Highspire Infusion card art

Highspire Infusion

Instant MV 2

Tracked across real Commander games played through TurnZero HQ.

What it does

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

Rulings

10 official rulings, in the order Wizards published them.

  • 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 EE.

  • 2024-06-07

    Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

  • 2024-06-07

    Some spells and abilities that give you E may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any E.

  • 2024-06-07

    Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

  • 2024-06-07

    Some triggered abilities state that you "may pay" a certain amount of E. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of E as the ability resolves.

  • 2024-06-07

    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. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

  • 2024-06-07

    Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

  • 2024-06-07

    Some triggered abilities that state that you "may pay" a certain amount of E describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

  • 2024-06-07

    If a spell or ability with one or more targets states that you "may pay" some amount of E, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any E even if you want to.

  • 2024-06-07

    E is the energy symbol. It represents one energy counter.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Highspire Infusion, whatever its commander.

Decks running it 2
Games played 1
Win rate — Fewer than 5 completed games, which is not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Highspire Infusion price history

The Aether Revolt #111 printing, as Scryfall reports the TCGplayer market. Updated nightly.

Non-foil today$0.17▼ $0.01 (5.6%)
Low $0.17 · High $0.18Tracked since Sep 28, 2026
Every recorded price change
DateNon-foilFoil
Oct 12, 2026$0.17$0.36
Oct 10, 2026$0.17$0.36
Oct 9, 2026$0.18$0.36
Oct 2, 2026$0.17$0.36
Sep 29, 2026$0.18$0.36
Sep 28, 2026$0.18$0.20

A row is recorded only on nights the price moved, so each price held until the row above it.

Every version of Highspire Infusion

1 printing, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Highspire Infusion. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.