Infernal Darkness

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Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Infernal Darkness


Cumulative upkeep-Pay (Black) and 1 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

If a land is tapped for mana, it produces (Black) instead of any other type.

fluffyeel on The apocalypse (Sheoldred)

1 month ago

Yay, darkness. Here are some thoughts that might synergize with your deck:

Veethevvitch on The apocalypse (Sheoldred)

1 month ago

ShadowMasterNL oh yes tablet of completion could definetly go on the cut list you are right! Will remove to add archfiend of despair for sure. ( and yes to the heavy artifacts play groups lmao. I often play against Urza, Chief Artificer )

And also, yes i'm ok with the double edge sword that is Infernal Darkness. I would use it probably when i know i have more than enough swamps to not worry about doubling it for a while. But i'm also betting that opponents will target it first for removal leaving me the opportunity to tutor a combo.

Veethevvitch on The apocalypse (Sheoldred)

1 month ago

Also, forgot to explain Karn, the Great Creator !

ShadowMasterNL Karn is a stax it prevents my opponent to use their artifacts activated abilities, so prevent them to tap them for mana and he will eventually pair with Infernal Darkness. This will make it hard for my opponents to remove or cast stuff for a while except if they run a lot of swamps in their decks.

Profet93 on Evil dead ☠️ (Ode to Sheoldred)

1 month ago

Veethevvitch +1

Sorry for the delayed response. Xtough's suggestions are on point!

Ancient Tomb > Temple of False - Upgrade.

Speaking of lands, you should add a few more, you're running really low. With an avg cmc of 3.25, are 25 lands and your rocks + draw enough to ensure you don't get mana screwed?

I'm normally all for tutors in mono black. I have a mono black tutor tribal deck for that purpose. But given all your draw and your goal to lower ur avg cmc, here are some cuts to consider...

Dark Petition + Increasing Ambition + Insidious Dream (and maybe) Razaeths Rite - Expensive to find what you need. Insidious dream is the prime cut because it folds to counterspells as additional cost to cast, discarding, and not even putting them in your hand. Requires too much set up and support to use to it's full potential.

Forever Young - Black has much better creature recursion.

Lili Dark Realms - It either tutors for a swamp to hand, is a removal piece and a hard to achieve ultimate. If you're going for more cEDH/competitive, why not swap it out for Karn, the Great Creator? Karn can stop rocks, help you remove them and acts as recursion for your own artifacts.

Karn + Infernal Darkness is just great. Infernal you can usually hold onto for 1-2 turns and is counterspell bait for your combos.

Yawgmoth's Will > Magus - Upgrade (or have both)

Maybe an All is Dust to help remove problematic boardstates and enchantments like Rest in Peace. Oblivion stone is also a consider but given almost 20% of your deck are artifacts perhaps not.

Profet93 on Kill, Kill and Kill some more.

3 months ago


Cabal Stronghold/Cabal Coffers - Former budget, latter not. Big black mana producing lands. Contamination does shut them off though. Should that be an issue, note Infernal Darkness as a potential alternative.

Crypt of Agadeem - Ramp

Bojuka Bog - Personally, not a huge fan of tapped lands. But with fetches, you can use at instant speed. Not needed but worth considering depending on amount of GY decks in the meta.

Shizo, Death's Storehouse > Rogue's passage - Once budget opens, this is an upgrade. Not needed but worth considering.

Contamination - Sacrifice synergy. High synergy with bitterblossom, reassembling skeleton and any other creature that can return to field.

Syphon Mind > Dark Tutelage - While you have a relatively low avg cmc of 3.00, black has better draw that doesn't hurt you as badly. Not to mention it's steady draw, which can be good, but sometimes burst draw is preferred. Syphon mind is draw 3, each opponent discard 1. Budget friendly too.

Skullclamp - Speaking of draw, this goes well with all your sac synergies.

Murderous Rider > Murder - Can hit Walkers, is versatile as a creature with lifelink that can recoup your lifeloss. Almost a strict upgrade.

Feed the Swarm - Removal that hits enchantments. Black has difficult with artifacts and enchantments. I can provide you with some potential artifact removal should you wish depending on your meta. But this might be worth considering given that a Rest in Peace can mess u up.

Maybe Corpse Dance - With your sac outlets, you can ignore the negative aspect of the card. Also do note that after a wipe, you can choose the order in which your creatures enter the GY if they go together simultaneously.

Dark Ritual - Simple ritual ramp

Mind Stone - Ramp when you need it, draw when you don't.

Oubliette - Commander hate

At the risk of being too risky and pricey, Hatred - Do note life loss is additional cost to cast but it can be fun with use with your commander, either with it's ability or commander damage. Not to mention the political aspect of using it on your opponents attacking each other (Bonus points if you use it on their commander).

Profet93 on Yahenni, The One Punch Partisan

4 months ago

sonalexander +1

The Ozolith - Save counters

Ancient Tomb - Ramp

Contamination - Synergy with reassembling skeleton and bitterblossom. It does shut down coffers and Nykthos but also shuts off opposing cradles and other large mana producing lands. Do note it's cousin, Infernal Darkness which does not. Both are counterspell bait.

Imp's Mischief - Counter counterspells and redirect targeted removal, draw and extra turns.

How do you deal with artifacts and enchantments?

Profet93 on Inflicting Pain and Everlasting Bloodshed

4 months ago

Cabal Coffers or budget version Cabal Stronghold are great for ramp. Deserted Temple to untap it and Thespian's Stage to copy it (or another utility land). Cut Mortuary Mire and Grasping Dunes as they are not impactful. Maybe add a fetchland or 2 simply for witches cottage should you wish.

Maybe an Erebos's Intervention for removal/flexibility?

Depending on how rude you want to be, an Infernal Darkness is solid to stall for a turn or 2, not to mention counter bait. Dealing with mana dorks to circumvent is easy, although their mana rocks can still get around this. A Contamination could also work as it is synergetic with your reassembling skeleton. Adding a Bitterblossom for redundancy as well as token production which can help you draw cards from your -1/-1 effects.

Jet Medallion is solid for ramp. Mind Stone is ramp that brings your commander out a turn sooner or draw when you don't need it. Dino DNA and maybe Nightmare Lash can be cut.

What is your wincon?

Profet93 on Infinite Wheels of Death

4 months ago


Thank you for taking the time to list your combos. I never heard of the last one, that one is particularly effective!

On the one hand, you mention efficiency, on the other you mention how Pharaoh's statue can be good if you ramp into it. But I respect your decision and agree if you ramp into it, your opponents have a very bad time.

For something more on theme, have you considered Grim Haruspex?

Or if you really want to add some more control, perhaps an Infernal Darkness? It doesn't shut off your coffers like contamination does and you can hold it for 1-2 turns pretty easily in the mid-late game. Having contamination redundancy in conjunction with karn will shut them off of mana, as any mana dorks you can easily kill.

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