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Pojo's Magic The Gathering
Card of the Day

Shadowmage Infiltrator

Shadowmage Infiltrator

Card Text: Shadowmage Infiltrator 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. 

Pojo's Average Rating -
Constructed: 4.71
Limited: 4.71
Reviewed Dec. 10, 2001

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.



I personally feel that this card is not as good as it is hyped up to be.  Don't get me wrong.  I know it is a good card.  Just not THAT good.  In constructed, it doesn't seem o be able to dodge a lot of the removal.  When some of the various removal cards rotate out, he might be a decent bit better.  In Odysey limited, both Blue and Black are highly playable, with both and removal.  This again makes him slightly limited.  On the plus side though, if he gets rolling, or you are matched with something that can't stop it, he can be a great card drawing tool.  Another thing to think about, is that if two people have a Shadowmage Infiltrator out, they just stare at each other.

Constructed: 3.75
Limited: 3.75


I'll be very surprised if someone gives Shadowmage Infiltrator less than a 5. I'm going to give it a 5 in both Limited and Constructed. The power of this card is one of the fundamental concepts of magic. Card drawing power. Adding in evasion and it easily defines itself as a superior card. And, it only costs 3 mana. There is nothing wrong with this card.


Rating: *****

For a mere 1UB you get a 1/3 creature, Evasion, and Card Drawing all in one! This card is WAAY undercosted. Dealing with this Bomb immediately is imperative otherwise the card drawing will bury ANY decktype. It has already had a huge impact in Standard and will all but rule Odyssey Block.

John B

No review yet.


Shadowmage Infiltrator received a lot of early hype simply because it was the card that Finkel made. Is the card worth all the hype? In my opinion, pretty much. With the cost of the card exceeding $20 a pop, I think that's a bit excessive, but it's crazy that people are willing to pay over $20 for an in-print card to being with.

In the environment, there are a few things that can handle infiltrator, but most can be dealt with themselves by a good old counterspell, possibly a Divert, or other good tricks blue likes to play. The ability to virtually unimpeededly draw cards and deal damage is extremely nice. Even against weenie decks, it's slight large posterior makes for a good blocker when the situation calls for it (which is seldom).

In extended, it's just about as good. Provided you can get to the Black. playing it with Opidian and other good blue acceleration can put a whole lot of cards in your hand fast. Not as good in an environment that deals with creatures better, like incinerate and Swords, but good none-the-less 

In limited, it's a first pick. the card will win you games. If you get 2-to-1 card advantage on your opponent for much more than 2-3 turns, they might as well scoop.

Limted Rating: 5
New Constructed Rating: 4.5
Old Constructed Rating: 4.0
Constructed Potential Rating: 4.5
Overall Constructed Rating: 4.33

P.S. If anyone wants to know what to play in extended, I'll give you 800 reasons why Three Deuce is good. :)


Now, with Constructed play, we all know how I feel about this card. It is awesome when it hits the board, but I hate it as well as John Finkel for creating it, because I saw absolutely no problem with Thieving Magpie. Infiltrator's evasion is good, his ability is superior due to the word "may" draw a card, and the fact that he cost three mana over Magpie's 4 makes him a need in any deck that is heavy blue. Still, the fact that he's both black and blue makes him hard to play in a mono blue deck, if one should arise in the coming months. I believe his popularity, as well as his play value will wane by the time Judgement is released. So, for constructed, I give him a 4.5.

In limited, though, he's a bombshell. He's a first pick almost every time, because he's much needed card advantage in a set that just doesn't have a lot of that. His key problem is that he virtually restricts what you're going to play if he's opened on the first pack, and he's not quite a game ender, or even a game changer at that. So, in limited, it's a hands down 4. Good, but the down sides in both draft and sealed deck are noticeable


This card is a definite five. I played at states against two blue mages who each had four of these in their deck, and while they weren't "game over" cards, they were certainly difficult to deal with in the early game. I was lucky enough to pull one in a Tournament Pack I opened the other day, and I can't wait to build my own deck with it.





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