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Infused Arrows 
Fifth Dawn Uncommon

Reviewed June 9, 2004

Constructed: 2.2
Casual: 2.1
Limited: 3.5

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

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Card of the Day Reviews 


* game store owner in CA, ShuffleAndCut

Infused Arrows is a good card generally, but it's just not up to speed in today's environment.  By the time you've worked out your multiple lands and get this thing into play, your opponent could have a whole board full of stuff, including Modular creatures that will just laugh, then sac to Ravager when you try to kill them. So forget that.

So how about in Casual?  While Arrows is a decent card, it isn't what most casual players are looking for.  Removal, unless it's in a deck that's focused on it, just isn't a highly prized ability. Casual players want grandiose and crazy combos to win with, and Infused Arrows doesn't fit the bill.

In limited is where this puppy can shine. Besides its obvious ability to flat out remove something, it's also a versatile card you can play tricks with, a role it's much more valuable in. Block something and make it smaller so your creature survives and your opponent's doesn't.  Arrows is an ever present threat for that, so your opponent must carefully pick what he does and does not want to attack with.  And vice versa, he also needs to be careful with what he blocks. Your 2/2 takes out his 3/3 when Arrows takes it down a couple notches.  Arrows is almost better just sitting there as a potential threat, making your opponent hold back creatures both attacking and blocking.

Of course, Arrows is only useful in decks that can produce multi colored mana.  In the draft Sunburst deck, it's a nice sideboard, but not necessary, as the deck barely cares what its opponents cast.  I'd consider it better in multicolor draft decks that aren't 5 color, and in sealed deck it really shines.

Constructed: 1.5
Casual: 1.5
Limited: 3.5
   Current Price:
Infused Arrows - Fifth Dawn - $0.99


Judge Bill

*Level 2
MTG Judge

*game store employee

A new take on Serrated Arrows. This is better in the fact that you can remove multiple counters, but worse that the power/toughness reduction isn't permanent. This in only more valuable in casual if you are playing a 4 or 5 color deck, as Serrated Arrows is better with the same number of counters on it.
I don't see this getting played much in constructed, as it doesn't do enough. You have to be playing a 3+ color deck, and you get to remove one creature. For 4 mana, I would want much better.
In limited, I see myself playing this a lot. It's removal, and colorless removal at that. Given enough of a push, you can draft a 5 color deck, and that is where this would really shine.
Constructed: 1.5
Casual: 1
Limited: 3.5

2 Grand Prix Top 8's

Multiple Pro Tour appearances

Infused Arrows

Sorry, Goblins and affinity are simply too fast for these, and everything else is simply too big for this card to make a difference.  The mana requirements secondary, even if it always came into play with four counters, I don't think it would be fast enough to make a difference.

It's not even that exciting for casual play, though at least it can be a sorta fun way to kill off a few creatures here and there.  It makes a little sense for Mental Magic at least, giving you a way to kill off more than one creature, should the need arise.

This is playable in draft and sealed, though not terribly exciting.  Even in a two-color deck, at the very least it can basically kill a Grey Ogre at sorcery speed.  It's mediocre, but don't be ashamed to play it in your deck, especially if you can manage more than two colors.  I think this is probably just better in sealed.

Constructed: 2.0
Casual:  2.0
Limited:  3.0

Jeff Zandi

5 Time Pro Tour

Level 2 Judge

Infused Arrows

The first day that we were playing with Fifth Dawn, this card completely got by me. I had hoped that Serrated Arrows, originally from Homelands, might be reprinted in Fifth Dawn. When I saw Infused Arrows, I saw a very watered down version of one of Homeland’s best cards. However, Infused Arrows is a very powerful card in limited as long as you can play it with at least three different colors of mana. Other than the Sunburst-themed deck, however, I doubt there is much of a use for this card in constructed. In limited, the ability for one card like Infused Arrows to eliminate two or more of your opponent’s creatures is almost too good to be true.


CASUAL:              3.5

LIMITED:             4.0


Ray "Monk"
* Level 3 DCI Judge
*DCI Tournament Organizer
*Game Store Owner (Gamer's Edge)

Infused Arrows


In many limited formats, colorless damage or removal was always at a premium, and well worth the cost. In the artifact heavy world of Mirrodin, where artifacts do everything from draw cards to let you play lands from your graveyard to throw damage at your opponent’s face, this sort of thing is much less at a premium. Nonetheless, Infused Arrows is still a pretty good card. At four mana it splashes into any deck, and even with only a sunburst at two, it can act as removal, or a great threat during combat. Not a top pick, but a good card to play in your limited deck.


Constructed:                 2

Casual:                         2

Limited:                        3



* game store owner (The Game Closet - Waco,TX)

* pro tour player

* Scrye writer since 2002

This card is kind of a throwback tribute to Serrated Arrows that people used to play quite a bit.  I would have liked this card a lot more if I could put five counters on it.  I do think there are a few uses for it, but I'm not sure what decks it will fit in. 
I suppose that if a deck were built that had a way to move counters or create counters onto Infused Arrows, it might be a bit better.  That seems like a lot of work though.  Also, your counters are just until end of turn.  If they were permanent, it would be more worth the effort.
Constructed: 1.5
Casual: 1.5
Limited: 2

I think Infused Arrows is a solid card. The cost is reasonable and well worth it even if you can only get 2 or 3 counters. Even better you can spread the removal around or blow it all at once to take down something a little bigger.

Constructed - There are stronger removal options but this will remain a solid card - 2.5

Casual - With more players there are more creatures you need to kill and this can generate card advantage - 3.0

Limited - While there are things I would pick higher this is a card that shouldn't be passed up - 3.5

PEZ - A little to costly and not quite good enough for the Uncommon slots unfortunately - 2.5


Secret Squirrel on the

Infused Arrows

A nice removal card. “Destroy” (well, isn’t destroy, as it isn’t damage) and creature that is a 4/4 or less at instant speed with no additional costs. Kinda funny how it just sits there after it does its job. Pretty nice though. It doesn’t say “sacrifice upon effect”, so once it’s done, you can sac it to the Ravager, or anything else. More valuable in constructed than in limited, simply because you can make use of the sacrificing, and possibly destroy/weaken a creature effectively, but removal is removal, which is never a bad thing in limited.

Ok in casual. You spend for mana, then it does nothing.

Constructed: 3.5
Casual: 2.5
Limited: 3.5

Copyright 2001


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