Infernal Darkness

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed 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
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Infernal Darkness

Enchantment

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.

Profet93 on Skittles®

1 month ago

smoothjonny69

While your avg cmc is very low, have you considered Urza's Incubator for ramp or Skullclamp for draw?

Contamination is fun with reassembling skeleton and Infernal Darkness is a nicer version.

Deserted Temple - To untap coffers or be a political tool.

Thespian's Stage - To copy coffer or opposing utility lands.

Arcane Signet > Felwar stone

Feed the Swarm - Easiest answer to RIP.

Heartstone - Might be worth it with all ur activated abilities

Profet93 on

5 months ago

Contamination - Fun with all your tokens + reassembling skeleton. Thought it does turn off your large mana producing lands. Infernal Darkness is another potential consideration should you wish to go that route.

Be careful with dark prophecy as you can easily kill yourself with it.

fluffyeel on The apocalypse (Sheoldred)

1 year ago

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

Veethevvitch on The apocalypse (Sheoldred)

1 year 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 year 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 year 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.

1 year ago

Hypersayia9001

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).

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