveyard, Syndicate Infiltrator gets +2/+2.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
N/A
Vintage
N/A
Commander
N/A
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
N/A
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
N/A
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
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