Infernal Contract

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Penny Dreadful Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Infernal Contract

Sorcery

Draw four cards. You lose half your life, rounded up.

TypicalTimmy on Atraxa, Phyrexia's Champion

2 months ago

So your very first upkeep that she's out, you draw 5 cards and lose 5 life? That seems pretty unbalanced. Yes it is on par with cards such as Sign in Blood which trades 1 life per card (2 life, 2 cards). Other examples are Funeral Rites, Night's Whisper and Read the Bones. There's also the theme of 1 life per card when you move up into Ambition's Cost, Ancient Craving, Demonic Offering and Harrowing Journey.

So to suddenly shift it back to 5-for-5, then 6-for-6, then 7-for-7, then 8-for-8... that's where the overpowered nature comes from.

Add on lifelink, and there threat of losing the game is essentially nullified. Even if she is chump blocked, you still get 100% of your life back. So what's the problem? Well, the problem is that this trend breaks with Infernal Contract and Cruel Bargain.

Worse still is that with having vigilance, you can get the life even on blocking. With flying, the evasion makes her largely unstoppable in most games, and with the advent of deathtouch, suddenly she's nearly impossible to really handle in terms of just combat.

Add onto that 4 colors, you have a toolbox bigger than most decks.

I apologize if I sound like I am insulting the design and being mean about it. I understand my tone can come off as stern. I'm truly not meaning to; I am simply explaining where the unbalance exists.

What if, as a solution, you Scry X and lose X life where X is her power, then you draw 2 cards? Now you are basically filtering the top half of your library and grabbing exactly what you want, when you want it <3

trippy_mcfly on Cumly Cube

7 months ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

DrukenReaps on Has anyone played with or …

9 months ago

I've not seen him played but I wouldn't build him with the expectation of being able to flip him consistently. You'll need to lose exactly 27 life and have that 6 mana available before one of your opponents knocks you out of the game. 13 damage is such an easy thing to do really. Even if they don't knock you out of the game they only have to push you off 13 life before your end step. That said there are some options for you that could really make the deck tick and allow you to get to that life total quickly.

Unspeakable Symbol, Soul Channeling, Phyrexian Processor, Infernal Contract, Plague of Vermin, Toxic Deluge, Hatred, Razaketh, the Foulblooded, Doom Whisperer, Wall of Blood, K'rrik, Son of Yawgmoth, Blood Celebrant, Vilis, Broker of Blood, Yawgmoth, Thran Physician, and Bolas's Citadel.

Some of these will just set you to 13 life, others will get you close. Things like Hatred I really like here because that could be knocking someone out of the game. Then flipping your commander and going right into drawing a bunch of cards. You'd need 11 mana to do that in 1 turn though so I'd also include black's big mana cards like Nirkana Revenant and Crypt Ghast. A number of these things are mana hungry to do in one turn. All in all I wouldn't say this is looking half bad. Some rather strong cards here at the core of your strategy.

Swim_ish on I'm Greven You a Problem

1 year ago

Grind, while Infernal Contract does offer a good source of life loss, I prefer to have more control over that life loss instead of shooting my life down halfway to draw 4 cards. Chances are I'd be able to take someone out, but I'd have a massive target on my back with a lot less life and only 4 cards to show for it.

Grind on I'm Greven You a Problem

1 year ago

Sweet deck!!
Any thoughts on Infernal Contract ?

Mattio38 on K’rrakaka

1 year ago

Hi guys,

Thanks a lot for your suggestions! Grind I thought of that card too, and I'm still a little bit in doubt. The thing is you usually get about 10 to 13 lands in play before the game is over, right? So I wonder how much Cabal Stronghold actually bring me... Only since turn 6 he's of some value... Now on the other hand, there is no real downside to the card. So perhaps you're right and it's worth the try.

Massacar, Cabal Coffers is right now too expensive. If I still really like the deck after playing it a couple of times I might invest into it more and I'mma get my hands on that sweet little uncommon again! Now I really like your question. I've seen some cEDH decks running Doomsday with Infernal Contract and comboing off in turn 3, 2 or even turn 1. That doesn't sounds like a lot of fun to me. I'm thinking a powerlevel somewhere around an 8, according to the Command Zone power level guide. I think K'rrik in turn 3 and a big impactful black creature in turn 4 can be fun to play, be very powerful but at the same time not broken or cEDH.

Tips and suggestions are most appreciated!

Mat

Balaam__ on Death's shadow Life drain

2 years ago

Sarcomancy seems the most sketchy thing here to me. I get that you want to siphon off some of your life total to make Death's Shadow activate, but once the enchantment hits play you’ll have little control over pinging yourself to death, should anything interfere with your ability to have a zombie on field. Just a little bit of spot removal could land you in a world of hurt, particularly if you aren’t drawing lands due to low land counts.

The rest of your self destructive cards are all under your control. If it isn’t profitable at the moment, simply don’t play them. And when you do, it’s a once-and-done affair.

I’d swap out all four Sarcomancy’s and two of the Infernal Contracts for 6 more lands, preferably fetchlands if it’s within your budget. That’ll keep your ping counts roughly the same with the added benefit of thinning your deck in the process for more consistent draws from that point on. Take all this with a grain of NaCl, as I have not played a Death’s Shadow build as of yet. That’s just an observation from a distance. It’s your deck, assemble it however you like.

Grind on Black Maelstrom

2 years ago

cheers to you for running Infernal Contract in an edh deck.
I think its a super cool card but never had the cojones to run it in commander.

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