Dark Deal

Dark Deal


Each player discards all the cards in his or her hand, then draws that many cards minus one.

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Set Rarity
Fate Reforged (FRF) Uncommon

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Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Dark Deal occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Black: 0.12%

Dark Deal Discussion

Sultai_Sir on Tarkir Commander Decks: Sultai Shenanigans

2 weeks ago

I would make the Delve cost a bit higher, like 5-6 mana, so that you can't cast it very early through cards like Faithless Looting and Dark Deal, to name a few.

Franck8666 on Lurrus

3 weeks ago

Angel's Grace seem like a must play in this deck with the high amount of consultation players. Wrath of God/Damnation and maybe even Living Death could work too since you're running a high amount of hate bear. Yawgmoth's Will also look like another must have card. Smothering Tithe and Dark Deal are to be considerated if you're in a Opus Thief meta (you're also running the Uba Mask/Drannith Magistrate lock so even more reason to run them). Also, you're really low on lands.

I really like the deck and idea, hope you continue your tunning !

Unlife on Mutate/Infect deck ratios

1 month ago

I've been fiddling with my own mutate deck. Its not infect but it is helmed by Otrimi, and I've been extremely happy with the goldfishing so far. I'd say you could probably go down to 35-36 lands with 7-8 ramp spells. You are going to want a close to equal balance of infect and mutate creatures, balanced out with a 3-4 tutors in case you need something specific. I'm not sure about how much graveyard filling you have either. You can get creatures back but only if they're mutate and you have Otrimi hitting someone, plus no real easy way to get back infect creatures. I'd say you could lose Creeperhulk, Gigantomancer Mirror Image Nyx Weaver Satyr Wayfinder The Mimeoplasm Nature's Claim Grisly Salvage Grapple with the Past Winding Way Dark Deal Mulch This is just my opinion, hope it helps.

Lanzo493 on Kathril Test

1 month ago

Also, your deck benefits from blinking your commander. So Restoration Angel is good since it also has flying. Also, Conjurer's Closet can blink your commander and get all of those abilities around to your various creatures.

That hexproof thing is interesting. Good thing it works because hexproof is one of the most powerful abilities.

As for graveyard fillers, I'll refer to my own experience. I run a Feldon of the Third Path deck. I need creatures in my graveyard. I run ~10-15 cards that loot and help me get stuff in the graveyard. The games I get nothing in my graveyard are when my deck struggles the most, so I dedicate a lot of my deck to filling it up. Unless something is just fantastic at filling up my graveyard, all of my cards that stock it up also serve some other purpose. Like how Skull Prophet can ramp or Stinkweed Imp can mill when I want or give flying counters with Kathril when I want. Dark Deal may do you well if you're looking to discard a lot (plus, it wrecks people's hands).

Daedalus19876 on kroxa

2 months ago

This is the list I went with:

Torment of the Underworld: Kroxa EDH [PRIMER]

Commander / EDH Daedalus19876


What's the infinite combo you're running? I'm running two primary combos -- Worldgorger, and Breach/Altar of Dementia/Kroxa/Dockside Extortionist. I find them both pretty effective, and for the latter Dockside would be great in here in general :)

In general, I'd suggest lowering your curve as much as you can -- you want to be able to strip your opponents' hands as quickly as possible, since BR has few options for handling non-creature permanents once they've hit the battlefield. I try to get my opponents hellbent by T3-4 when possible, to prevent them from casting the high-CMC 5-to-6-drops that let them win.

I'm not a huge fan of Wheel of Fortune here, since you don't want to refill your opponents' hands -- I'd try Dark Deal instead.

Caerwyn on R/B/B Nekusar Card Draw

2 months ago

I would cut the following:

Kami of the Crescent Moon, Dictate of Kruphix - Both of these are traps. They seem like they should be good with Nekusar, but, in actuality, will probably get you killed. They add no damage for themselves, so, if you cannot keep Nekusar or Spiteful Visions fielded, they are just pure card advantage to your collective opponents. Yes, each player is getting only a single draw, but you have to look at them as a whole unit--in a four-person pod, you get 1 chance to draw a card you need to win; but you're giving up 3 chances that someone will draw the card they need to stop you. Without built-in damage effects, they are simply not worth it. Likewise, I must disagree with TheOtherHand's suggestion of Howling Mine and Underworld Dreams.

Forced Fruition - much the same problem. Often this means they cast their piece of removal, draw 7, then combo out and win the game that turn.

Jace's Erasure, Sphinx's Tutelage - These can win the game, but you will usually win through damage first. As such, not worth including--there are better ways to pull out a victory than mill.

As TheOtherHand mentioned, Teferi, Hero of Dominaria is not legal in this deck, nor do you have a way to cast him.

Here are some things I would recommend adding:

I agree, partly, with TheOtherHand's suggestion on running more wheels. Wheels are the bread and butter of Teferi, allowing you to crank out significant amounts of damage. Howeverm Day's Undoing does not work with Nekusar. When Day's Undoing ends the turn, it also exiles all spells and abilities on the stack--that includes Nekusar's damage triggers. So, by using it, you just caused everyone to draw 7 cards, without actually taking any damage.

I would also add Teferi's Puzzle Box to the list of wheels worth adding. It can disrupt direct-to-and tutors and also does not provide actual card advantage. The repeatable wheel effect can get brutal very quickly. Dark Deal, Molten Psyche, Reforge the Soul, Whispering Madness, and Winds of Change are some other wheel effects not already mentioned.

You should also include more artifact ramp, such as Sol Ring and the talismans and signets.

Curiosity allows you to go near-infinite (can keep combo up until you run out of cards) with Niv-Mizzet, the Firemind and is a solid choice to put on Nekusar as well. Helm of the Ghastlord also combos with Niv, and has the added advantage on Nekusar of forcing them to discard any card they draw, locking them into just playing instant-speed spells.

Sigil of Sleep turns all the wheel effects into mini-Cyclonic Rifts.

Then we get to the real power of Nekusar: Grafted Exoskeleton, Glistening Oil, and Phyresis. Infect plus wheels and regular card draw can close out a game extremely quickly.

Hope some of that helps!

wegnerdevin on Just another Breya Commander Deck

2 months ago

I'd run Preordain over Impulse, Gamble over Fabricate, and Ancient Excavation over Dark Deal. Thought Scour seems kinda weak overall, and if you could fit a Codex Shredder and a Scrap Mastery to play off each other while dumping into Krark-Clan Ironworks between iterations, I'm sure you'll have a great time.

xSKINCOLLECTORx on Funny prank - Your hand is gone

3 months ago

Sadistic Hypnotist, Augur of Skulls, Noxious Toad, Yarok's Fenlurker, Black Cat, Mind Slash, Oppression, most specter creatures, Dark Deal with Maralen of the Mornsong then stop them from tutoring somehow. like ob nixilis or i use stranglehold with red. i use these effects in a Shirei, Shizo's Caretaker deck

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