Conditions Allow - Demonic Pact in EDH

Ben Doolittle • January 11, 2022

(Demonic Pact
| Art by Aleksi Briclot)

In The Footsteps of Faust

Hello, and welcome back to Conditions Allow, where I take a card with a drawback and build a Commander deck to turn it into a strength. Last week I wrote about Bridge from Below

, and I'm sticking with that aesthetic. That's right, this week features another black enchantment that used to see play in 60-card formats: Demonic Pact
.

Demonic Pact

has four effects which you can choose from at the beginning of your upkeep. Each turn you must choose an effect you haven't already, until finally the enchantment kills you. Demonic Pact
embodies black's slice of the color pie perfectly. A powerful immediate reward despite the risk of disaster later on. Of course, the plan was never to be around when that disaster finally strikes. If Demonic Pact
leaves play and then returns, the game will consider it a new object and let you keep running from the consequences of your actions. Ultimately, though, you'll want to let those consequences fall on someone else's shoulders.

Skipping Town

There are several ways to donate cards to other players. Blim, Comedic Genius

will let you give away any permanent. Having access to this effect in the command zone lets you reliably dodge responsibility for your Demonic Pact
, but Rakdos doesn't give you all of the tools you need. When you donate Demonic Pact
and your opponents are forced to lose the game for you, it will immediately revert to your control with no more modes to choose from. Even if you use Blim's effect to give it away again, your pact is already complete.

Dipping into white gives you access to Felidar Guardian

and Yorion, Sky Nomad
, two of the few effects that can blink any nonland permanent. Being in Esper colors means you get to play Aminatou, the Fateshifter
for an exile effect in the command zone. Demonic Pact
is even the perfect enchantment to pair with planeswalkers. Passive advantage through card draw, and a removal effect that will hit the most popular creatures in commander. Just make sure you're not around when the final clause is read.

When it comes to trading permanents, you'll do no better than Puca's Mischief

. Spells like Shifting Loyalties
require your target to have an enchantment already, while Puca's Mischief
only asks that you not trade for a permanent with greater mana value. Even without the Demonic Pact
, you can use Mischief to trade away Arcanist's Owl
or Oath of Teferi
for something more useful, then use Aminatou, the Fateshifter
's minus ability to steal your card right back. The plan is to survive long enough to use Puca's Mischief
to give away Demonic Pact
with only the "lose the game" option left, eventually eliminating each opponent.

The Catch

Eventually, though, there's a lot of heavy lifting in that plan. You'll need to wait three turns between killing each of your opponents with Demonic Pact

. Or, at least, three upkeeps. The easiest way to get extra upkeeps is to take extra turns, but if I wanted to win efficiently I wouldn't be doing it with Demonic Pact
. Sphinx of the Second Sun
and Paradox Haze
both give you an extra upkeep on each of your turns. Having both cards in play means you can speed run through the three useful modes of Demonic Pact
every turn, pass it off to an opponent, and win in just three turns.

Before searching for Demonic Pact

, however, you'll want to ensure you can reliably delay losing the game. Both Yorion, Sky Nomad
and Felidar Guardian
exile a nonland permanent. If that permanent happens to be an enchantment, then Skybind
will re-exile your creature so it can re-enter play and continue the cycle. This forms the core of your draw engine, with Arcanist's Owl
and Demonic Pact
itself. Just always remember that Skybind
triggers when it enters the battlefield as well, so you can exile it instead of Demonic Pact
to ensure you get your upkeep trigger.

Biding Your Time

In a world of combos and massive combat steps, three turns is still a long time. And you still have to line up four cards to get to your fastest win. To make sure the game doesn't end without you, the rest of the deck is packed with interaction. Wrath of God

and Supreme Verdict
are staples of the control archetype, but each may be supplanted by Out of Time
. In combination with Aminatou, the Fateshifter
, you can seal away enemy creatures almost indefinitely, should the need arise. For more pinpoint solutions, Ravenous Chupacabra
and Cloudchaser Kestrel
are cheap and unassuming enough to be traded with Puca's Mischief
.

To make sure you find these cards as reliably as often, I'm including as many ways to draw cards as possible. I've been experimenting with Thassa's Intervention

in more controlling decks, and I've really enjoying it. Tacking a counterspell onto Dig Through Time
has almost always been worth the extra mana. Most of the draw comes on permanents that you can blink, though. Baleful Strix
and Wall of Omens
are classics, and Omen of the Sea
and Oath of Jace
ensure you'll always have enchantments to trigger Skybind
.

Sometimes, though, drawing cards just isn't enough. Moon-Blessed Cleric

is an all-star from Adventures in the Forgotten Realms that puts whatever enchantment you're in need of right on top of your library. Skybind
will usually be your first target so you can blink the Cleric and go searching for your next enchantment. Wishclaw Talisman
is even better, searching for any card while winning some brownie points from whichever other player you pass it along to. Then, once it runs out of counters, Aminatou, the Fateshifter
can blink it back full of charges. Skybind
can do the same, as it never specifies you must target a card you control.

With the pieces assembled, here's the full decklist.

This deck was a lot of fun to put together. Demonic Pact

has seen some play in 60-card formats, but porting that strategy to Commander was trickier than I expected. Even with a solid plan to reset the modes and swap control, just having two extra opponents to deal with makes the card inherently unwieldy. You need a lot of time to really close the game. One thing I thought of to alleviate that was to combo Demonic Pact
with Fractured Identity
to give each opponent a copy at the same time. Then you can spend your counterspells protecting those tokens until you win. This deck can't win as quickly as that, but it's probably a little more reliable.

So how would you approach Demonic Pact

in EDH? Did I miss any neat interactions? Let me know in the comments, and thanks for reading.



Ben was introduced to Magic during Seventh Edition and has played on and off ever since. A Simic mage at heart, he loves being given a problem to solve. When not shuffling cards, Ben can be found lost in a book or skiing in the mountains of Vermont.