Asmodeus the Archfiend
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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
Quest Magic Legal
Vanguard Legal
Vintage Legal

Asmodeus the Archfiend

Legendary Creature — Devil

Binding Contract — If you would draw a card, exile the top card of your library face down instead.

: Draw seven cards.

: Return all cards exile with this to their owner's hand you lose that much life.

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Czarnian90 on Hellegion, Shadows and Flames (Raphael)

2 weeks ago

Commander Update: Shadows Rise, Flames Burn

After several games against tough opponents, I’ve made a few changes to the deck and, more importantly, swapped the commander of the Hellegion. The Balrog, Durin's Bane is still very much part of the deck—playing him as a commander was fun and flavorful, but I wanted a leader who can impact my board more directly and help set the pace of the game. The Balrog remains a force of nature, and having him lurking in the deck, ready to be unleashed, still feels great. I believe he’ll continue to be a major threat even when he's not always leading the charge.

Raphael, Fiendish Savior steps in as the new commander, supporting the game plan more consistently. He helps stabilize the board, buffs my army, and sets the stage for the Balrog’s arrival. I run several cards that can fetch him straight from the deck—Blood Speaker, Demonlord Belzenlok, Rune-Scarred Demon, Icon of Ancestry, Ob Nixilis, the Hate-Twisted, and others—so even as a lurking horror, he’s never too far away.

I also added more damage-dealing spells for better control and direct pressure on opponents. Beyond classics like Devil's Play, Terminate, and Dreadbore, I’ve added Hell to Pay and Rakdos's Return to punish hands and boards alike. On top of that, I doubled down on devil token synergy and death-triggered burn effects. These little fiends now serve not just as blockers or sac fodder, but as a win condition on their own—especially when paired with Raphael’s lifelink boost. Every dying devil becomes pain for the enemy and healing for me.

I’ve now included four versions of Ob Nixilis — yes, it’s a bit much, but each fills a unique role. This one Ob Nixilis, the Hate-Twisted punishes card draw and bolsters removal. Tibalt, Rakish Instigator is still here too, classic devil support: fueling tokens and preventing opponents from healing the damage my demons and devils dish out. They don’t live long, but if timed right, their impact is massive.

I’ve also added some recursion (Oversold Cemetery) and a spicy alternate wincon in Liliana's Contract.

Some bigger demons were swapped out for stronger synergy or pure flavor—welcome Asmodeus the Archfiend, Balor, Kardur, Doomscourge, and others to the Hellegion.

Sadly, a few cards had to go — Imskir Iron-Eater, Archfiend of Sorrows, some regenerating skeletons, and a handful of artifacts are no longer marching with the legion.

I still have a few cards waiting on the bench—Burn Down the House, Rakdos Keyrune, Doom Whisperer, Overseer of the Damned, Skirsdag High Priest, Spawn of Mayhem, Breath of Malfegor — and I’ll be testing space for them soon.

In the long run, I’d love to add some heavier hitters and staples like Kindred Dominance, Altar of Shadows, Bontu's Monument, Krav, the Unredeemed, Rite of Belzenlok, Demonic Tutor, Sudden Spoiling, Grave Pact, Dark Prophecy, Attrition, Vilis, Broker of Blood, Razaketh, the Foulblooded, Pestilence Demon, Lord of the Void, Archfiend of Depravity, and especially Karlach, Fury of Avernus.

We’ll see where the Hellegion marches next—and who joins, or falls, along the way.

Destroyerbirb on K'rrik Son of Yawgmoth 2.0

2 months ago

For cuts I would recommend:

Professor Onyx - While Liliana's side job is beneficial for society (educators are very important, especially those who help us raise people from the dead), the deck doesn't have a strong spell slinger theme so her static doesnt work, the minus three is not as optimal as it makes itself out to be, and other effects are... not worth the six mana and time required.

Charcoal Diamond - You've got a ridiculous amount of ramp in this deck already, not sure this piece is needed. Plus, with the way K'rrik, Son of Yawgmoth works, you want to ramp in colourless more than in black with your artifacts and similar since K'rrik, Son of Yawgmoth always pays for black anyways, so Mind Stone just makes Charcoal Diamond look that much more of a downgrade.

Defense Grid - Not really seeing the point. Plus, this is meant to be a casual deck, all this will do is make everyone more upset and make interaction harder.

Saw in Half - It's a fun card not really worth adding.

Meathook Massacre 2 - I have a feeling it's a bit redundant to have both, especially since they both do a bit different things and you've got many tutors. Cutting the second part instead of its original installation would make more sense because this copy does cost a lot for its effect, whereas The Meathook Massacre became so played because it being pretty low costing for everything it does.

Paradise Plume - A lot of mana for its effect, and you have too many ramp cards.

Shared Trauma - Not too sure on this card's inclusion and what it would do.

Chain of Smog - I personally don't think discard cards are very strong in EDH, might be a good cut. I can see this being played against CEDH players and having a big effect, but EDH? Not as convinced.

Grim Tutor - You've got a lot of tutors, you can cut this one.

Final Parting - Same as above.

Diabolic Tutor - You can guess what I've got to say about this one.

Platinum Angel - I think take this one out. You can't pay life below zero so I'm not sure why else this would be in the deck.

Phage the Untouchable - As you said, you'd put it in your maybeboard and have it come out a game or two so you can just say you've killed someone with Phage, but I'd probably just keep it in the maybeboard.

Orcish Bowmasters - What are you playing, CEDH?

Opposition Agent - This is really more a meta suggestion than anything, but you don't verse people with a lot of tutors, you'd be lucky if people run more than one tutor. I'd cut this just from a meta perspective, or at least have it as a maybeboard card.

Doomsday Excruciator - Eh, nah.

Dimir House Guard - It's a sac outlet and a tutor in one, so I see what you're going with, which is why I'm only partially suggesting it as a cut, but also it's not the best at either job.

Chainer, Dementia Master - Not sure I'm feeling Chainer in this deck specifically.

Bloodletter of Aclazotz - Would be a lovely card for our cube, but I think there are already better finishers in this deck.

Asmodeus the Archfiend - Another maybe cut. It's a fun and spicy card, but also you're losing a lot of life for an effect which you do better with other cards in here. You really don't want to have too many cards that do similar things, especially since you've got many tutors and draw cards.

Cabal Stronghold - You've got three basic lands. There is no world in which you could activate this card and get a payoff from it.

Emergence Zone - Playing stuff at instant speed doesn't really help your deck.

Rogue's Passage - Zero use in this deck.

/

I also have addition suggestions:

Torment of Hailfire - Not sure why this isn't here.

Swamp - Add one Swamp for every land cut.

Zigen on EDH NecroPotentence

3 months ago

OH dont I know it :-D
I do have a few in the deck for countering the life lost, mainly Drain Life and a few functional reprints as well as Exsanguinate for a table effect mixed with Feast of Sanity. so it would play like this.

~~If the Commander is out on the field~~ I make sure that there is a bunch of cards in exile (say half the deck) ie. I would have till the end of my turn to gain life.

I would discard enough cards to feed Skirge Familiar then cast Exsanguinate each opponent would lose 40 life, and I would gain 40x amount of players (Friday it was 3) and since Feast of Sanity is a triggered effect I would be able to distribute 1 point of damage per card discarded to any target giving myself 40 additional life.

~~if the Commander were to be in the graveyard~~ Necrotic Ooze would be in play as well as Skirge Familiar (in or out of the graveyard) I would do the same thing however since the commander is in the graveyard the binding contract is not effected I would draw the cards with out the penalty of losing life from Asmodeus the Archfiends second ability. (correct me if I am wrong on this).. then I would cast Exsanguinate or Drain Life or a functional.

one fall back would be to add in Crypt Rats or Pestilence and have out Darksteel Myr and have Magebane Armor on the Necrotic Ooze for a repeatable effect... this plan would be a last ditch effort.

you know I like playing glass cannons :-D

Kazierts on Good uses for bad cards

6 months ago

I'm pretty sure Asmodeus the Archfiend is the easiest to build around. Just dump him into the graveyard and play Necrotic Ooze or Patchwork Crawler. All of the upsides with none of the downsides (although the Ooze is objectively better).

legendofa on Good uses for bad cards

6 months ago

Wood Elemental and Sorrow's Path are on pretty much every list of "worst M:tG cards ever". Anything you do with them is going to be gimmicky and flex-y at best, and self-defeating at (the much more likely) worst.

Allure of the Unknown has a proud place in my Rakdos group hug deck.

Prophecy and Goblin Sappers are overcosted/underproductive and have better options. There's nothing really strictly better, but if you're paying to make a creature unblockable for a turn and then lose it, you had better be winning the game right there--do you want to sacrifice it for some reason? If so, is there a better sac outlet? The delayed draw is generally going to be the best part of Propechy. Sideboard if you're playing in a scry- or top-deck-tutor-heavy meta and want some style points.

Winter Sky is unreliable and doesn't offer enough to build around. 1 damage to everything is fine for , and cheap drawing is good, but the player symmetry and randomness reduce its utility.

Asmodeus the Archfiend and The Toymaker's Trap are more fun than powerful, but they're still solid. They can be good build-around support for casual decks. I would say these are the best options if you want to put your brewing hat on.

This doesn't mean that these cards can't or shouldn't be used--if they look fun to you, go for it! But it's going to be hard to optimize most of them because they have a lot of hoops to jump through or just don't do anything worth doing.

Bookrook on Good uses for bad cards

6 months ago

Does anybody have any uses for the following cards? Perferably the deck is centered around that card. The cards I’m looking for ideas on are:

Wood Elemental

Goblin Sappers

Sorrow's Path

Ugin's Nexus

Asmodeus the Archfiend

Knowledge Pool

The Toymaker's Trap

Prophecy

Winter Sky

Allure of the Unknown

If you have any other cards, post them here.

Flarhoon13 on Not a B-deck. It's my A-Sidisi deck!

7 months ago

May 3, 2024 I started a new quest. Having built 52 decks, I endeavoured to play them all, in roughly the same order as I created them.

Not a B-deck. It's my A-Sidisi deck! Turn 5 Win 10-11. Turn 2 Satyr Wayfinder; t3 Birthing Pod; t4 Stinkweed Imp podded for Necrotic Ooze, the lynchpin of the deck. Turn 5 dredged back Stinkweed Imp and binned Fauna Shaman (The Fittest Elf). Ooze used Fauna Shaman's activated ability to discard Skittering Skirge to search for Asmodeus the Archfiend. Well, discarding Asmodeus the Archfiend to Ooze's new Skittering Skirge activated ability generated one black mana. Ooze with Skirge and Asmodeus both in the yard allowed me to draw and play my entire deck turn 5, since Ooze gets both of their activated abilities but not Asmodeus the Archfiend's pesky downside. Going 10-11 puts the win percentage at .476

legendofa on Enygma, Deceiver of Truths

1 year ago

TypicalTimmy I'm assuming you've already checked out the rulings, so this is for anyone else with questions.

You can look at face-down cards you control on the battlefield whenever you want to. You can only look at face-down exiled cards if the effect allows you to look at them. Connecting the Dots has this in the reminder text, while Jester's Scepter has the "You may look at those cards" phrase.

From Ethereal Ambush: At any time, you can look at a face-down permanent you control. You can’t look at face-down permanents you don’t control unless an effect allows you to or instructs you to.

From Asmodeus the Archfiend: If a card is exiled face-down and no player has been given permission to look at it, no player is allowed to look at it as long as it remains exiled face-down.

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