Highspire Infusion

Instant

Target creature gets +3/+3 until end of turn. You get {E}{E} (two energy counters).

CMC
2
Mana cost
{1}{G}
Color identity
G
Rarity
common
Set
Aether Revolt
Price
$0.15
EDHREC rank
#23673
Buy on TCGplayer
Highspire Infusion card art
Highspire Infusion gives a creature +2/+2 until end of turn and generates two Energy counters — reasonable stats for a combat trick, but sorcery speed kills its defensive utility and Energy payoffs are narrow enough that the counters rarely matter. Outside dedicated Energy shells, this is outclassed by nearly every green pump spell at the same cost.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Highspire Infusion is a niche card in every format it's legal in. In Pauper it occasionally surfaces in Energy-focused builds where every counter source counts, but it still competes poorly against more efficient pump spells. In Modern and Pioneer it never broke through — Kaladesh-era Energy decks preferred resource engines over single-shot tricks. In Commander it's a fringe inclusion reserved strictly for dedicated Energy commanders like Shorikai or builds running Aetherworks Marvel and similar payoffs; without those payoffs the two Energy counters are dead value and the +2/+2 doesn't move the needle at the table.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.15 bulk tier

At $0.15, Highspire Infusion is deep bulk — the kind of card that costs more to ship than to buy. That price is stable because demand is low and supply from Kaladesh drafts is high; don't expect movement in either direction.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.