Highspire Infusion {1}{G}
Instant
Target creature gets +3/+3 until end of turn. You get {E}{E} (two energy counters).
“If nothing else, the Inventors’ Fair taught us that we’re only beginning to discover aether’s true potential.”
—Kershan Danil, Highspire artisan
Illustrated by Anna Steinbauer
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Legal
- Explorer
- Legal
- Modern
- Legal
- Historic
- Legal
- Legacy
- Legal
- Brawl
- Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Legal
- Oathbreaker
- Legal
- Penny
- Legal
Faces, Tokens, & Other Parts |
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Energy Reserve Card, TPIP #21 |
Highspire Infusion, AER #111 |
Prints | USD | EUR | TIX |
---|---|---|---|
Kaladesh Remastered | |||
Aether Revolt | $0.02 | €0.03 | 0.03 |
View all prints → |
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Notes and Rules Information for Highspire Infusion:
- {E} is the energy symbol. It represents one energy counter. (2017-02-09)
- If the target creature becomes an illegal target, the spell doesn’t resolve and none of its effects happen. You won’t get {E}{E}. (2017-02-09)
- Energy counters are a kind of counter that a player may have. They’re not associated with specific permanents. (Other kinds of counters that players may have include poison and experience.) (2017-02-09)
- Keep careful track of how many energy counters each player has. You may do so by keeping a running count on paper, by using a die, or by any other clear and mutually agreeable method. (2017-02-09)
- If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. Any effects that interact with counters a player gets, has, or loses can interact with energy counters. (2017-02-09)
- Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” to your mana pool can’t give you energy counters. (2017-02-09)
- You can’t pay more energy counters than you have. (2017-02-09)