Slaughter Pact

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Arena [BETA] Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Amonkhet Invocations (AKHMPS) None
Modern Masters (MMA) Rare
Future Sight (FUT) Rare

Combos Browse all

Slaughter Pact

Instant

Slaughter Pact is black.

Destroy target nonblack creature.

At the beginning of your next upkeep, pay (2)(Black). If you don't, you lose the game.

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Slaughter Pact Discussion

DragonFaceEater on Star Strangled Slaughter *Primer*

1 week ago

This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!

JKRice on 4c gifts

1 week ago

I live 4c color gifts! It’s probably my favorite deck. I have a few suggestions and actually a few questions about whether certain cards are viable.

1: where’s the Raven's Crime + Life from the Loam lockdown? Gifts for raven, LftL, Urborg for a black source, and a random land. Then you can cast raven’s crime up to 3 times a turn. I’ve seen it used a lot in this deck

2: in my experience, it’s more useful for gifts control to have destroy rather than early discard. I would recommend maybe not having the TK and IoK and instead add stuff like Dismember

3: you want as many cards that are functionally identical but with different names as possible. Switch out the second Abrupt Decay for a Assassin's Trophy so you can force it through with gifts

4: I’ve found Slaughter Pact to be super useful if you have to tap out for gifts

5: Batterskull or Wurmcoil Engine in combination with Academy Ruins and life from the loam is a finisher I’ve seen a lot in these decks. The lifegain can be SUPER useful against decks like humans/spirits to disincentivize attacking

6: I personally play both Iona and elesh mainboard for a more diverse reanimate package, and I play Platinum Emperion sideboard

7: do you think Crucible of Worlds could be any good?

8: one real fun combo with gifts that I’ve seen is going for Haakon, Stromgald Scourge and Nameless Inversion for a funny boardwipe.

Kjartan on Hive Pact

2 weeks ago

Maybe play Slaughter Pact instead of Intervention Pact.

It can destroy Meddling Mages the turn you intend to go off, and with just 1 colored mana it it's upkeep cost, you could perhaps splash a single Watery Grave and put in some fetches. It would up the versatility a lot, but I get that fetches, (especially Scalding Tarn,) are really expensive.

hkhssweiss on Whats yours is mine

1 month ago

Hamburger-Hinderance

Hey welcome to T/O!

For most Geth deck, they focus a lot on mana acceleration to be able to abuse his ability. Some cards that might be helpful to you can be:

Nirkana Revenant, Extraplanar Lens, Bubbling Muck, Cabal Ritual, Gauntlet of Power, Cabal Coffers, Cabal Stronghold, Jet Medallion

Also I would recommend adding in some more interaction/draw spells like:

Dismember, Vendetta, Sudden Spoiling, Slaughter Pact, Vona's Hunger, Mindblade Render, Night's Whisper, Sign in Blood

Hope that helps!

You can check out my mono-black deck as well to gain some insight!

Drana's Ascension to Oblivion (Tempo/Combo)

A55Destroyer69 on MonoBlack SuperRamp

1 month ago

this is an interesting deck...

A few things you could change up could be to go into a more storm-y or Doomsday sort of deck.

With the land base, rather than running Cabal Stronghold, try out the original Cabal Coffers, and better yet, going down some of the dodgy cards in the deck such as Darkness, Pyramid and Lotus Bloom.

Some reasonable lands that I think you'd benefit form under this style of deck would be Lake of the Dead, The Tabernacle at Pendrell Vale to slow down the opponent being an aggressive creature-based deck, and even one or two Urborg, Tomb of Yawgmoths.

You should probably run some alternate removal, because legacy is a format filled with stuff like Arcbound Ravager, Lodestone Golem. What you'd be better off running would be stuff more along the lines of Dismember, Slaughter Pact and/or Hero's Downfall (which also removes those pesky planeswalkers). Even some Damnations, Massacres or Toxic Deluge. These sweepers will hit most things, and probably won't be cast before you get any real threats out.

With the rest of the deck, it's pretty cool, but Cruel Tutor is so shady, being a 3-mana Imperial Seal. You're much better off running 3 copies of Dank Petition over it. Additionally, you might find it useful to run Ula, the new or old, as the opponent could play something like Bridge which would almost definitely stop you from bashing your opponent. Ulamog, the Infinite Gyre destroys any permanent ON CAST, so it can get rid of that super annoying Liliana, or Bridge, maybe if they have a Thalia out. Ulamog also has Annihilator 4, which additionally removes permanents from play.

Ula exiles two permanents on cast, so if they've doubled up on Bridges, you can remove both.

Some links for inspiration: Black-white Midrange Control Black Summer (Vintage Storm) Doomsday necropotence turn 2 kill

I would also suggest thinking about adding another colour, Red or Blue. Red offers cards such as Sneak Attack, giving you quick Emerias, while blue offers additional things to ramp into, namely Omniscience, letting you cast your big things for free if you want to.

SynergyBuild on Why not play this card ...

2 months ago

The biggest resource depends on the state of the game. People have often skipped turns to slowly mill their opponents under a Stasis lock, while keeping their library nice and thick, having a serious advantage by not taking turns.

Life can occasionally be more important than a turn, if no matter what you do, you will lose on your next turn because they have some Avacyn, Angel of Hope or something in their deck, you are at a low life total and there is no out in your deck, you would rather have 100 life than a single turn.


Also, the question should be more tuned, as if you say counterspells aren't common in Commander, you haven't played against the well-tuned Thrasios/Tymna, Sidisi, Tasigur, Arcum, Jace, Teferi (either version), etc. lists in cEDH. The are some of your best interaction, from Mana Drain even gaining mana, to Pact of Negation, Force of Will, and Mental Misstep being the cheapest mana-wise interaction you can hope for, with minor exceptions being like Slaughter Pact.

If you mean casual EDH, then the issue it that extra turn spells take generally too much time, or break a social contract.

xyr0s on UR Nivmagus Instants

4 months ago

Since this is an aggressive deck, 6 counterspells mainboard are way too much. Just a couple of Spell Pierces should do. Or, a lot better actually, Remand - since you can cast a spell, remand it to your own hand, and cast it again (that's 3 triggers for Kiln Fiend + the resolved spell). Just in case your opponent doesn't play anything you want to remand. Young Pyromancer also likes some extra castings.

And to cast more spells in a short amount of time, you should consider spells that are free, cast more than once, or can be copied (like Gigadrowse) - although they still should be useful on their own. Distortion Strike, Artful Dodge, Slaughter Pact (and other pacts), and Manamorphose are good examples. Avoid cards like Magma Jet - too much mana for too little impact.

Lands could do with a bit of an upgrade. Sulfur Falls and Spirebluff Canal would both make your mana a lot more stable, and you could add a Wandering Fumarole for games that go long.

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