Infernal Darkness

Infernal Darkness

Enchantment

Cumulative upkeep-Pay (Black) and 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

If a land is tapped for mana, it produces (Black) instead of any other type.

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Printings View all

Set Rarity
Masters Edition II (ME2) Rare
Ice Age (ICE) Rare

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Legality

Format Legality
Vintage Legal
Duel Commander Legal
Tiny Leaders Legal
Highlander Legal
Legacy Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Leviathan Legal
Magic Duels Legal
Noble Legal
1v1 Commander Legal
Commander / EDH Legal
Canadian Highlander Legal
2019-10-04 Legal
Unformat Legal

Infernal Darkness occurrence in decks from the last year

Duel Commander:

All decks: None%

Black: None%

Commander / EDH:

All decks: None%

Black: None%

Golgari: None%

UB (Dimir): None%

WB (Orzhov): None%

BUG (Sultai): None%

Infernal Darkness Discussion

Bababad on Tayam Enchantress Control

1 week ago

Gideon, Champion of Justice could be a sleeper all star. make him huge, then make him a creature the following turn, steal some of his loyalty counters to pay for tayam.

Infernal Darkness could do some absolute stall work in here when you need it to.

Soul Stair Expedition, Khalni Heart Expedition and Sunspring Expedition seem easy to proc and you don't necessarily have to sac them, you can use them as tayam fodder

if you lean into the tokens Beastmaster Ascension gets you free counters to devour and a combat damage win con

StopShot on What would you change (if ...

1 month ago

1.) Maximum hand size is increased to 8.

2.) Whenever you play your first land on your turn, draw a card.

3.) You may use a second or third color if your commander’s color identity has less than three colors. For each extra color London mulligan that many cards from your starting hand.

4.) Contamination and Infernal Darkness are banned.

5.) All instances of “fear” and “intimidate” are errata’d and replaced with skulk.

6.) Enchant creature auras can enchant equipment. Equipping a creature also provides the aura’s effects. You must also pay the mana cost of each aura in addition to the equip cost to equip a creature.

I’m serious about rules 3 and 4. The rest aren’t meant to be taken too seriously.

Dango on Tinybones Undertale

1 month ago

Thank you folks for your comments and suggestions! I'll be addressing both of you and each of your suggestions in order of appearance within this message for the sake of being concise.

theseax After much playtesting, I have made the seemingly controversial decision of cutting Cabal Coffers and Urborg, Tomb of Yawgmoth from the list. The pairing itself was a little too cute for my liking as I could never consistently boot it. Even then, on its own, Cabal Coffers requires three other land drops, specifically being swamps in order to net any sort of valuable return from it. Since the mindset of this deck is rather all-in, it often wants to pressure a win between turns 3 and 5, so I've personally opted in favor of a more consistent manabase by dropping the pair. As such, Manascape Refractor probably isn't for this deck I'm afraid. It sort of faces the same issue I had with running Urborg, making it rather dead outside of being used in conjunction with Coffers, especially since I wasn't on Mana Web either.

Meessee Chain of Smog is interesting, but I feel like it could often backfire onto me rather than being a comparable mass discard outlet. Arterial Flow seems solid, although I'm tending to favor permanents like Necrogen Mists and Bottomless Pit that can continuously accrue and churn out card advantage for me in the presence of Tinybones while disrupting my opponents. Tasigur's Cruelty is a rather high top end in the presence of Dark Confidant when I'm already running a risky top end on my curve with him.

Since I'm on Shadowbag, I greatly value the cleanup step at the end of my turn to serve as a sort of discard outlet in case I don't have Skirge Familiar or Zombie Infestation in play to do it for me. Anvil of Bogardan is probably not for my list.

Plain and simple, I like Karn, the Great Creator. Will consider.

For Geier Reach Sanitarium, I think my playgroup is going to appreciate me giving them looting effects a little too much, so I'm going to have to pass on that. I'm also not a huge fan of how Nezumi Shortfang  Flip targets a single player and I don't get to see their hand and choose which card they discard.

I don't feel as though I have enough creatures to sacrifice consistently to Contamination in order to keep that sort of effect around, and through a similar vein, Infernal Darkness becomes heavily taxing on me with its cumulative upkeep trigger. I want the stax pieces I'm running to not heavily impact my lines of play while also being able to stick on the board once they resolve without any sort of maintenance conditions associated with them if that makes sense.

Conqueror's Flail is a little too dicey to run in my opinion. It's a bit expensive to boot for a Grand Abolisher effect, and I'm often sacrificing creatures on my board to Razaketh or fast mana outlets so that would be an added layer to play around and pay attention to. I like Defense Grid in here though, considering in conjunction with Shimmer Myr I could play it as a sort of interruption at instant speed to protect my combo from folding to interaction. It's just one of those cards that I should only play when I think I'm going to win and not play it just because I have to mana open to play it. The table often relies on interaction so I could otherwise kingmake if I'm not careful about it. Lastly, Boseiju, Who Shelters All probably won't get enough traction in this deck considering most of my instants and sorceries are either tutors or disruption. A protected Goryo's Vengeance or Shallow Grave would be nice, but if I was on more impactful instants like Ad Nauseam my answer might be a bit different.

Hope I addressed everything fully. Thanks again!

Meessee on Tinybones Undertale

1 month ago

Hi, very nice deck, thanks for sharing it. I'm working on my own build of Tinyboy aswell, so I wanted to bring you some cards you may consider for yours:

  1. Chain of Smog, Arterial Flow, Tasigur's Cruelty are some mana efficient discard spells that you may use on your turn to get card advantage, since the other engine cards only function during opponents' turn.

  2. Anvil of Bogardan is an efficient artifact that makes your opponent discard a card every turn, drowning you in card advantage. It also has a weird synergy with Chains of Mephistopheles.

  3. Karn, the Great Creator is an asymmetrical Null Rod that we can tutor for with Wishclaw Talisman.

  4. Geier Reach Sanitarium and Nezumi Shortfang  Flip are some nice repeatable effect that you may activate at instant speed.

  5. Contamination or Infernal Darkness are some very strong staxy effect that can lock your opponents out of the game.

  6. Conqueror's Flail, Defense Grid, Boseiju, Who Shelters All are some anti-counter cards.

I hope to be of some kind of help to you, keep up the good work.

Profet93 on Sidisi's Sacrificial Toolbox

2 months ago

Q1: What is your primary wincondition? How do you intend on assembling and protecting your wincondition?

Q2: Second and/or third wincondition with the same 2 above questions?

Once you answer those questions, I can better help you.

Re: Artifact and Enchantment Removal......

Nevinyrral's Disk, Oblivion Stone, Ugin, the Spirit Dragon, All Is Dust Blast Zone and many many more. I'm also FADED AF right now so I hope these ideas make sense....

Have you considered adding in some stax? You could do Bitterblossom and Contamination? Or just Infernal Darkness? Also having a token subtheme would help give the deck some direction and put black sacrifice effects to better use. This just seems like a goodstuff deck. What direction do you want this to go in?

Drakeown on

4 months ago

grievances Always do my best to help. The deck is a difficult one to build, for sure. I will say, a viable build that I think could be interesting, although I'm not sure how good, is a Chaos stax build. I'm not sure how good it would be, but the general idea would be destroy lands, play more cards like Vaevictis Asmadi, the Dire, Lurking Predators, Aid from the Cowl, Contamination, Infernal Darkness, Keldon Firebombers, Pandemonium, and a few others and just play top deck chaos stax. Use your commander for card advantage and shut the board down with jund hate. Take a look at this deck to get a general idea of what I'm hinting at.

https://articles.edhrec.com/heart-of-the-cards-vaevictis-asmadi-the-dire/

Just an idea. Best of luck!

Megalomania on Pay-to-Play

4 months ago

Have you looked into using cards with the Extort mechanic?

Adding non-creature hate pieces like Thalia, Guardian of Thraben, mana hosers like Infernal Darkness and additional draw engines like Necropotence are also some things you might want to consider.

Profet93 on All Black Everything

6 months ago

While I'm a huge fan of 38 lands, for a deck with a low curve and enough rocks, you could cut 1-2 lands should you wish. If you're going for the hatred win, you should also add Imp's Mischief. Since hatred is life loss as additional cost to cast, then it would suck if it gets countered and you still pay the life. Imps mischief "counters" counterspells to prevent this, can redirect some removal, some draw spells, and some extra turn spells. Highly recommended for any mono black build

Infernal Darkness acts as blue counter bait and can outright win you games

The redundancy of overwhelming forces and decree of pain is not needed IMO and raises your curve higher than needed. I would cut overwhelming forces as decree of pain is strictly better.

Since you're running living death, you might want to consider a sac outlet like Ashnod's Altar to help maximize it. Moreover, with ashnod's, grave titan and Nim Deathmantle, you assemble a combo

Very very surprised to see no Rings of Brighthearth! It doubles commander activation, works with fetches to give you more lands, top to draw more cards. If you ran Deserted Temple, then you could use temple, coffers, swamps, and rings to make infinite black mana and win on the spot. Not to mention doubling strip mine, wasteland, burnished heart and more.

I see no way for you to deal with artifacts and enchantments, before I make those suggestions, are you just trying to play around artifacts/enchantments and win through player removal?

Another option instead of vampire hexmage is Hex Parasite. It's repeatable and can be a way for you to kill walkers

Your deck seems like a combination of fast mana acceleration with a midrange game plan. How does it play so far? What do you feel are your biggest strengths and weaknessess?

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