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Infusion can appear on instants, sorceries, and creatures, making it a bit more diverse than other mechanics
WG: Go Wide White-green doesnt have an especially obvious or unique theme that stands out like black-reds wizard tokens, white-reds equipment or red-greens chocobos
Its part of so many cheap, 2-card infinites that it deserves respect but a 2-mana dork that jumps you to 5 mana on turn 3 is a fine floor too
Now you can immediately use him over three turns to draw three cards, gain six life, and then move on, which makes him better than other card-drawing spells like Concentrate
A monster that was Fusion, Synchro, or Xyz Summoned using this card on the field as Material gains this effect