Infernal Grasp

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Legality

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

Infernal Grasp

Instant

Destroy target creature. You lose 2 life.

wallisface on Black/blue zombie control deck

3 weeks 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

2 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

2 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

2 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.

wallisface on Zombies of the Westvale Abbey

2 months ago

Your deck is lacking any real form of interaction… letting your opponent just do what they want is a really dangerous place to be! As both Read the Bones and Fog aren’t really doing anything for you here, i’d replace them both with killspells like Fatal Push Abrupt Decay, Assassin's Trophy, and/or Infernal Grasp.

Without any real graveyard shenanigans, Gravecrawler isn’t great here, and you’re probably better off with something like Shambling Ghast to provide some chump-blocking and potential ramp/removal.

wallisface on MODERN DIMIR 2023

3 months ago

Some thoughts:

wallisface on

3 months ago

Some thoughts:

  • don’t include either of those sideboard cards into your deck, they’re bad.

  • Profane Tutor is much better than both Grim Tutor and Diabolic Tutor. I’d just run the Profane Tutor and ditch both of these other tutors entirely in favour of more early game interaction (killspells).

  • your land count of 28 seems good, especially as Cabal Coffers ”isn’t a land” and won’t be helping you at-all until you have 3 other lands in play anyway. However, you could replace some swamps with Troll of Khazad-dum, as they can act both as land-fetches early game, and large creatures late game.

  • if you’re planning on making big mana, Tainted Adversary is going to be a lot more useful than Gifted Aetherborn.

  • you never want to be paying more than 2 mana for a killspell. In that vein i’d recommend either Infernal Grasp, Bloodchief's Thirst, or Sheoldred's Edict instead of Murder.

  • I don’t think Hypnotic Specter is very useful - a lot of decks will already be empty handed by their own play-patterns before this thing swings. I’d swap it for one of the before-mentioned killspells (or Damnation),… if you really want a creature, maybe something like Tourach, Dread Cantor.

I think the biggest hurdle to this deck is that while you’re probably going to be able to play a land every turn, that’s still pretty slow ramp-wise, so you should be investing a lot more resources into ensuring you can slow the game down in those early turns (by killing your opponents threats) so that you can reliably do stuff with your big spells in the late game.

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