Infernal Grasp

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Infernal Grasp

Instant

Destroy target creature. You lose 2 life.

Crow_Umbra on Is Enchantment Destruction in Black …

3 months ago

I'm pretty excited for Withering Torment in my Black aligned decks that don't have access to White or Green. Three mana is hefty, but it's not nearly as flexible as something like Stroke of Midnight, for a comparable CMC & rarity. I wouldn't replace Feed the Swarm, but might run it as a compliment in more Grixis leaning color combos.

Picking the option to destroy a creature feels less ideal, especially when compared to other creature-centric removal options in Black like Bitter Triumph, Go for the Throat, or Infernal Grasp. If anything, Withering Torment is just Infernal Grasp with enchantment removal stapled onto it for 1 more mana.

I'm seeing more artifact heavy commanders more frequently in my main play group, like Brenard, Ginger Sculptor, Ygra, Eater of All, a Dr. Who Historic Duo, and Rocco, Street Chef, to name a few. Given this uptick in these varied artifact strats, I'm shifting towards more artifact punishing interaction or removal, than I am enchantment focused stuff.

Taida on

7 months ago

You might like Fallen Shinobi in place of Dragonlord Silumgar. It is not a perfect substitution, but I think your deck can easily get some unblocked creatures and ninjutsu it, and the cards you steal can be cast without paying the manacost, so avoids any problem with colored mana. Agent of Treachery is also very cool, but might have the same problem with manacosts as Dragonlord Silumgar, but has the upside of having an effect that is repeated through the turns and also you keep the permanents even if Agent of Treachery leaves the battlefield.

Also, I see the idea behind preferring Bloodchief's Thirst, but instant speed removal can be very helpful, and even though Fatal Push cannot hit creatures as big as Bloodchief's Thirst can, the instant speed makes for it definitely. You can always run something like Infernal Grasp, but for 2 mana you will always have a downside.

Optimator on Mermaider

8 months ago

Infernal Grasp and Baleful Mastery are worth noting. Some of the best removal to come out lately

wallisface on Black/blue zombie control deck

9 months ago

I'd at least replace Go for the Throat with a better killspell, Infernal Grasp is just stronger.

I also think you need to map-out how you expect your turns to be played. Most of the time, when you're casting a creature spell, you'll not have enough mana to use your counter-magic. And, then, when you're keeping up mana for counter-magic, your opponent can potentially play around this and take advantage of you not advancing your board... i'm worried your play patters are at-odds with eachother.

wallisface on Dark Rituals

11 months ago

Your mana curve is pretty high, and you’re pretty low on board-interaction. I’d suggest dropping Grimdancer and Grave Pact in favour of low mana killspells like Fatal Push and Infernal Grasp.

You can probably go down to running just 3 copies of Phyrexian Arena aswell, as it’s not something you particularly want to draw multiples of.

I’m not sure what the purpose of your sideboard cards are here- they don’t look like they’re helping your bad matchups, they’re just “other cards”?

wallisface on Modern Vampire/lifelink

11 months ago

MotelWifi the big problem with your revised list is that your mana curve is still waay too high - decks often can’t justify more than 3-4 cards costing 4-or-more mana, and you’ve got 15. Your revised list also still has almost no 1-mana cards, which means you’ll often be starting a full turn behind your opponent.

And finally, 63 cards might not seem like much over 60, but every card over that 60 number is weakening the deck & making it less consistent.

A good tip for new players for deckbuilding is to pick 9 cards and run 4-of each of those (for 36 cards) alongside 24 lands. The mana costs of those 9 cards should look something like 1,1,1,2,2,2,3,3,4.

For an example deck and/or inspiration, if I were building a White-Black vampire deck, and trying to keep to your budget, it’d look something like this:

Now, this list is by no means perfect, and could still do with more thought, but it covers some important points:

  • the mana curve is efficient/low
  • most cards are run as playsets (4-ofs) to keep the deck consistent
  • the deck is just 60 cards
  • there’s a good selection of turn-1 plays
  • the cards work well with one-another
  • the lands enter untapped, so you don’t lose tempo
  • the deck has ways to both pressure the opponent while also disrupting them

wallisface on Infested

11 months ago

You’ve done well for your first brew! - here’s some of my thoughts:

  • your mana curve is very high. Modern decks typically won’t have more than 3-4 cards costing 4 mana, and run nothing above that value. Your current curve is going to lead to some very slow/clumsy turns.

  • Added to this, your land count is very low. Most midrange decks want to be running around 23-24 lands.

  • you’re running a lot of cards as 1-ofs/2-ofs instead of as playsets (4-ofs). This will lead to consistency issues and make the deck more unreliable/chaotic.

  • you don’t really have anything in the way of interaction at the moment, which is dangerous as it means basically letting the opponent do what they want. Imo you want around 2-4 playsets of interaction - cards like Fatal Push, Abrupt Decay, Assassin's Trophy, Sheoldred's Edict, Infernal Grasp, Thoughtseize, Inquisition of Kozilek.

What I would suggest for new deckbuilders is to pick 9 cards, and run playsets (4-ofs) of each of those (making 36 cards) alongside 24 lands (for a 60 card deck). For those 9 cards you want a reasonable mana curve - something like 1,1,1,2,2,2,3,3,4 would be ideal. Make sure at least 2-4 of those 9 cards are interaction pieces.

Load more