Demonic Pact

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
Vanguard Legal
Vintage Legal

Demonic Pact

Enchantment

At the beginning of your upkeep, choose one that hasn't been chosen —

  • This enchantment deals 4 damage to any target (creature, player, planeswalker or battle) and you gain 4 life.
  • Target opponent discards two cards.
  • Draw two cards.
  • You lose the game.

Xzerro on I hate my Deck, So I will play yours

1 month ago

Great call outs. Tergrid, God of Fright  Flip is amazing with Deadpool's ability wasn't considering this. Will see if I can work in Demonic Pact and Feign Death as well.

Venum on I hate my Deck, So I will play yours

1 month ago

Harmless Offering + Demonic Pact if you wanna gift your friends for letting you play their deck. you could also add an instant to save your deadpool and opportunity to switch the textbox again like Feign Death

thijmnesoy on A Deal with a Dragon

1 month ago

ahw I was expecting/hoping Demonic Pact

TheoryCrafter on Archetype Name and Card Recommendations

4 months ago

A card with a similar effect to Varchild, Betrayer of Kjeldor is Combat Calligrapher. Though you can balance the drawback a bit by adding Blood Seeker to your deck.

Other cards I think may work the way yer looking for are Bloodvial Purveyor and Jolene, the Plunder Queen.

There's also the "Vow of..." cycle. The ones relevant to your deck are:: Vow of Duty, Vow of Lightning, Vow of Malice, Vow of Torment, and Vow of Wildness. Another Aura that works like that is Spectral Grasp.

Also, if you really wanna have some fun, there's also Jinxed Choker, Jinxed Idol, Jinxed Ring and Sleeper Agent. And don't forget the Demonic Pact+Harmless Offering combo!

I hope this helps. Thank you for reading me out. Happy Hunting!

RiotRunner789 on Ertai the Corrupted

1 year ago

Since you can reliably sack enchantments, Demonic Lore, Demonic Pact, Midnight Oil, and Treacherous Blessing. Good card draw and even better without the drawback.

Mind Control and Volition Reins are expensive for what they do. Though, the latter does hit any permanent, Disenchant, Despark, or Generous Gift are probably better options if in need of removal.

legendofa on Is WotC Being Inconsistent in …

1 year ago

I personally see a distinction between downsides and restrictions. Both are ways to limit the utility of the card, but downsides give you an outsized effect for the cost, but it actively hinders or harms you, while a restriction limits when or how the effect can be used.

Like, Volcanic Spite doesn't have a downside because it can't hurt players. That's a restriction. Similarly, the "activate only one per turn" clause isn't a downside because it doesn't actively hurt you or prevent you from playing. It simply limits how it can be used.

A couple of downside examples would be Steel Golem, which prevents you from casting any more creature spells, or Demonic Pact, which gives you lots of resources, but will cause you to straight up lose eventually.

Basically, if you would want to Donate it to an opponent, it's a downside. If you want to keep it but use it more often, it's a restriction. If it simply costs too much (Ember Shot) it's inefficient.

DeinoStinkus on Warden of Lineages

2 years ago

There are a couple of cards that have similar effects, like Demonic Pact, but of course those have the options on the card itself. Really, it's not too much more difficult to track than a Dungeon, you just need a sheet of paper or something. The shuffle clause is meant to prevent blink shenanigans so that it's a bit easier to track and less easy to abuse.

And technically it does have the chimera subtype, since it's all creature types ;)

But thanks!

marco-piatti on Bad gifts commanders

2 years ago

Hello everyone, I want your opinion on EDH decks based on commanders that are focused on giving "bad gifts" to your opponents. I think the most rapresentative of this category are (and maybe the only ones? I don't know for sure, wouldn't like to be missing someone): Blim, Comedic Genius, Lynde, Cheerful Tormentor and, of course, Zedruu the Greathearted.

I own a Blim deck and i must say that building around him was really complex because it's pretty clear you can't go easy on gifts since are the only weapon of the deck basically but, at the same time, once you start spreading your fantastic gifts, your opponents will start targeting you like crazy.

Since you can't restart the board every other turn (probably you could, but i don't think i could afford loosing my commander so often and there aren't enough asymmetrical boardwipes) and the deck can't be 50% removal (then again, technically it could be but the point of the deck is trying to win according to a specific strategy and not to just survive) other kind of precautions have to be made.

The first one that came into my mind are pillowfort cards like Crawlspace and Marchesa's Decree. They look good on paper, but after you have given an opponent an end stage Demonic Pact or "simply" an Aggressive Mining they are more then willingly to be paying 1 life for each attacking creature (and yes, sometimes the numerical restriction of Crawlspace isn't a factor either when an opponent can swing with huge creatures).

Another "solution" is using token generators like Kazuul, Tyrant of the Cliffs since they give us the resource to block some creatures.

The last strategy to survive that came to my mind is filling the deck with "goad effects": this way our opponents' creatures can stay alive and are forced to attack the other players embracing the group slug theme i actually had in mind when building the deck.

Long story short, the deck has to be a delicate balance of all these strategies to be funcioning as it should and, at the same time, letting us survive till the endgame.

This is all in theory. In the actual games what's your experience when piloting/facing theese kind of decks? And what seem to be the most efficient tacticts?

Load more
Have (1) TheRealSpecialK
Want (0)