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Moxonomy

Syndicate Infiltrator

Creature — Vampire Wizard2 generic manaBlue manaBlack mana

The condition is the whole design pivot: a 3/3 flyer for four mana is a fair rate, a 5/5 flyer for the same is a beating, and the difference is entirely a bookkeeping problem you solve by filling your graveyard with variety rather than volume. Note the counting method: it cares about distinct mana values, not raw card count, so ten copies of a one-drop leave the body a 3/3 while a spread of a land, a two-drop, a three-drop, a spell, and a bomb flips the switch. That rewards a deck that naturally churns through a wide cost curve into the yard, the kind of self-mill and value-trade shell that Dimir tends to build anyway, without asking you to warp toward any single enabler. The threshold is a soft one, too: unlike a keyword counter or a one-time trigger, it checks continuously, so the buff can vanish the moment a graveyard-hate effect exiles the right card and return when you refill. That volatility is the friction paying for the payoff, turning a static stat line into something the game state toggles on and off. As a build-around it sits at the modest end of the spectrum, a common-tier reward for graveyard breadth rather than a card that demands the archetype form around it.

Syndicate Infiltrator (snc)
SNC · #226uncommon
Pricing
Normal: $0.11
Foil: $0.41
Oracle Text

Rules text

Flying As long as there are five or more mana values among cards in your graveyard, this creature gets +2/+2.
Legalities

Format Status

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