Target player draws X cards and loses X life.
|Have (3)||Mortiferus_Rosa , metalmagic , IcyLightning|
Printings View all
|Commander 2017 (C17)||Rare|
|Dragons of Tarkir (DTK)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Damnable Pact occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Damnable Pact Discussion
1 month ago
So, if you want to mill or make your opponent draw out their deck, some cards that are going to help you get there are as follows:
Use Pili-Pala and Grand Architect to create infinite mana and then cast Archeomancer and Mercurial Pretender to blink Archeomancer to pull those instant and sorcery cards back from the graveyard to continue to force your opponent to draw out their deck.
As a back up, get rid of all the jank in the deck and throw in about 20 Persistent Petitioners with Thrumming Stone, and all the tribal stuff like Coat of Arms, Stoneforge Masterwork, Adaptive Automaton, and Vanquisher's Banner. You can either use the petitioners to mill out opponents or you can just swing them. Nobody will expect that. Hell, throw in Archetype of Imagination for good fun.
3 months ago
Cool deck! You might like these: Worship, Plea for Guidance, Mesa Enchantress, Axis of Mortality, Magus of the Mirror, Soul Conduit, Repay in Kind, Sphere of Safety, Wall of Blood, Necrologia, Damnable Pact, Promise of Power, Moonlight Bargain, Ancient Craving, Ambition's Cost
3 months ago
Love to see new commander players! You've got the makings of a fun deck here -- Orzhov is one of my favorite color combos. IMO, you need three things: card draw, removal, and more/faster mana acceleration. For all three, there are cards that synergize with sacrifice/death triggers. Here are a few --
Last, if you have the budget and/or want to make the investment, three great (and expensive) lands in Commander are Nykthos, Shrine to Nyx, Phyrexian Tower, and of course Cabal Coffers. Happy brewing!
5 months ago
To start, I think I counted about 11 ramp spells, which is a good start. You may want to swap out Golgari Locket and Darksteel Ingot for some land ramp spells like Rampant Growth and Cultivate. Lands tend to be safer than artifacts.
As far as card draw effects, I think this is where your deck could use some work. There are a number of effect that will get extra cards into your hand like Grisly Salvage but most are conditional (you can only get a creature or land) and most only give you one card at a time. I think Shamanic Revelation wpuld be a good addition from your maybeboard because it will probably draw you 3 cards or more most of the time. Strive for card draw effects that either A) draw many cards at once or B) can draw a lot of cards over the course of the game. For category A Cards, I would recommend Read the Bones and Rishkar's Expertise and Disciple of Bolas and Damnable Pact. For category B cards, I would recommend Abzan Beastmaster and Beast Whisperer and Lifecrafter's Bestiary and Primordial Sage and Greed.
Hope this helps!
8 months ago
The tribal base looks pretty nice, and I like the amount of 1x and 2x that you run. I might bump Vampire Nocturnus up to a 2x though.
Not a fan of Essence Extraction. Its spot removal that is expensive at 3 CMC, and doesn't guarantee removal. The extra life is certainly nice, but I would run more Fatal Push or Tragic Slip over them.
A few draw pieces will help in case your creatures get hit by Wrath of God or some variant. I'm a real big fan of Mindblade Render, which isn't a vampire but worth a consider for a budget swinger/drawer. Asylum Visitor is less of a guarantee to draw, but its a 3/1 tribal creature with madness for 2 CMC so it might be worth a consider. Can help gas you when you're at no hand. Damnable Pact is an X spell that can refill you mid game at the cost of some life. Dusk Legion Zealot is a tribal that can replace itself, but doesn't beat down very well. Sign in Blood is a straight forward black draw card that can help you close out long games by acting as a shock too.
I think Dark Favor isn't that great, creature enchantments open you up to getting 2 for 1'd rather easily (they blow up or bounce your creature in response to the enchant, removing 2 of your cards with just 1 card).
I don't like Urge to Feed. It is mediocre removal, and the pumping of your tribe costs you an attack that turn.
Duress and similar effects as a 3x or 4x will help immensely. They let you deal with Enchantments and Artifacts, which are difficult for mono black to handle. They also let you get rid of board wipers, engine enablers, counterspells, and combo pieces before they are played. Finally, they reveal a lot of information about what your opponent can do, which helps you to make better decisions.
You should consider that there are some antisynergies with your cards. Captivating Vampire and Throne of the God-Pharaoh both want large amounts of creatures, while Kalastria Highborn and Indulgent Aristocrat both want you to sac creatures. Undying Evil wants to save creatures without +1/+1 counters, but Blade of the Bloodchief and Indulgent Aristocrat both want to put +1/+1 counters on creatures.
If this was my list, here's the changes I would make
- 2x Essence Extraction -> 2x Duress
- 2x Urge to Feed -> 2x Duress (so 4x total)
- 2x Undying Evil -> 2x Fatal Push (4x total)
- 2x Dark Favor -> 2x Asylum Visitor
- 1x Vampire Nighthawk -> 1x Asylum Visitor (so 3x of each)
- 2x Indulgent Aristocrat -> 2x Vampire Cutthroat (4x total)
- 2x Blade of the Bloodchief -> 2x Captivating Vampire
In short, cull down to 8 pieces of creature removal. Up the amount of stealing vampire so serve as more removal and serve as a better tribal buff than blade of the chief. Add in hand disruption, add in Asylum visitors as cheap beaters who can help you if you're empty and benefits from opponents hand being empty too (from your Duress!). Move from the sac vampire to the guaranteed hits vampire because we don't want dead critters. Nocturnus gives all your vamps flying, so slightly upping total creature count while replacing 1x Nighthawk lets you get more benefits. Hope these suggestions make sense and are helpful!
8 months ago
Sorry, I didn't that you already have Blood tribute in your deck. lol
8 months ago
For card draw, I would recommend Well of Lost Dreams and Dawn of Hope and Read the Bones and Damnable Pact and probably also Mentor of the Meek. Some of those cards may be over budget by a little but they are all worth it for the card draw.
9 months ago
Nice deck! +1 If I would suggest something about the playstyle for Rakdos, Lord of Riots it all depends on how you want the deck to work. If you're laying in for a more casual/focused Rakdos-theme deck than this is it, you've got demons, sacrifice, burn etc so nothing to point out there. I would however just generally recommend more card draw since you might quicky run out of your burnspells. Staff of Nin is a good casual draw card but a little bit too slow. You might want to look into cards like Read the Bones, Damnable Pact, Greed, Sign in Blood, Succumb to Temptation, Grim Haruspex, Underworld Connections are just a few cheap (prizewise) draw spells you could use.
And there's also the option for card-selection cards like Faithless Looting which is a really good one, not card draw per-say but it's still card advantage in a way.
The best draw card in black (and maybe in the whole format at least according to me) is Necropotence. Altough a little expensive it does grant some ridiculous card advantage but that's totally up to you if you want to invest in such.
And lastly, if you ever want to take this deck to a more semi-competitive level, the way for this is to just load the deck with some cheap burn and huge creatures with generic mana as the majority of their cmc (like the eldrazi).