I love this game. I love writing about it. Compiling lists about it. Evaluating it. Sometimes, I even play it. I'm an Accidental Player.

Pape satan, pape satan aleppe! After the holy Angelpedia, it's now the turn of the other half of the sky (that is, the deeply buried underground half): here's the complete Demonpedia! Enjoy. Or be damned.





Definition: every Demon creature in the game

every Demon creature in the game Number of cards : 85

: 85 What you need to know: Body is the sum of Power and Toughness; the Rating is calculated on a scale from 0 to 10; the entries are ordered by casting cost groups (I called them Legions and gave them names based on places from Dante's Inferno, but that's just for fun, so please skip any theological or literary debate), then alphabetically.

Body is the sum of Power and Toughness; the Rating is calculated on a scale from 0 to 10; the entries are ordered by casting cost groups (I called them and gave them names based on places from Dante's Inferno, but that's just for fun, so please skip any theological or literary debate), then alphabetically. Click HERE to go directly to the hypertextual list at the end with all of the entries.

to go directly to the at the end with all of the entries. Click HERE to check all the latest additions.

THE FIVE DEMONIC LEGIONS

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1.

Name: Rakshasa Deathdealer >> summary

Rakshasa Deathdealer Set: Khans of Tarkir

Khans of Tarkir Additional Type: Cat

Cat Converted Mana Cost: 2

2 Body: 4

4 General Evaluation: Would've you ever guessed that the fastest Demon in the game was going to be green? Thanks to the introduction in Khans of Tarkir of the sub-subtype Rakshasa (whose feline nature is out of Dungeons & Dragons, not the proper Hindu mythology, which, eh), now the Demon tribe has its own Putrid Leech. On the one hand, it lacks the free pumping aspect of Putrid Leech; on the other hand, it can be pumped more than once per turn, and regenerates. So it's pretty solid.

Would've you ever guessed that the fastest Demon in the game was going to be green? Thanks to the introduction in Khans of Tarkir of the sub-subtype Rakshasa (whose feline nature is out of Dungeons & Dragons, not the proper Hindu mythology, which, eh), now the Demon tribe has its own Putrid Leech. On the one hand, it lacks the free pumping aspect of Putrid Leech; on the other hand, it can be pumped more than once per turn, and regenerates. So it's pretty solid. Tribal Evaluation: The one reason for Demon decks to splash green? Probably. Well, this and all those sweet Golgari removals, of course.

The one reason for Demon decks to splash green? Probably. Well, this and all those sweet Golgari removals, of course. Rating: 8

2.

Name: Treacherous Pit-Dweller >> summary

Treacherous Pit-Dweller Set: Avacyn Restored

Avacyn Restored Converted Mana Cost: 2

2 Body: 7

7 General Evaluation: "Say hello to my little friend!" The cheapest Demon ever isn't a very trustworthy friend, though, as he's more than ready to switch allegiance to your opponent as soon as his undying ability triggers. This will teach you to let him die! I can see Treacherous Pit-Dweller included (or at least, contemplated) in fast burn decks, as a sort of turn-2 Vexing Devil, but it's really not even the same sport. I can't bring my mind to accept a strategy that plays on the hope that your opponent won't have any kind of removal among their first 9-10 cards, because it would mean betting on facing an unlucky or unprepared opponent, and that's a flawed way of thinking. Sure, our treacherous fella makes for a scary early presence, but he's also giving the guy on the other side of the table the chance to turn every Lightning Bolt in: "R: Exile target Demon with converted mana cost 2; put a 5/4 black Demon creature onto the battlefield". Oh well, you can always combo him with Torpor Orb, I guess.

"Say hello to my little friend!" The cheapest Demon ever isn't a very trustworthy friend, though, as he's more than ready to switch allegiance to your opponent as soon as his undying ability triggers. This will teach you to let him die! I can see Treacherous Pit-Dweller included (or at least, contemplated) in fast burn decks, as a sort of turn-2 Vexing Devil, but it's really not even the same sport. I can't bring my mind to accept a strategy that plays on the hope that your opponent won't have any kind of removal among their first 9-10 cards, because it would mean betting on facing an unlucky or unprepared opponent, and that's a flawed way of thinking. Sure, our treacherous fella makes for a scary early presence, but he's also giving the guy on the other side of the table the chance to turn every Lightning Bolt in: "R: Exile target Demon with converted mana cost 2; put a 5/4 black Demon creature onto the battlefield". Oh well, you can always combo him with Torpor Orb, I guess. Tribal Evaluation: You might consider him if you want to try and build an all-Acheron Demon deck, taking advantage of the Innistrad additions to set yourself free from the general midrange feel of the Demon tribe. But things with him on the board might go very messy, very fast. Or you might be playing a Torpor Orb-based Demon deck, which, sure.

You might consider him if you want to try and build an all-Acheron Demon deck, taking advantage of the Innistrad additions to set yourself free from the general midrange feel of the Demon tribe. But things with him on the board might go very messy, very fast. Or you might be playing a Torpor Orb-based Demon deck, which, sure. Rating: 4

3.

Name: Demonic Taskmaster > > summary

Demonic Taskmaster Set: Avacyn Restored

Avacyn Restored Converted Mana Cost: 3

3 Body: 7

7 General Evaluation: Now, the Taskmaster is a reliable guy. He's not very resilient, but he flies, and he can be out in the field as early as turn 1 where a Dark Ritual is involved, or very soon in any case. And yes, he asks for sacrifices, but unlike some of his bigger brothers, nothing happens if you can't give him the craved blood. That's a very important clause, since it means you are really able to drop it in the first turns with no worries. More so, it's perfect as a lone beater in control decks, or in combo decks where you want to kill your other creatures for whatever reason, and still be able to keep the opponent busy while you wait for your endgame.

Now, the Taskmaster is a reliable guy. He's not very resilient, but he flies, and he can be out in the field as early as turn 1 where a Dark Ritual is involved, or very soon in any case. And yes, he asks for sacrifices, but unlike some of his bigger brothers, nothing happens if you can't give him the craved blood. That's a very important clause, since it means you are really able to drop it in the first turns with no worries. More so, it's perfect as a lone beater in control decks, or in combo decks where you want to kill your other creatures for whatever reason, and still be able to keep the opponent busy while you wait for your endgame. Tribal Evaluation: Problem is: when almost all your other creatures are Demons, chances are you won't want to kill them before they can even get to attack, or else keep them all in hand until your Taskmaster gets dealt with.

Problem is: when almost all your other creatures are Demons, chances are you won't want to kill them before they can even get to attack, or else keep them all in hand until your Taskmaster gets dealt with. Rating: 7

4.

Name: Herald of Torment > > summary

Herald of Torment Set: Born of the Gods

Born of the Gods Additional Type: Enchantment

Enchantment Converted Mana Cost : 3

: 3 Body: 6

6 General Evaluation: Ignore the bestow ability (which might even come in handy, if rarely): this is a 3/3 flyer for 3. It has the Juzam Djinn upkeep cost while being way weaker, body-wise (not to mention, boltable), but it's still a 3-mana flyer in Demon form. It is a big deal.

Ignore the bestow ability (which might even come in handy, if rarely): this is a 3/3 flyer for 3. It has the Juzam Djinn upkeep cost while being way weaker, body-wise (not to mention, boltable), but it's still a 3-mana flyer in Demon form. It is a big deal. Tribal Evaluation: And it's especially a big deal within its tribe, which lacked a consistent 3-drop without much of a downside (you'll get 1 damage per turn, but chances are you'll deal 3). This will see play, and lots of it.

And it's especially a big deal within its tribe, which lacked a consistent 3-drop without much of a downside (you'll get 1 damage per turn, but chances are you'll deal 3). This will see play, and lots of it. Rating: 8

5.

Name: Illusory Demon > > summary

Illusory Demon Set: Alara Reborn

Alara Reborn Additional Type: Illusion

Illusion Converted Mana Cost : 3

: 3 Body: 7

7 General Evaluation: Illusory Demon feels similar to Demonic Taskmaster, but it's clearly worse, at least in regular decks: you can't drop him and control the board, since everything you'll do to accomplish that will kill your own Demon as a result, nullifying your strategy. Might be worth considering as an early presence in decks with a battle plan who kicks in only at midrange or later, but even in those cases, you won't be allowed to ramp or set the board in any way if not by dropping lands, so it might be useful for a couple turns only. However, there's still the fact that at CMC 3, it's subject to certain kinds of recursive shenanigans, Sun Titan-style.

Illusory Demon feels similar to Demonic Taskmaster, but it's clearly worse, at least in regular decks: you can't drop him and control the board, since everything you'll do to accomplish that will kill your own Demon as a result, nullifying your strategy. Might be worth considering as an early presence in decks with a battle plan who kicks in only at midrange or later, but even in those cases, you won't be allowed to ramp or set the board in any way if not by dropping lands, so it might be useful for a couple turns only. However, there's still the fact that at CMC 3, it's subject to certain kinds of recursive shenanigans, Sun Titan-style. Tribal Evaluation: Another case where the other Demons in your deck will grow a little unruly waiting for this guy to get out of the way; but with an important difference: unlike with Demonic Taskmaster, the other Demons are actually able to kill him by just being cast. And since there's a good chance they will be at higher spots in the mana curve, Illusory Demon might work as an excellent early presence. He asks for a little blue splash, but that's usually not a concern with a good mana base, even in Cabal Coffers decks. As an Illusion, though, he's probably not a good choice, since he would hinder next-turn drops like Phantasmal Dragon, Chronozoa, Phantom Beast, and the generally tumultuous attitude of the tribe.

Another case where the other Demons in your deck will grow a little unruly waiting for this guy to get out of the way; but with an important difference: unlike with Demonic Taskmaster, the other Demons are actually able to kill him by just being cast. And since there's a good chance they will be at higher spots in the mana curve, Illusory Demon might work as an excellent early presence. He asks for a little blue splash, but that's usually not a concern with a good mana base, even in Cabal Coffers decks. As an Illusion, though, he's probably not a good choice, since he would hinder next-turn drops like Phantasmal Dragon, Chronozoa, Phantom Beast, and the generally tumultuous attitude of the tribe. Rating: 6

6.

Name: Master of the Feast > > summary

Master of the Feast Set: Journey into Nyx

Journey into Nyx Additional Type: Enchantment

Enchantment Converted Mana Cost: 3

3 Body: 10

10 General Evaluation: Gluttonous Demon ahoy! Is our chubby Master of Feast the reigning sovereign of the fast Demons? Very possibly so, although that card advantage he gives to the opponent is very, very sinful. Up to you to have the guts for it.

Gluttonous Demon ahoy! Is our chubby Master of Feast the reigning sovereign of the fast Demons? Very possibly so, although that card advantage he gives to the opponent is very, very sinful. Up to you to have the guts for it. Tribal Evaluation: If you can stomach that upkeep cost, he'll make a banquet out of your opponent. And now I can stop with the eating jokes.

If you can stomach that upkeep cost, he'll make a banquet out of your opponent. And now I can stop with the eating jokes. Rating: 9

7.

Name: Soulcage Fiend > > summary

Soulcage Fiend Set: Avacyn Restored

Avacyn Restored Converted Mana Cost: 3

3 Body: 5

5 General Evaluation: Another demonic 3-drop who may be cause of troubles. On the one side, he lowers the life total of both players, and that's possibly a good thing in Suicide Black-like decks where you inflict yourself a lot of life losses in order to impact the opponent's own total faster. On the other side, given his underwhelming body he might not be able to connect or trade with anything relevant, so the triple life loss might be his only real contribution to the battle plan, and at that point something like Bump in the Night would prove a strictly better option in his place.

Another demonic 3-drop who may be cause of troubles. On the one side, he lowers the life total of both players, and that's possibly a good thing in Suicide Black-like decks where you inflict yourself a lot of life losses in order to impact the opponent's own total faster. On the other side, given his underwhelming body he might not be able to connect or trade with anything relevant, so the triple life loss might be his only real contribution to the battle plan, and at that point something like Bump in the Night would prove a strictly better option in his place. Tribal Evaluation: Decent, but somehow tricky: he doesn't really stop anything from attacking while waiting for the bigger Demons to come. And he actually helps the faster decks (which means many of the other linear tribal decks) to bring you to 0 life before the really scary Demons even had a chance to show up. Still, he's clearly worth including (if not absolutely needed) in those Demon decks that aim to stay low in the curve, maybe supported by an aggressive disruption strategy.

Decent, but somehow tricky: he doesn't really stop anything from attacking while waiting for the bigger Demons to come. And he actually helps the faster decks (which means many of the other linear tribal decks) to bring you to 0 life before the really scary Demons even had a chance to show up. Still, he's clearly worth including (if not absolutely needed) in those Demon decks that aim to stay low in the curve, maybe supported by an aggressive disruption strategy. Rating: 5

8.

Name: Abyssal Persecutor > > summary

Abyssal Persecutor Sets: Worldwake, Commander 2014

Worldwake, Commander 2014 Converted Mana Cost: 4

4 Body: 12

12 General Evaluation: Ah, the Persecutor. How powerful, how deceiving. You are given the chance of dropping a 6/6 flying trampling monstrosity for Hill Giant mana. Only problem is: as long as he'll be there, you won't be able to win the game. Getting rid of it becomes the battle plan, and might not be as easy as it seems, at least in non-dedicated builds. Sure, you can count on the opponent finding a solution for you before getting too low on life, for fear that YOU will have the solution after they would cross the 0-life mark. But sometimes, it just doesn't happen. Still, great card, and great design.

Ah, the Persecutor. How powerful, how deceiving. You are given the chance of dropping a 6/6 flying trampling monstrosity for Hill Giant mana. Only problem is: as long as he'll be there, you won't be able to win the game. Getting rid of it becomes the battle plan, and might not be as easy as it seems, at least in non-dedicated builds. Sure, you can count on the opponent finding a solution for you before getting too low on life, for fear that YOU will have the solution after they would cross the 0-life mark. But sometimes, it just doesn't happen. Still, great card, and great design. Tribal Evaluation: The strongest of the fast Demons, the more problematic. It certainly makes for a perfect pair with Demonlord of Ashmouth or Demonic Taskmaster, though.

The strongest of the fast Demons, the more problematic. It certainly makes for a perfect pair with Demonlord of Ashmouth or Demonic Taskmaster, though. Rating: 8

9.

Name: Archdemon of Paliano > > summary

Archdemon of Paliano Set: Conspiracy: Take the Crown

Conspiracy: Take the Crown Converted Mana Cost: 4

4 Body: 9

9 General Evaluation: All right, this is indeed a Demon (even one with a good body/cost ratio), but it only exists as an inside gimmick for Conspiracy drafts, so it's pretty much impossible to evaluate from the outside. I never played Conspiracy drafts, I read that rule text three times and still don't understand the first thing about what the hell this Demon is supposed to do.

All right, this is indeed a Demon (even one with a good body/cost ratio), but it only exists as an inside gimmick for Conspiracy drafts, so it's pretty much impossible to evaluate from the outside. I never played Conspiracy drafts, I read that rule text three times and still don't understand the first thing about what the hell this Demon is supposed to do. Tribal Evaluation: Same as above.

Same as above. Rating: n/a

10.

Name: Butcher of the Horde > > summary

Butcher of the Horde Set: Khans of Tarkir

Khans of Tarkir Converted Mana Cost: 4

4 Body: 9

9 General Evaluation: The first white Demon ever, courtesy of the Mardu clan, is certainly an interesting sacrifice outlet-cum-strategic beater. Put it in the right build, and come turn 4 you can swing for 5 in the air, gain 5 life, and maybe even defend? Okay, maybe that's asking too much from your sacrifice engine.

The first white Demon ever, courtesy of the Mardu clan, is certainly an interesting sacrifice outlet-cum-strategic beater. Put it in the right build, and come turn 4 you can swing for 5 in the air, gain 5 life, and maybe even defend? Okay, maybe that's asking too much from your sacrifice engine. Tribal Evaluation: Not sure how many expendable creatures you can have in a Demon deck (you might still want to get rid of an Abyssal Persecutor, though), or how many reasons to splash two unusual colors you can find, but this remains the only lifelinker in the tribe this side of Griselbrand. Plus, with the correct mana base (and, you know, Bitterblossom or something), it's pretty fast. And it's in Kaalia of the Vast's colors.

Not sure how many expendable creatures you can have in a Demon deck (you might still want to get rid of an Abyssal Persecutor, though), or how many reasons to splash two unusual colors you can find, but this remains the only lifelinker in the tribe this side of Griselbrand. Plus, with the correct mana base (and, you know, Bitterblossom or something), it's pretty fast. And it's in Kaalia of the Vast's colors. Rating: 8

11.

Name: Demonlord of Ashmouth > > summary

Demonlord of Ashmouth Set: Avacyn Restored

Avacyn Restored Converted Mana Cost: 4

4 Body: 9

9 General Evaluation: Of course, the first thing they made sure while designing this guy was not to turn him into a 6/5 flyer for 4: alas, you can't have him trigger his own undying, but you might very well have something you are fine with sacrificing by the time you reach 4 mana (for instance, a Perilous Myr, or Viridian Emissary). His stats are impressive for a 4 CMC creature, and make him a better creature than he's probably accounted for. Watch out for the undying causing another sacrifice, though: it might reveal a tricky predicament.

Of course, the first thing they made sure while designing this guy was not to turn him into a 6/5 flyer for 4: alas, you can't have him trigger his own undying, but you might very well have something you are fine with sacrificing by the time you reach 4 mana (for instance, a Perilous Myr, or Viridian Emissary). His stats are impressive for a 4 CMC creature, and make him a better creature than he's probably accounted for. Watch out for the undying causing another sacrifice, though: it might reveal a tricky predicament. Tribal Evaluation: It's not equally easy to have some good sacrifice fodder in a Demon deck as it is elsewhere, unless your plan was just to drop Soulcage Fiend on turn 3, attack with him on turn 4, then cast this one and look at the opponent from a possible 17-14 position with a big undying flyer on the battlefield. Not bad, but by the time you will really get into using the sacrifice-eager Demons, you might be able to discover that what they really like to eat are tiny, sweet, endless Faeries. Just saying.

It's not equally easy to have some good sacrifice fodder in a Demon deck as it is elsewhere, unless your plan was just to drop Soulcage Fiend on turn 3, attack with him on turn 4, then cast this one and look at the opponent from a possible 17-14 position with a big undying flyer on the battlefield. Not bad, but by the time you will really get into using the sacrifice-eager Demons, you might be able to discover that what they really like to eat are tiny, sweet, endless Faeries. Just saying. Rating: 8

12.

Name: Desecration Demon > > summary

Desecration Demon Set: Return to Ravnica

Return to Ravnica Converted Mana Cost: 4

4 Body: 12

12 General Evaluation: "Scary fattie on turn 4" is a recipe that Demons (and a very ancient, notorious Djinn) try to get right since the times of Grinning Demon. And sometimes they get it absolutely right: Desecration Demon is something the opponent has no choice but to deal with fast, because either they have a reliable free token generator (and in that case, they just lose any advantage or battle plan contribution it might give), or just trying to stall this ever-growing monster with their own creatures won't last long, and will cause a ridiculous card advantage count for the Desecration player. Maybe he will never get a chance to actually attack, but the sheer quantity of mischief he's able to cause is really worth it.

"Scary fattie on turn 4" is a recipe that Demons (and a very ancient, notorious Djinn) try to get right since the times of Grinning Demon. And sometimes they get it absolutely right: Desecration Demon is something the opponent has no choice but to deal with fast, because either they have a reliable free token generator (and in that case, they just lose any advantage or battle plan contribution it might give), or just trying to stall this ever-growing monster with their own creatures won't last long, and will cause a ridiculous card advantage count for the Desecration player. Maybe he will never get a chance to actually attack, but the sheer quantity of mischief he's able to cause is really worth it. Tribal Evaluation: Hard not to consider this one in any Demon deck, fast or slow. In the latter case, he might well be the lower end of the curve.

Hard not to consider this one in any Demon deck, fast or slow. In the latter case, he might well be the lower end of the curve. Rating: 9

13.

Name: Grinning Demon > > summary

Grinning Demon Set: Onslaught

Onslaught Converted Mana Cost: 4

4 Body: 12

12 General Evaluation: Here's a timeless classic. Taking a page from Juzám Djinn's book of tricks, Grinning Demon upped the ante a little bit, although one might find that a mere +1/+1 modifier isn't worth a double life bleeding. Still, he's solid, and the morph option makes it slightly more versatile.

Here's a timeless classic. Taking a page from Juzám Djinn's book of tricks, Grinning Demon upped the ante a little bit, although one might find that a mere +1/+1 modifier isn't worth a double life bleeding. Still, he's solid, and the morph option makes it slightly more versatile. Tribal Evaluation: The go-to 4 CMC Demon. He's still able to make his presence on the board noteworthy. However, the upkeep cost may be a cause for worry in a meta where fast aggro and burn are plentiful. Plus, Abyssal Persecutor, Demonlord of Ashmouth, and Desecration Demon are all excellent alternatives in his slot, albeit each of them bringing issues of their own to the table.

The go-to 4 CMC Demon. He's still able to make his presence on the board noteworthy. However, the upkeep cost may be a cause for worry in a meta where fast aggro and burn are plentiful. Plus, Abyssal Persecutor, Demonlord of Ashmouth, and Desecration Demon are all excellent alternatives in his slot, albeit each of them bringing issues of their own to the table. Rating: 8

14.

Name: Mindwrack Demon > > summary

Mindwrack Demon Set: Shadows over Innistrad

Shadows over Innistrad Converted Mana Cost: 4

4 Body: 9

9 General Evaluation: So, this one seems pretty good once you've achieved delirium, and not really before that, because in that case you're only (maybe) decreasing everybody's life total by 4 per turn. However, our Mindwrack friend gives us a hand with our delirium goal by milling 4 cards out of our library. The thing about self-milling effects is: they're all fine and dandy in decks that support them, but hardly advisable elsewhere, because even if you don't lose card advantage by milling away a chunk of your library, you still mess with the balance of the list.

So, this one seems pretty good once you've achieved delirium, and not really before that, because in that case you're only (maybe) decreasing everybody's life total by 4 per turn. However, our Mindwrack friend gives us a hand with our delirium goal by milling 4 cards out of our library. The thing about self-milling effects is: they're all fine and dandy in decks that support them, but hardly advisable elsewhere, because even if you don't lose card advantage by milling away a chunk of your library, you still mess with the balance of the list. Tribal Evaluation: It's possible to build a Demon deck that capitalizes on dumping cards into the graveyard. Not sure it'd be a great Demon deck, but it might work.

It's possible to build a Demon deck that capitalizes on dumping cards into the graveyard. Not sure it'd be a great Demon deck, but it might work. Rating: 7

15.

Name: Rakdos, Lord of Riots > > summary

Rakdos, Lord of Riots Set: Return to Ravnica

Return to Ravnica Additional Type : Legendary

Legendary Converted Mana Cost: 4

4 Body: 12

12 General Evaluation: After reading the rules text for the second incarnation of the mighty Rakdos, one can't help but feel extremely excited: you get to live the dream of a 4 CMC Demon with Abyssal Persecutor stats and no downside, plus if you connect with him next turn, you get at least 6 free mana to cast more fatties? That's insane! What were they thinking?! It's broken! Whoa now, let's chill out a little bit, shall we? Rakdos the 2nd is indeed an amazing creature, but there's a number of elements to be considered with him. First of all, dropping him by turn 4 isn't going to be effortless: you need double-colored mana of two different flavors (so Dark Ritual is out of the picture here, even where legal), and you also need something capable of dealing damage already on the board, or else you'll have to factor in the mana needed to fuel a direct damage spell. It's nothing too hard to accomplish, but still something you'll have to actively work towards. Another thing is: all that free colorless mana you'll hopefully get while Rakdos is online (which was conceived as the new Rakdos guild's paincast mechanic, but ended up on the guild leader alone) may feel like a case of "win more". It's obviously too frail and unreliable a condition to become an enabler for some sort of Eldrazi ramp, so you're not going to try and include in the deck a dozen fatties to be possibly dropped via Rakdos. Sure, connecting with Rakdos and getting a free Wurmcoil Engine or semi-free Inferno Titan out of it is sweet, and nearly lethal, but it's a bit of a best case scenario. This said, the strategic advantage you get from consistently reducing your colorless cost for critters is huge, and if not quite a "build around me" factor, it's surely a great bonus to what remains an insanely cheap finisher anyway.

After reading the rules text for the second incarnation of the mighty Rakdos, one can't help but feel extremely excited: you get to live the dream of a 4 CMC Demon with Abyssal Persecutor stats and no downside, plus if you connect with him next turn, you get at least 6 free mana to cast more fatties? That's insane! What were they thinking?! It's broken! Whoa now, let's chill out a little bit, shall we? Rakdos the 2nd is indeed an amazing creature, but there's a number of elements to be considered with him. First of all, dropping him by turn 4 isn't going to be effortless: you need double-colored mana of two different flavors (so Dark Ritual is out of the picture here, even where legal), and you also need something capable of dealing damage already on the board, or else you'll have to factor in the mana needed to fuel a direct damage spell. It's nothing too hard to accomplish, but still something you'll have to actively work towards. Another thing is: all that free colorless mana you'll hopefully get while Rakdos is online (which was conceived as the new Rakdos guild's paincast mechanic, but ended up on the guild leader alone) may feel like a case of "win more". It's obviously too frail and unreliable a condition to become an enabler for some sort of Eldrazi ramp, so you're not going to try and include in the deck a dozen fatties to be possibly dropped via Rakdos. Sure, connecting with Rakdos and getting a free Wurmcoil Engine or semi-free Inferno Titan out of it is sweet, and nearly lethal, but it's a bit of a best case scenario. This said, the strategic advantage you get from consistently reducing your colorless cost for critters is huge, and if not quite a "build around me" factor, it's surely a great bonus to what remains an insanely cheap finisher anyway. Tribal Evaluation: The main issue with Rakdos in Demon decks is that you are forced to include a heavy red base to be sure you'll be able to have those two red mana early on. Of course, you may just achieve this through Badlands and Blood Crypt in order to not disrupt Cabal Coffers, but it remains to evaluate what else red brings to your deck, and that certainly wouldn't be the few red Demons, as they are mostly stinkers. Here's the thing about Rakdos colors: they're not a very interesting midrange pair. They don't give each other nothing that each of them doesn't already have on its own, and if you don't aim to maximize a fast burn/beatdown strategy (which, admittedly, they're very good at), you don't really have a good reason to play this color combination at all. And yet it's what its namesake patron would like for you to do.

The main issue with Rakdos in Demon decks is that you are forced to include a heavy red base to be sure you'll be able to have those two red mana early on. Of course, you may just achieve this through Badlands and Blood Crypt in order to not disrupt Cabal Coffers, but it remains to evaluate what else red brings to your deck, and that certainly wouldn't be the few red Demons, as they are mostly stinkers. Here's the thing about Rakdos colors: they're not a very interesting midrange pair. They don't give each other nothing that each of them doesn't already have on its own, and if you don't aim to maximize a fast burn/beatdown strategy (which, admittedly, they're very good at), you don't really have a good reason to play this color combination at all. And yet it's what its namesake patron would like for you to do. Commander Evaluation: Rakdos 2.0 certainly makes for a strong commander. In a format where you usually run big, splashy stuff like it's nothing, his mana-producing ability is really scary. Still, as Mike Morales points out in the comments, he doesn't have any protection besides his solid toughness (which rarely means much in Commander), and is the kind of thing that paints a big target on both his back and yours.

Rakdos 2.0 certainly makes for a strong commander. In a format where you usually run big, splashy stuff like it's nothing, his mana-producing ability is really scary. Still, as Mike Morales points out in the comments, he doesn't have any protection besides his solid toughness (which rarely means much in Commander), and is the kind of thing that paints a big target on both his back and yours. Rating: 9

16.

Name: Razorjaw Oni > > summary

Razorjaw Oni Sets: Saviors of Kamigawa, Commander

Saviors of Kamigawa, Commander Additional Type: Spirit

Spirit Converted Mana Cost: 4

4 Body: 9

9 General Evaluation: A semi-decent vanilla beater with an exorbitant, ridiculous drawback? Not the kind of stuff you get all worked up about. There's a case where you want to splash this and mess with your mono-black opponent's defenses, but even as a sideboard card, it's laughable.

A semi-decent vanilla beater with an exorbitant, ridiculous drawback? Not the kind of stuff you get all worked up about. There's a case where you want to splash this and mess with your mono-black opponent's defenses, but even as a sideboard card, it's laughable. Tribal Evaluation: The options at CMC 4 for Demons (and Spirit, for that matter) are so many and so better that this Kamigawa leftover isn't even worth a second look.

The options at CMC 4 for Demons (and Spirit, for that matter) are so many and so better that this Kamigawa leftover isn't even worth a second look. Rating: 3

17.

Name: Scourge of Numai > > summary

Scourge of Numai Set: Betrayers of Kamigawa

Betrayers of Kamigawa Additional Type: Spirit

Spirit Converted Mana Cost: 4

4 Body: 8

8 General Evaluation: So, what not to love about a Grinning Demon with built-in Dead Weight? Well, what about everything?

So, what not to love about a Grinning Demon with built-in Dead Weight? Well, what about everything? Tribal Evaluation: But wait, if you play it within an Ogre tribal deck, there's some chances you'll get your 4/4 for 4 and no flip side! (Provided at least an Ogre will stick.) Way to make Ogre more interesting, eh?

But wait, if you play it within an Ogre tribal deck, there's some chances you'll get your 4/4 for 4 and no flip side! (Provided at least an Ogre will stick.) Way to make Ogre more interesting, eh? Rating: 2





18.

Name: Shimatsu the Bloodcloaked > > summary

Shimatsu the Bloodcloaked Set: Champions of Kamigawa

Champions of Kamigawa Additional Types: Legendary Spirit

Legendary Spirit Converted Mana Cost: 4

4 Body: 0 (variable)

0 (variable) General Evaluation: I wonder what the "Legend of Shimatsu" is based on. Is he the Loser of the Games? The Scourge of the Winning Ratio? Maybe that's what "Bloodcloaked" refers to: he bathes in your own blood! Of course, you can concoct a strategy where his asinine way of clearing your side of the board might become a weapon, thanks to some Balance effect. But then why not to play the infinitely superior and outright more effective Greater Gargadon instead? Which is in fact what everyone in their right mind would play in those kinds of decks over this moron.

I wonder what the "Legend of Shimatsu" is based on. Is he the Loser of the Games? The Scourge of the Winning Ratio? Maybe that's what "Bloodcloaked" refers to: he bathes in your own blood! Of course, you can concoct a strategy where his asinine way of clearing your side of the board might become a weapon, thanks to some Balance effect. But then why not to play the infinitely superior and outright more effective Greater Gargadon instead? Which is in fact what everyone in their right mind would play in those kinds of decks over this moron. Tribal Evaluation: This is one of the many occasions where I'll get to say: bad red Demons are bad. Of course, Spirits don't even bother to turn their collective head to contemptuously look on Shimatsu's general direction.

This is one of the many occasions where I'll get to say: bad red Demons are bad. Of course, Spirits don't even bother to turn their collective head to contemptuously look on Shimatsu's general direction. Commander Evaluation: Weirdly enough, he might work as the leader of a combo deck where you aim to play some of the abovementioned Balance effects. Too bad they are almost exclusively in white while this guy's monored.

Weirdly enough, he might work as the leader of a combo deck where you aim to play some of the abovementioned Balance effects. Too bad they are almost exclusively in white while this guy's monored. Rating: 0

19.

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20.

Name: Archfiend of Depravity > > summary

Archfiend of Depravity Set: Fate Reforged

Fate Reforged Converted Mana Cost: 5

5 Body: 9

9 General Evaluation: This has the exact same cost and board presence of Bloodgift Demon, but replaces the card draw with an effect that forces the opponents to play with no more two creatures. This clearly doesn't compare with the advantage of drawing cards, and it's even possible that it won't do much of anything, especially against decks that don't aim to fill their side of the battlefield with tons of creatures, but it's still a powerful ability.

This has the exact same cost and board presence of Bloodgift Demon, but replaces the card draw with an effect that forces the opponents to play with no more two creatures. This clearly doesn't compare with the advantage of drawing cards, and it's even possible that it won't do much of anything, especially against decks that don't aim to fill their side of the battlefield with tons of creatures, but it's still a powerful ability. Tribal Evaluation: In a Tribal environment the board limit is particularly effective, particularly since, as a Demon player, you'll suffer fast aggro considerably. It's also worth noting that it's a forced sacrifice, so it'll beautifully get rid of all hexproof and indestructible annoyances.

In a Tribal environment the board limit is particularly effective, particularly since, as a Demon player, you'll suffer fast aggro considerably. It's also worth noting that it's a forced sacrifice, so it'll beautifully get rid of all hexproof and indestructible annoyances. Rating: 7

21.

Name: Bloodgift Demon > > summary

Bloodgift Demon Sets: Innistrad, Commander 2014

Innistrad, Commander 2014 Converted Mana Cost: 5

5 Body: 9

9 General Evaluation: He flies, he swings for 5, he gives you a free Phyrexian Arena. He's living the midrange dream.

He flies, he swings for 5, he gives you a free Phyrexian Arena. He's living the midrange dream. Tribal Evaluation: Demon decks play four copies of this guy. It's just a fact.

Demon decks play four copies of this guy. It's just a fact. Rating: 10

22.

Name: Demon of Wailing Agonies > > summary

Demon of Wailing Agonies Set: Commander 2014

Commander 2014 Converted Mana Cost: 5

5 Body: 9

9 General Evaluation: Take lieutenant away, this guy is just a black Air Elemental, therefore pretty useless. Along with your commander, though, he's a nice 6/6 flyer who casts Diabolic Edict every time he connects. Not exactly the card that will change your Commander deck, but one you might want to consider in good stuff builds.

Take lieutenant away, this guy is just a black Air Elemental, therefore pretty useless. Along with your commander, though, he's a nice 6/6 flyer who casts Diabolic Edict every time he connects. Not exactly the card that will change your Commander deck, but one you might want to consider in good stuff builds. Tribal Evaluation: Well, Tribal Demon Commander is openly suggested by one of the C14 decks, no?

Well, Tribal Demon Commander is openly suggested by one of the C14 decks, no? Rating: 7

23.

24.

Name: Halo Hunter > > summary

Halo Hunter Set: Zendikar

Zendikar Converted Mana Cost: 5

5 Body: 9

9 General Evaluation: The main function behind Halo Hunter's design was to be removal on a stick against Zendikar Angels within that set's dynamics. In a larger meta, the odds of him meeting his favored prey by chance are fairly bad. Even in Modern, where you can count on Restoration Angel or Linvala, Keeper of Silence to show up regularly, and even inside toolbox archetypes like Birthing Pod, he's not worth a sideboard slot. The competition is just too strong, his toughness makes him frail, and the ability to swing for 6 intimidating damage isn't reliable enough to warrant an inclusion. Sorry, man. Your flavor is nice, though.

The main function behind Halo Hunter's design was to be removal on a stick against Zendikar Angels within that set's dynamics. In a larger meta, the odds of him meeting his favored prey by chance are fairly bad. Even in Modern, where you can count on Restoration Angel or Linvala, Keeper of Silence to show up regularly, and even inside toolbox archetypes like Birthing Pod, he's not worth a sideboard slot. The competition is just too strong, his toughness makes him frail, and the ability to swing for 6 intimidating damage isn't reliable enough to warrant an inclusion. Sorry, man. Your flavor is nice, though. Tribal Evaluation: Considering his main strength would really shine only within an Angel vs. Demon event, but in that case it would probably be banned or restricted, it looks like there's really no place for this serial killer of Angels (the Feather Collector?) in the Magic world.

Considering his main strength would really shine only within an Angel vs. Demon event, but in that case it would probably be banned or restricted, it looks like there's really no place for this serial killer of Angels (the Feather Collector?) in the Magic world. Rating: 4

25.

Name: Indulgent Tormentor > > summary

Indulgent Tormentor Set: Magic 2015

Magic 2015 Converted Mana Cost: 5

5 Body: 8

8 General Evaluation: Indulgent Tormentor is Bloodgift Demon's gentler brother. Or more cunning, maybe, because you won't ever have to lose life to his upkeep cost, but your opponent probably will. Unless you're facing a deck that can produce a lot of tokens, that is. Which you might, but the more likely case still seem to be: you get to draw a card for free. Of course, to balance this effect out they gave him a boltable butt, which ultimately is the crucial detail that sets it apart from his more solid relative.

Indulgent Tormentor is Bloodgift Demon's gentler brother. Or more cunning, maybe, because you won't ever have to lose life to his upkeep cost, but your opponent probably will. Unless you're facing a deck that can produce a lot of tokens, that is. Which you might, but the more likely case still seem to be: you get to draw a card for free. Of course, to balance this effect out they gave him a boltable butt, which ultimately is the crucial detail that sets it apart from his more solid relative. Tribal Evaluation: You'll probably still want to prioritize Bloodgift Demon, but this guy might easily become your fifth or sixth copy.

You'll probably still want to prioritize Bloodgift Demon, but this guy might easily become your fifth or sixth copy. Rating: 8

26.

Name: Kagemaro, First to Suffer > > summary

Kagemaro, First to Suffer Set: Saviors of Kamigawa

Additional Types: Legendary Spirit

Legendary Spirit Converted Mana Cost: 5

5 Body: *

* General Evaluation: As far as Kamigawa Demons go (and they don't usually go that far), Kagemaro is definitely a star. You have to look at him less as a creature and more as a Mutilate on a stick. Sure, it's a situational effect, and it requires one additional mana to activate, but it's still a good option for midrange black decks that don't unload their entire hand in the first few turns, and maybe also have a few ways to refill it down the line.

As far as Kamigawa Demons go (and they don't usually go that far), Kagemaro is definitely a star. You have to look at him less as a creature and more as a Mutilate on a stick. Sure, it's a situational effect, and it requires one additional mana to activate, but it's still a good option for midrange black decks that don't unload their entire hand in the first few turns, and maybe also have a few ways to refill it down the line. Tribal Evaluation: There are other, more powerful Demons capable of providing mass creature destruction of sort (Carnifex Demon, Pestilence Demon, Reiver Demon), but Kagemaro is the faster. The situational nature of the killing tends to be mitigated in Demon decks, most of which are midrange or slower, and a late activation with 2 or 3 cards in hand is very likely to left your army untouched while still potentially crippling the other side of the table. The chance to save a nontribal slot thanks to a tribal creature able to perform a similar task (in this case: the role of a mass removal) is always welcome, and it's something even Spirit decks might be interested in.

There are other, more powerful Demons capable of providing mass creature destruction of sort (Carnifex Demon, Pestilence Demon, Reiver Demon), but Kagemaro is the faster. The situational nature of the killing tends to be mitigated in Demon decks, most of which are midrange or slower, and a late activation with 2 or 3 cards in hand is very likely to left your army untouched while still potentially crippling the other side of the table. The chance to save a nontribal slot thanks to a tribal creature able to perform a similar task (in this case: the role of a mass removal) is always welcome, and it's something even Spirit decks might be interested in. Commander Evaluation: What he does is something you might well want to recur from the Command Zone again and again over the course of a long, control-based game.

What he does is something you might well want to recur from the Command Zone again and again over the course of a long, control-based game. Rating: 7

27.

Name: Master of Cruelties > > summary

Master of Cruelties Set: Dragon's Maze

Converted Mana Cost: 5

5 Body: 5

5 General Evaluation: Master of Cruelties does some amazing things, but it's a bit tricky to evaluate. He can win you the game. Almost. Actually, he can't win the game by himself at all since he can never deal that final damage. And how easy can be to attack with him without meeting a blocker? Probably not that easy. But that's where his other abilities come into play: Whatever you use to block him, if it's not somehow protected or indestructible, it'll die. You may have a lot of chump blockers to keep avoiding losing precious creatures or going down to the very dangerous scenario of being at 1 life (which is very neat against lifegaining decks like Soul Sisters, by the way). But the Master will still be dictating the pace of the game, which isn't a bad thing to do. Plus, in a pinch, he's a great blocker. I know, Rakdos wouldn't probably be very happy to see him used to stall the board rather than raining down carnage; but it's what Master of Cruelties does best.

Master of Cruelties does some amazing things, but it's a bit tricky to evaluate. He can win you the game. Almost. Actually, he can't win the game by himself at all since he can never deal that final damage. And how easy can be to attack with him without meeting a blocker? Probably not that easy. But that's where his other abilities come into play: Whatever you use to block him, if it's not somehow protected or indestructible, it'll die. You may have a lot of chump blockers to keep avoiding losing precious creatures or going down to the very dangerous scenario of being at 1 life (which is very neat against lifegaining decks like Soul Sisters, by the way). But the Master will still be dictating the pace of the game, which isn't a bad thing to do. Plus, in a pinch, he's a great blocker. I know, Rakdos wouldn't probably be very happy to see him used to stall the board rather than raining down carnage; but it's what Master of Cruelties does best. Tribal Evaluation: In a Rakdos-colored build, there should be a few copies of him. Elsewhere, it's probably not necessary unless you're chasing some late endgame and you want something to control the battlefield and survive as much as possible.

In a Rakdos-colored build, there should be a few copies of him. Elsewhere, it's probably not necessary unless you're chasing some late endgame and you want something to control the battlefield and survive as much as possible. Rating: 8

28.

Name: Ob Nixilis, the Fallen > > summary

Ob Nixilis, the Fallen Set: Zendikar

Zendikar Additional Type: Legendary

Legendary Converted Mana Cost: 5

5 Body: 6

6 General Evaluation: Ob Nixilis never found a proper home within any format in which he was or is playable. And this is very sad, because our boy Ob is arguably the strongest landfall creature in existence. You just have to remember to look at him as a wincon, not as a creature, and therefore drop him the turn you can follow by dropping that fetchland you have in hand (or by activating those two fetchlands you have in play), not the turn before. If everything goes according to the plan, you'll end the same turn with a 9/9 and 6 life less to worry about. In the right deck, an unattended Ob doesn't take long to win the game, and he rarely has to attack (he rather wouldn't). And he's cheap enough to hardcast that you can easily run a playset, to keep another copy ready when the first one is inevitably dealt with.

Ob Nixilis never found a proper home within any format in which he was or is playable. And this is very sad, because our boy Ob is arguably the strongest landfall creature in existence. You just have to remember to look at him as a wincon, not as a creature, and therefore drop him the turn you can follow by dropping that fetchland you have in hand (or by activating those two fetchlands you have in play), not the turn before. If everything goes according to the plan, you'll end the same turn with a 9/9 and 6 life less to worry about. In the right deck, an unattended Ob doesn't take long to win the game, and he rarely has to attack (he rather wouldn't). And he's cheap enough to hardcast that you can easily run a playset, to keep another copy ready when the first one is inevitably dealt with. Tribal Evaluation: Demon decks can include Ob without twisting themselves too much. You just have to include at least 8 fetchlands, and possibly other kinds of land tutoring (maybe even Liliana of the Dark Realms), which is hardly a bad thing to do in general and especially when you have some mana-intensive Demons in there.

Demon decks can include Ob without twisting themselves too much. You just have to include at least 8 fetchlands, and possibly other kinds of land tutoring (maybe even Liliana of the Dark Realms), which is hardly a bad thing to do in general and especially when you have some mana-intensive Demons in there. Commander Evaluation: The loss of life targets one player at a time, so it's not very strategical. In Commander you have access to a number of insane ways to drop a large quantity of lands at once, and the resources to pull that off, but you'd need at least green for that. This makes any attempt to build around Ob Nixilis as a commander kind of a rare oddity.

The loss of life targets one player at a time, so it's not very strategical. In Commander you have access to a number of insane ways to drop a large quantity of lands at once, and the resources to pull that off, but you'd need at least green for that. This makes any attempt to build around Ob Nixilis as a commander kind of a rare oddity. Rating: 8

29.

Name: Painwracker Oni > > summary

Painwracker Oni Set: Champions of Kamigawa

Champions of Kamigawa Additional Type: Spirit

Spirit Converted Mana Cost: 5

5 Body: 9

9 General Evaluation: The twin brother of Gutwrencher Oni trades flying for fear as a keyword, and discard for creature sacrifice as an upkeep cost. He's not the brighter one in an already not-to-bright family, even the Ogres can see that.

The twin brother of Gutwrencher Oni trades flying for fear as a keyword, and discard for creature sacrifice as an upkeep cost. He's not the brighter one in an already not-to-bright family, even the Ogres can see that. Tribal Evaluation: The reason all the Kamigawa Demons are also Spirits is because the Japanese word "oni" doesn't refer to the Western concept of "demon", which is mostly linked to religious beliefs. Spirit decks don't care since 2004.

The reason all the Kamigawa Demons are also Spirits is because the Japanese word "oni" doesn't refer to the Western concept of "demon", which is mostly linked to religious beliefs. Spirit decks don't care since 2004. Rating: 2

30.

Name: Rakshasa Gravecaller > > summary

Rakshasa Gravecaller Set: Dragons of Tarkir

Dragons of Tarkir Converted Mana Cost: 5

5 Body: 9

9 General Evaluation: Rakshasa Gravecaller is not an especially alluring demonic specimen; it's essentially a vanilla beater on the battlefield and the power impact is low for its point in the curve. But hey, you're given the chance to turn a 2/2 Zombie token into two 2/2 Zombie tokens, which is a nice deal (it's even better if you use some recursive creature a la Bloodghast.) And the sacrifice isn't even mandatory, although at that point there's really no reason for playing a 3/6 vanilla for 5 in a Constructed format. Plus, let's face it: you're not that more likely to win only because now you have two 2/2 Zombie tokens on the battlefield.

Rakshasa Gravecaller is not an especially alluring demonic specimen; it's essentially a vanilla beater on the battlefield and the power impact is low for its point in the curve. But hey, you're given the chance to turn a 2/2 Zombie token into two 2/2 Zombie tokens, which is a nice deal (it's even better if you use some recursive creature a la Bloodghast.) And the sacrifice isn't even mandatory, although at that point there's really no reason for playing a 3/6 vanilla for 5 in a Constructed format. Plus, let's face it: you're not that more likely to win only because now you have two 2/2 Zombie tokens on the battlefield. Tribal Evaluation: I'm confident to say, it's not even worthy of a consideration.

I'm confident to say, it's not even worthy of a consideration. Rating: 5

31.

Name: Rakshasa Vizier > > summary

Rakshasa Vizier Set: Khans of Tarkir

Khans of Tarkir Additional Type: Cat

Cat Converted Mana Cost: 5

5 Body: 8

8 General Evaluation: Khans of Tarkir includes delve as one of the set's mechanic, so here's a guy who grows bigger every time you delve. Considering it starts as a strictly worse Fire Elemental with a 3-color requirement, and remains vanilla until the bitter end, I don't think it will be remembered as anything more than a mechanical byproduct.

Khans of Tarkir includes delve as one of the set's mechanic, so here's a guy who grows bigger every time you delve. Considering it starts as a strictly worse Fire Elemental with a 3-color requirement, and remains vanilla until the bitter end, I don't think it will be remembered as anything more than a mechanical byproduct. Tribal Evaluation: To play off of Tombstalker and Necropolis Fiend? Doubtful.

To play off of Tombstalker and Necropolis Fiend? Doubtful. Rating: 4

32.

Name: Ravenous Demon > > summary

Ravenous Demon Set: Dark Ascension

Dark Ascension Converted Mana Cost: 5 (after transformation: 0)

5 (after transformation: 0) Body: 8 (after transformation: 18)

8 (after transformation: 18) General Evaluation: Ok, let's start from the end: there might actually be a case where you have a Human creature you really, really want to sacrifice (say, Academy Rector), and you like to do so and get a big monster in the process. Too bad the big monster keeps asking for more sacrifices, Lord of the Pit-style, and he's not really going to change diet: either you have other Humans for him to snack upon, or you're pretty much doomed. Add the facts that you don't even get to sacrifice the first Human in the end phase, and that you have plenty of other options for similar finishers that are less obsessed with particular creature types, and you'll understand why pretty much nobody ever plays this particular transformer, as much flavorful as he is.

Ok, let's start from the end: there might actually be a case where you have a Human creature you really, really want to sacrifice (say, Academy Rector), and you like to do so and get a big monster in the process. Too bad the big monster keeps asking for more sacrifices, Lord of the Pit-style, and he's not really going to change diet: either you have other Humans for him to snack upon, or you're pretty much doomed. Add the facts that you don't even get to sacrifice the first Human in the end phase, and that you have plenty of other options for similar finishers that are less obsessed with particular creature types, and you'll understand why pretty much nobody ever plays this particular transformer, as much flavorful as he is. Tribal Evaluation: What about looking for another, safer sacrifice outlet for your Human deck? I don't know, maybe one that doesn't try to kill you sooner or later? And that's not a strictly worse Earth Elemental in the meantime?

What about looking for another, safer sacrifice outlet for your Human deck? I don't know, maybe one that doesn't try to kill you sooner or later? And that's not a strictly worse Earth Elemental in the meantime? Rating: 2

33.

Name: Renegade Demon > > summary

Renegade Demon Set: Avacyn Restored

Avacyn Restored Converted Mana Cost: 5

5 Body: 8

8 General Evaluation: Along with Soulcage Fiend, the only common Demon ever printed (Lady Orca would become common in the Master's Edition). Entirely vanilla, wildly sub-par, nothing to be seen here.

Along with Soulcage Fiend, the only common Demon ever printed (Lady Orca would become common in the Master's Edition). Entirely vanilla, wildly sub-par, nothing to be seen here. Tribal Evaluation: Seriously, nothing to be seen here.

Seriously, nothing to be seen here. Rating: 1

34.

Name: Seizan, Perverter of Truth > > summary

Seizan, Perverter of Truth Set: Champions of Kamigawa

Champions of Kamigawa Additional Types: Legendary Spirit

Legendary Spirit Converted Mana Cost: 5

5 Body: 11

11 General Evaluation: It's a general flavor, and one that Kamigawa block particularly insisted upon, that in order to convince a Demon to fight on your side, you have to stipulate some sort of pact with him, a pact that usually involves both an upside and a downside. In this case, it's the same, classic combination of drawing cards in exchange of life that's featured in popular black cards like Night's Whisper or Sign in Blood. Only, for some reason, Seizan forces the other players to partake at each upkeep. It's not a bad deal, actually, and there are good ways to set up your deck in a way that takes greater advantage from drawing into more fuel and seeing the opponent's life total go down. And a body 11, although non-evasive, might even help sealing the deal.

It's a general flavor, and one that Kamigawa block particularly insisted upon, that in order to convince a Demon to fight on your side, you have to stipulate some sort of pact with him, a pact that usually involves both an upside and a downside. In this case, it's the same, classic combination of drawing cards in exchange of life that's featured in popular black cards like Night's Whisper or Sign in Blood. Only, for some reason, Seizan forces the other players to partake at each upkeep. It's not a bad deal, actually, and there are good ways to set up your deck in a way that takes greater advantage from drawing into more fuel and seeing the opponent's life total go down. And a body 11, although non-evasive, might even help sealing the deal. Tribal Evaluation: Seizan seems perfect as a top-of-the-curve guy in a fast Demon build, where you want to refill your emptied hand and accelerate that delicate process that brings the opponent down to 0 life.

Seizan seems perfect as a top-of-the-curve guy in a fast Demon build, where you want to refill your emptied hand and accelerate that delicate process that brings the opponent down to 0 life. Commander Evaluation: I never personally experienced a Commander table with Seizan in it, but it looks like it might be fast and furious fun. Of course, it's easy to build a mono-black deck that exploits the decreasing life and refilling hands the most, but games with Seizan have to be generally weird and a lot quicker, especially considering the reluctance to kill him before he's given you some more cards. Just two more! Just another turn and I'll kill him, I promise! Ah, these Demons and their irresistible temptations.

I never personally experienced a Commander table with Seizan in it, but it looks like it might be fast and furious fun. Of course, it's easy to build a mono-black deck that exploits the decreasing life and refilling hands the most, but games with Seizan have to be generally weird and a lot quicker, especially considering the reluctance to kill him before he's given you some more cards. Just two more! Just another turn and I'll kill him, I promise! Ah, these Demons and their irresistible temptations. Rating: 7

35.

Name: Shadowborn Demon > > summary

Shadowborn Demon Set: Magic 2014

Magic 2014 Converted Mana Cost: 5

5 Body: 11

11 General Evaluation: Let's put this out of the way: the provided combo with a deck entirely made up Shadowborn Apostles is just for kitchen tables. And even in that case, it's dumb and boring. I don't even get the flavor: there's a cult devoted to these Demons whose members are willing to commit mass suicide (what happened to carefully selected sacrificial victims?) in order to summon up one of them, which will be perfectly satisfied as long as he sees at least 6 bodies lying around? What is he, a moderately hungry Demon? "Care for a sacrifice more?" "No, thanks, I think I had enough after the last six". But silliness and blatantly Timmy mechanics apart, this Demon is, in himself, a blast. For 5 mana you are given a big flyer, the best evasive beater of this entire legion, and you also get to kill something! And if the battlefield is empty, you can still cast him, since he doesn't kill himself! And that ETB effect, the less conditional ever printed on a black creature, only asks to be abused. All right, there's a downside, I'm getting to it. The Shadowborn has essentially an upkeep cost, which was meant to be turned off by the corpses of those silly Apostles. But it's not that hard to devise a better strategy that ends up with the same graveyard status. Still, that's the one issue that prevents this to be one of the Top 3 Demon creatures in the game (and probably one of the top black creatures altogether). It's still in the high percentile, though.

Let's put this out of the way: the provided combo with a deck entirely made up Shadowborn Apostles is just for kitchen tables. And even in that case, it's dumb and boring. I don't even get the flavor: there's a cult devoted to these Demons whose members are willing to commit mass suicide (what happened to carefully selected sacrificial victims?) in order to summon up one of them, which will be perfectly satisfied as long as he sees at least 6 bodies lying around? What is he, a moderately hungry Demon? "Care for a sacrifice more?" "No, thanks, I think I had enough after the last six". But silliness and blatantly Timmy mechanics apart, this Demon is, in himself, a blast. For 5 mana you are given a big flyer, the best evasive beater of this entire legion, and you also get to kill something! And if the battlefield is empty, you can still cast him, since he doesn't kill himself! And that ETB effect, the less conditional ever printed on a black creature, only asks to be abused. All right, there's a downside, I'm getting to it. The Shadowborn has essentially an upkeep cost, which was meant to be turned off by the corpses of those silly Apostles. But it's not that hard to devise a better strategy that ends up with the same graveyard status. Still, that's the one issue that prevents this to be one of the Top 3 Demon creatures in the game (and probably one of the top black creatures altogether). It's still in the high percentile, though. Tribal Evaluation: Admittedly, the 6-creatures-in-the-graveyard clause is hard to fulfill in a typical Demon deck, except for reanimator builds with massive discard or entombing a la Buried Alive, where Shadowborn Demon might have the role of a secondary finisher you reserve to hardcast when you ran out of reanimators. Or you can have some amount of token generation (like, you know, Bitterblossom) as an insurance. Or supporting stuff you want to sacrifice, although this starts to become a very complicate build to pull off.

Admittedly, the 6-creatures-in-the-graveyard clause is hard to fulfill in a typical Demon deck, except for reanimator builds with massive discard or entombing a la Buried Alive, where Shadowborn Demon might have the role of a secondary finisher you reserve to hardcast when you ran out of reanimators. Or you can have some amount of token generation (like, you know, Bitterblossom) as an insurance. Or supporting stuff you want to sacrifice, although this starts to become a very complicate build to pull off. Rating: 8

36.

Name: Sol'kanar the Swamp King > > summary

Sol'kanar the Swamp King Sets: Legends, Time Spiral "Timeshifted"

Legends, Time Spiral "Timeshifted" Additional Type: Legendary

Legendary Converted Mana Cost: 5

5 Body: 10

10 General Evaluation: In the once popular Sol'kanar you can see all the revealing traits of a card that stems from a time when they had no real clues how to design a good creature. Legends is a set especially notorious for having the most terrible creatures ever printed, and Sol'kanar doesn't even look that bad when compared to stuff like Jedit Ojanen or Gabriel Angelfire. Still, you have to spend 5 mana in a proto-Grixis combination to get a 5/5 with swampwalk. With the meager bonus of a built-in Demon's Horn (well, at least it isn't a Throne of Bone, I guess). Granted, a 5/5 for 5 with fairly possible evasion (Urborg, Tomb of Yawgmoth currently existing and all) is somehow solid. Being a Timeshifted card also gives him access to Modern. The problem is that we're not in 1994 anymore, and a three-colored midrange beater needs to do something more these days. Still somehow playable, though, which is more of what you can say for a lot of the grandpa arsenal from before Mirage.

In the once popular Sol'kanar you can see all the revealing traits of a card that stems from a time when they had no real clues how to design a good creature. Legends is a set especially notorious for having the most terrible creatures ever printed, and Sol'kanar doesn't even look that bad when compared to stuff like Jedit Ojanen or Gabriel Angelfire. Still, you have to spend 5 mana in a proto-Grixis combination to get a 5/5 with swampwalk. With the meager bonus of a built-in Demon's Horn (well, at least it isn't a Throne of Bone, I guess). Granted, a 5/5 for 5 with fairly possible evasion (Urborg, Tomb of Yawgmoth currently existing and all) is somehow solid. Being a Timeshifted card also gives him access to Modern. The problem is that we're not in 1994 anymore, and a three-colored midrange beater needs to do something more these days. Still somehow playable, though, which is more of what you can say for a lot of the grandpa arsenal from before Mirage. Tribal Evaluation: There's actually one case in which Sol'kanar is relevant in a Demon deck: when you go for a Defiler of Souls, multicolored build.

There's actually one case in which Sol'kanar is relevant in a Demon deck: when you go for a Defiler of Souls, multicolored build. Commander Evaluation: Nostalgia builds aside, you really need to love the guy a lot to choose him to lead your Grixis-colored Commander deck.

Nostalgia builds aside, you really need to love the guy a lot to choose him to lead your Grixis-colored Commander deck. Rating: 6

37.

Name: The Wretched > > summary

The Wretched Sets: Legends, Fifth Edition

Legends, Fifth Edition Converted Mana Cost: 5

5 Body: 7

7 General Evaluation: The Wretched has recently reached the age of consent. In his 18 years of life, though, he rarely made into a competitive decklist, if at all. And yet, the first time we all read his ability, it invariably evoked a fascinating scenario where we kept stealing more and more dead creatures. It's a trick they later would give mostly to vampires, as they have the flavor of turning their victims into enslaved minions. Unlike other similar cards, though, The Wretched doesn't need to actually kill the creatures. But he only works when he's attacking, and that's bad enough. The even worse thing is that the effect isn't permanent (as opposed to, say, Beguiler of Wills). He remains just a nostalgic dream of that hypothetical power creature that he never was.

The Wretched has recently reached the age of consent. In his 18 years of life, though, he rarely made into a competitive decklist, if at all. And yet, the first time we all read his ability, it invariably evoked a fascinating scenario where we kept stealing more and more dead creatures. It's a trick they later would give mostly to vampires, as they have the flavor of turning their victims into enslaved minions. Unlike other similar cards, though, The Wretched doesn't need to actually kill the creatures. But he only works when he's attacking, and that's bad enough. The even worse thing is that the effect isn't permanent (as opposed to, say, Beguiler of Wills). He remains just a nostalgic dream of that hypothetical power creature that he never was. Tribal Evaluation: Even within a Demon deck, that would often be equipped to cast bigger critters, five mana are still five mana. And sadly for him, you have better ways to spend them than on this bit of ancient junk.

Even within a Demon deck, that would often be equipped to cast bigger critters, five mana are still five mana. And sadly for him, you have better ways to spend them than on this bit of ancient junk. Rating: 4

38.

Name: Woebringer Demon > > summary

Woebringer Demon Set: Ravnica: City of Guilds

Ravnica: City of Guilds Converted Mana Cost: 5

5 Body: 8

8 General Evaluation: Woebringer Demon is a solid representative of the family of The Abyss-like permanents that come with a built-in end (Drop of Honey, Porphyry Nodes). He's no Sheoldred for sure, but he's also a 5 CMC creature. Which of course doesn't mean he's actually fast, but still easier to hardcast than the Praetor lady. The 4/4 flying body isn't bad nor great, and the fact that he would pretty much immediately die if dropped onto an empty board causes some situational concern. But all in all, he has its merits, might do well in the right deck, possibly one that might be able to recur him, or provide him with some token factory to ensure regular, fresh meals, to the opponent's displeasure.

Woebringer Demon is a solid representative of the family of The Abyss-like permanents that come with a built-in end (Drop of Honey, Porphyry Nodes). He's no Sheoldred for sure, but he's also a 5 CMC creature. Which of course doesn't mean he's actually fast, but still easier to hardcast than the Praetor lady. The 4/4 flying body isn't bad nor great, and the fact that he would pretty much immediately die if dropped onto an empty board causes some situational concern. But all in all, he has its merits, might do well in the right deck, possibly one that might be able to recur him, or provide him with some token factory to ensure regular, fresh meals, to the opponent's displeasure. Tribal Evaluation: The twist in demonic sacrifice: everybody has to equally feed the unholy bloodcraze. It's fairly possible that your board will have better creatures than the opponent's, but if used cleverly, this guy might still give some card advantage to the Demon player. Worst case scenario: it's a Diabolic Edict, or more to the point, a delayed Fleshbag Marauder plus 4 evasive damage, especially good if you happen to have a Demonlord of Ashmouth ready to undie, or some out-of-control suicide Demon you want to get rid of.

The twist in demonic sacrifice: everybody has to equally feed the unholy bloodcraze. It's fairly possible that your board will have better creatures than the opponent's, but if used cleverly, this guy might still give some card advantage to the Demon player. Worst case scenario: it's a Diabolic Edict, or more to the point, a delayed Fleshbag Marauder plus 4 evasive damage, especially good if you happen to have a Demonlord of Ashmouth ready to undie, or some out-of-control suicide Demon you want to get rid of. Rating: 7

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39.

Name: Carnifex Demon > > summary

Carnifex Demon Set: Scars of Mirrodin

Scars of Mirrodin Converted Mana Cost: 6

6 Body: 12

12 General Evaluation: Getting to "Titan mana" isn't such a big deal in modern Magic, where it was essentially unheard-of in competitive decks of past times. And yet, the expression "Titan mana" itself is revealing: the example set by the namesake M11 Titans is undoubtedly hard to live up to for any 6 CMC creature that has ambitions of occupying their spot in the curve. Only two non-Titan creatures recently made the cut, even outpowering some of the Titans themselves: Consecrated Sphinx and Wurmcoil Engine. The requisites seem to be: card advantage and immediate impact, paired with an offensive strength or bonus tactical advantages that can turn the creature into a suitable finisher. How Carnifex Demon do in this regard? Well, not bad at all. While he was never a tier-1 creature, if not briefly within SOM Block Constructed, his mass removal effect, although limited, is effective and very hard to avoid, as it ignores pretty much everything, from regeneration to indestructibility and protection. And when he's done with that, he's a pretty impressive flyer with the potential to provide further counter-related shenanigans (see at the entry: two Carnifex Demons on the board). The main problem is the lack of impact in the turn you paid 6 mana to summon him and are left to a 4/4 who just craves for the next turn to be there already.

Getting to "Titan mana" isn't such a big deal in modern Magic, where it was essentially unheard-of in competitive decks of past times. And yet, the expression "Titan mana" itself is revealing: the example set by the namesake M11 Titans is undoubtedly hard to live up to for any 6 CMC creature that has ambitions of occupying their spot in the curve. Only two non-Titan creatures recently made the cut, even outpowering some of the Titans themselves: Consecrated Sphinx and Wurmcoil Engine. The requisites seem to be: card advantage and immediate impact, paired with an offensive strength or bonus tactical advantages that can turn the creature into a suitable finisher. How Carnifex Demon do in this regard? Well, not bad at all. While he was never a tier-1 creature, if not briefly within SOM Block Constructed, his mass removal effect, although limited, is effective and very hard to avoid, as it ignores pretty much everything, from regeneration to indestructibility and protection. And when he's done with that, he's a pretty impressive flyer with the potential to provide further counter-related shenanigans (see at the entry: two Carnifex Demons on the board). The main problem is the lack of impact in the turn you paid 6 mana to summon him and are left to a 4/4 who just craves for the next turn to be there already. Tribal Evaluation: Best thing about using Carnifex on your Demon deck? The chance you'll be using 4 of them, so you can do that sweet, sweet combo where they keep bouncing -1/-1 counters off one another, annihilating everything else in the process.

Best thing about using Carnifex on your Demon deck? The chance you'll be using 4 of them, so you can do that sweet, sweet combo where they keep bouncing -1/-1 counters off one another, annihilating everything else in the process. Rating: 8

40.

Name: Defiler of Souls > > summary

Defiler of Souls Set: Alara Reborn

Alara Reborn Converted Mana Cost: 6

6 Body: 10

10 General Evaluation: Compared to Woebringer Demon's, Defiler of Souls' The Abyss-like effect feels more like the real deal: you keep causing two-sided sacrifices while hopefully taking advantage of the one clause that protect from the sacrifice itself. In the case of The Abyss, it was being an artifact; here, it's being multicolored, which is a bit narrower (not by a long shot anymore, though), but workable. Plus, the deal comes on 5/5 flying body that already meets the basic requisite for surviving the effect (and the required red splash is minimal). Not a creature you immediately build around, but certainly one you might want to.

Compared to Woebringer Demon's, Defiler of Souls' The Abyss-like effect feels more like the real deal: you keep causing two-sided sacrifices while hopefully taking advantage of the one clause that protect from the sacrifice itself. In the case of The Abyss, it was being an artifact; here, it's being multicolored, which is a bit narrower (not by a long shot anymore, though), but workable. Plus, the deal comes on 5/5 flying body that already meets the basic requisite for surviving the effect (and the required red splash is minimal). Not a creature you immediately build around, but certainly one you might want to. Tribal Evaluation: Definitely the Demon you would think of when building a multicolored Demon deck.

Definitely the Demon you would think of when building a multicolored Demon deck. Rating: 7

41.

Name: Demon of Dark Schemes > > summary

Demon of Dark Schemes Set: Kaladesh

Kaladesh Converted Mana Cost: 6

6 Body: 10

10 General Evaluation: After you cast (or cheat onto the battlefield) Demon of Dark Schemes, he'll do the following things for you: he'll cast Infest, but not on himself, so he'll be safe from any bolting retaliation; he'll probably put a good number of energy counters into your reserve (otherwise, you probably chose the right moment to play him); he'll threaten the opponent with a 5-powered evasive clock; he'll put a repeatable, non-conditional resurrection effect at your disposal. I like this Demon and his Dark Schemes very much!

After you cast (or cheat onto the battlefield) Demon of Dark Schemes, he'll do the following things for you: he'll cast Infest, but not on himself, so he'll be safe from any bolting retaliation; he'll probably put a good number of energy counters into your reserve (otherwise, you probably chose the right moment to play him); he'll threaten the opponent with a 5-powered evasive clock; he'll put a repeatable, non-conditional resurrection effect at your disposal. I like this Demon and his Dark Schemes very much! Tribal Evaluation: Of course, it would be best to provide our Demon with external sources of energy, and I'm not sure a Demon deck has room for those.

Of course, it would be best to provide our Demon with external sources of energy, and I'm not sure a Demon deck has room for those. Rating: 8

42.

Name: Demonic Hordes > > summary

Demonic Hordes Sets: Alpha to Revised

Alpha to Revised Converted Mana Cost: 6

6 Body: 10

10 General Evaluation: One of the two original Demons from Alpha, whose heritage is totally forgotten nowadays, despite the "tap to destroy one land" effect seems very broken by today's standards. Sure, having to tap a 5/5 for that is somehow clumsy (on the bright side, your repeatable land destruction permanent is a bit harder to kill this way, and you get a good finisher for when, you know, the Hordes are done destroying all the opponent's lands). And there's that terrible upkeep cost with suicidal clause, which fortunately is a design space Magic steered away from in later years, but was typical of early Demons and black creatures in general. However, all things considered, I'd still like better to play Demonic Hordes than most of the same-costed creatures from the following 5-6 years' worth of Magic sets.

One of the two original Demons from Alpha, whose heritage is totally forgotten nowadays, despite the "tap to destroy one land" effect seems very broken by today's standards. Sure, having to tap a 5/5 for that is somehow clumsy (on the bright side, your repeatable land destruction permanent is a bit harder to kill this way, and you get a good finisher for when, you know, the Hordes are done destroying all the opponent's lands). And there's that terrible upkeep cost with suicidal clause, which fortunately is a design space Magic steered away from in later years, but was typical of early Demons and black creatures in general. However, all things considered, I'd still like better to play Demonic Hordes than most of the same-costed creatures from the following 5-6 years' worth of Magic sets. Tribal Evaluation: Probably not the best choice at CMC 6, unless your deck cares for land destruction for some overall strategic reason. Still cute, though, and eminently nostalgic without being outright bad. It should have been retconned as Devil, though. Demons would be later identified with single big, scary guys, not large groups of mischievous little dudes.

Probably not the best choice at CMC 6, unless your deck cares for land destruction for some overall strategic reason. Still cute, though, and eminently nostalgic without being outright bad. It should have been retconned as Devil, though. Demons would be later identified with single big, scary guys, not large groups of mischievous little dudes. Rating: 6

43.

Name: Extractor Demon > > summary

Extractor Demon Sets: Conflux, Commander, Commander 2015

Conflux, Commander, Commander 2015 Converted Mana Cost: 6

6 Body: 10

10 General Evaluation: Extractor Demon commands respect mainly for the combos that his worded ability allows, especially the ultimate milling achieved with a couple of Sharuum the Hegemon infinitely killing and reviving each other. Asides from that, though, he's just a 5/5 flyer for 6, which puts him in the "pretty decent yet not strong enough" category. Unearth for 3 makes it a little more interesting, providing recursion and a possible final punch through one last evasive swing. But if you don't care for the milling, you have many other options at this point of the curve.

Extractor Demon commands respect mainly for the combos that his worded ability allows, especially the ultimate milling achieved with a couple of Sharuum the Hegemon infinitely killing and reviving each other. Asides from that, though, he's just a 5/5 flyer for 6, which puts him in the "pretty decent yet not strong enough" category. Unearth for 3 makes it a little more interesting, providing recursion and a possible final punch through one last evasive swing. But if you don't care for the milling, you have many other options at this point of the curve. Tribal Evaluation: You either commit your Demon deck to an Extractor combo, or you can find more versatile stuff to just be aggressive with a Phlegeton dweller.

You either commit your Demon deck to an Extractor combo, or you can find more versatile stuff to just be aggressive with a Phlegeton dweller. Rating: 6

44.

Name: Harvester of Souls > > summary

Harvester of Souls Set: Avacyn Restored

Avacyn Restored Converted Mana Cost: 6

6 Body: 10

10 General Evaluation: Here's the thing about deathtouch: it does almost nothing on a larger creature. They keep giving it to fatties because it's flavorful ("he kills everyone who comes nearby!"), but deathtouch works as a trade tool: your 1/1 blocks a 4/4 and it's still a one-for-one. But if your 5/5 creature blocks a 4/4 creature (or smaller), he'll kill it anyway, deathtouch or not. The cases where your 5/5 deathtouch will go and trade with a bigger dude are very rare. Same in attack, where a little deathtouch guy may become an annoyance if blocking him means losing a larger creature; but you can't count too much on a board status where the opponent wanted to use, say, two 4/4s to block your 5/5, and deathtouch would cause for them to lose both in the process. So, in most cases a 5/5 with deathtouch reads essentially as a vanilla 5/5. This particular essentially-vanilla 5/5 comes with a secondary ability, though, although it's again very situational, barring dedicate combos (and the nontoken clause even prevents the use of degenerate token-making combos). The Harvester doesn't immediately impact the board, something you should be entitled to ask to a 6 CMC creature, and your Extractor Demon-like trick with the two Sharuum the Hegemon could find better companions, like, I don't know, Extractor Demon? All in all, his mirrored pair friend Soul of the Harvest (an improved Primordial Sage) has more applications and better stats.

Here's the thing about deathtouch: it does almost nothing on a larger creature. They keep giving it to fatties because it's flavorful ("he kills everyone who comes nearby!"), but deathtouch works as a trade tool: your 1/1 blocks a 4/4 and it's still a one-for-one. But if your 5/5 creature blocks a 4/4 creature (or smaller), he'll kill it anyway, deathtouch or not. The cases where your 5/5 deathtouch will go and trade with a bigger dude are very rare. Same in attack, where a little deathtouch guy may become an annoyance if blocking him means losing a larger creature; but you can't count too much on a board status where the opponent wanted to use, say, two 4/4s to block your 5/5, and deathtouch would cause for them to lose both in the process. So, in most cases a 5/5 with deathtouch reads essentially as a vanilla 5/5. This particular essentially-vanilla 5/5 comes with a secondary ability, though, although it's again very situational, barring dedicate combos (and the nontoken clause even prevents the use of degenerate token-making combos). The Harvester doesn't immediately impact the board, something you should be entitled to ask to a 6 CMC creature, and your Extractor Demon-like trick with the two Sharuum the Hegemon could find better companions, like, I don't know, Extractor Demon? All in all, his mirrored pair friend Soul of the Harvest (an improved Primordial Sage) has more applications and better stats. Tribal Evaluation: Obviously, you might find useful to work some card drawing capability into your Demon deck. But Bloodgift Demon still seems the correct choice here, since for 1 mana less he'll give you an evasive 5-swinging body as a bonus.

Obviously, you might find useful to work some card drawing capability into your Demon deck. But Bloodgift Demon still seems the correct choice here, since for 1 mana less he'll give you an evasive 5-swinging body as a bonus. Rating: 5

45.

Name: Hellcarver Demon > > summary

Hellcarver Demon Set: Rise of the Eldrazi

Rise of the Eldrazi Converted Mana Cost: 6

6 Body: 12

12 General Evaluation: I always felt that they printed this card at Mythic Rare to represent the fact that one can be "mythic" in a negative way, too. Like, "the Mythic Loser". Which should be the tagline for Hellcarver Demon. It was clearly conceived as a Timmy/Johnny card, but something went wrong at some point in the design, because what this guy does, statistically, is making you lose the game. If you count the resources needed to get a 6 CMC creature on the board, and then try to average what you can find within 6 random draws (library manipulation aside), you'll probably end up with at least 2 lands, 2 cards without proper targets, and 2 other permanents or spells that aren't just enough to compensate of having lost everything else, including everything in your hand. Of course, Timmy will beg Johnny to find a way to make it work (this excellent post does a pretty exhaustive job at it, considering a Modern environment, which is probably the most fitting). And you occasionally might drop an Eldrazi or two with him, if the deck was crafted in the right way. But more often than not, your Hellcarver deck would just spectacularly bomb in a way or another.

I always felt that they printed this card at Mythic Rare to represent the fact that one can be "mythic" in a negative way, too. Like, "the Mythic Loser". Which should be the tagline for Hellcarver Demon. It was clearly conceived as a Timmy/Johnny card, but something went wrong at some point in the design, because what this guy does, statistically, is making you lose the game. If you count the resources needed to get a 6 CMC creature on the board, and then try to average what you can find within 6 random draws (library manipulation aside), you'll probably end up with at least 2 lands, 2 cards without proper targets, and 2 other permanents or spells that aren't just enough to compensate of having lost everything else, including everything in your hand. Of course, Timmy will beg Johnny to find a way to make it work (this excellent post does a pretty exhaustive job at it, considering a Modern environment, which is probably the most fitting). And you occasionally might drop an Eldrazi or two with him, if the deck was crafted in the right way. But more often than not, your Hellcarver deck would just spectacularly bomb in a way or another. Tribal Evaluation: A Demon deck might well provide the right kind of threats for the Hellcarver to find, while at the same type avoiding the "too many unplayable cards" problem of an Eldrazi deck; resolving the Hellcarver's ability might even cause two or three large Demons to show up. You still have to like his particular brand of crazy a lot to attempt this.

A Demon deck might well provide the right kind of threats for the Hellcarver to find, while at the same type avoiding the "too many unplayable cards" problem of an Eldrazi deck; resolving the Hellcarver's ability might even cause two or three large Demons to show up. You still have to like his particular brand of crazy a lot to attempt this. Rating: 1

46.

Name: Kothophed, Soul Hoarder > > summary

Kothophed, Soul Hoarder Set: Magic Origins

Magic Origins Converted Mana Cost: 6

6 Body: 12

12 General Evaluation: Yes, Kothophed is a big, bad flyer. But for titan mana, his second ability appears underwhelming. You only draw cards when your opponents' stuff hits the graveyard? Sure, it's bound to happen (at the very least, a fetch land is bound to be cracked now and then), and there's a chance you'll draw a massive number of cards in response to a board sweeper. But I still think he should be more consistent. Especially because the abovementioned massive drawing isn't even optional, and it might well kill you.

Yes, Kothophed is a big, bad flyer. But for titan mana, his second ability appears underwhelming. You only draw cards when your opponents' stuff hits the graveyard? Sure, it's bound to happen (at the very least, a fetch land is bound to be cracked now and then), and there's a chance you'll draw a massive number of cards in response to a board sweeper. But I still think he should be more consistent. Especially because the abovementioned massive drawing isn't even optional, and it might well kill you. Tribal Evaluation: He might make for a cute one-of, but doesn't seem like the first 6-mana Demon you'd think to include in your Demon deck.

He might make for a cute one-of, but doesn't seem like the first 6-mana Demon you'd think to include in your Demon deck. Commander Evaluation: The drawing effect will be more frequently triggered and potentially crazier in Commander, an environment where you're also better equipped to endure the loss of life. So putting Kothophed at the helm of your 99 doesn't seem too absurd.

The drawing effect will be more frequently triggered and potentially crazier in Commander, an environment where you're also better equipped to endure the loss of life. So putting Kothophed at the helm of your 99 doesn't seem too absurd. Rating: 7

47.

Name: Kyoki, Sanity's Eclipse > > summary

Kyoki, Sanity's Eclipse Set: Betrayers of Kamigawa

Betrayers of Kamigawa Additional Types: Legendary Spirit

Legendary Spirit Converted Mana Cost: 6

6 Body: 10

10 General Evaluation: It's a black Craw Wurm. If you play it in the right kind of tribal deck (that is, a Spirit deck), it'll become slightly more lethal than a Craw Wurm.

It's a black Craw Wurm. If you play it in the right kind of tribal deck (that is, a Spirit deck), it'll become slightly more lethal than a Craw Wurm. Tribal Evaluation: Of course, this makes sense only in a Spirit deck. In there, it might cause a considerable mayhem if dropped early and coupled with a lot of faster Spirits. You might essentially keep the opponent's hand empty from that point on. Yeah, still a Craw Wurm, though.

Of course, this makes sense only in a Spirit deck. In there, it might cause a considerable mayhem if dropped early and coupled with a lot of faster Spirits. You might essentially keep the opponent's hand empty from that point on. Yeah, still a Craw Wurm, though. Commander Evaluation: Now, as a combo commander, he definitely has potential. He doesn't cause discard, which fights the oh so popular recursion effects most Commander decks pack full, and the targets for his ability are always aplenty at your average Commander table. Not to mention, a mono-black Spirit decks means good stuff like Will-o'-the-Wisp, Bloodghast, Divinity of Pride, and Kokusho (you don't have to play Razorjaw Oni!), plus Krovikan Horror, that combos nicely with Kyoki (see? Graveyard recursion!) I might want to try this myself at some point.

Now, as a combo commander, he definitely has potential. He doesn't cause discard, which fights the oh so popular recursion effects most Commander decks pack full, and the targets for his ability are always aplenty at your average Commander table. Not to mention, a mono-black Spirit decks means good stuff like Will-o'-the-Wisp, Bloodghast, Divinity of Pride, and Kokusho (you don't have to play Razorjaw Oni!), plus Krovikan Horror, that combos nicely with Kyoki (see? Graveyard recursion!) I might want to try this myself at some point. Rating: 6

48.

Name: Malfegor > > summary

Malfegor Sets: Conflux, Commander

Conflux, Commander Additional Types: Legendary Dragon

Legendary Dragon Converted Mana Cost: 6

6 Body: 12

12 General Evaluation: Let's face it, Malfegor is a dumb card. It occasionally delivers, or finds some worthy applications, but as far as mass removals go, you don't really have to force yourself to discard your entire hand to kill opponent stuff at CMC 6. And if you look for a discard outlet, you might find there's less drastic ones too.

Let's face it, Malfegor is a dumb card. It occasionally delivers, or finds some worthy applications, but as far as mass removals go, you don't really have to force yourself to discard your entire hand to kill opponent stuff at CMC 6. And if you look for a discard outlet, you might find there's less drastic ones too. Tribal Evaluation: It's part of the Multicolored Demons League. Not exactly the best part, but you can put up with him and enjoy his occasional success in clearing the opponent side of the board without costing you too many key cards. Dragons openly mock him to his face.

It's part of the Multicolored Demons League. Not exactly the best part, but you can put up with him and enjoy his occasional success in clearing the opponent side of the board without costing you too many key cards. Dragons openly mock him to his face. Commander Evaluation: I saw it played, and might be effective under the right conditions. Of course the "each opponent" clause is crucial in achieving this "effective" status. As is the fact that you can do it again and again once the board, and your hand, are refilled.

I saw it played, and might be effective under the right conditions. Of course the "each opponent" clause is crucial in achieving this "effective" status. As is the fact that you can do it again and again once the board, and your hand, are refilled. Rating: 5

49.

Name: Nefarox, Overlord of Grixis > > summary

Nefarox, Overlord of Grixis Set: Magic 2013

Magic 2013 Additional Type: Legendary

Legendary Converted Mana Cost: 6

6 Body: 10

10 General Evaluation: Ok, Nefarox doesn't live up to Thraximundar's reputation. He doesn't have haste (therefore his fist impact on the board isn't as impressive); he doesn't grow bigger at each attack/caused sacrifice. On the bright side, he's evasive, can exalt his comrades in arms, and costs 1 converted mana and 2 colors less than Thraxi (despite being the "Overlord of Grixis"). This, in my opinion, makes him a solid, if not spectacular, Titan replacer. Grave Titan may be immediately threatening with his instant band of Zombies, but Nefarox starts repaying himself nicely the turn after. (I know, "the turn after" is never a good thing to say in competitive Magic.)

Ok, Nefarox doesn't live up to Thraximundar's reputation. He doesn't have haste (therefore his fist impact on the board isn't as impressive); he doesn't grow bigger at each attack/caused sacrifice. On the bright side, he's evasive, can exalt his comrades in arms, and costs 1 converted mana and 2 colors less than Thraxi (despite being the "Overlord of Grixis"). This, in my opinion, makes him a solid, if not spectacular, Titan replacer. Grave Titan may be immediately threatening with his instant band of Zombies, but Nefarox starts repaying himself nicely the turn after. (I know, "the turn after" is never a good thing to say in competitive Magic.) Tribal Evaluation: I'd put Nefarox at a top level of priority when choosing a generic good 6 CMC baddie for your Demon deck. His overall value is high enough, despite the Legendary status, that prevents duplicates. But that's not really an issue, since you didn't want to run it as 4-of anyway.

I'd put Nefarox at a top level of priority when choosing a generic good 6 CMC baddie for your Demon deck. His overall value is high enough, despite the Legendary status, that prevents duplicates. But that's not really an issue, since you didn't want to run it as 4-of anyway. Commander Evaluation: Good stuff mono-black decks call for a good stuff mono-black commander, and Nefarox is just that.

Good stuff mono-black decks call for a good stuff mono-black commander, and Nefarox is just that. Rating: 8

50.

Name: Ob Nixilis, Unshackled > > summary

Ob Nixilis, Unshackled Set: Magic 2015

Magic 2015 Additional Type: Legendary

Legendary Converted Mana Cost: 6

6 Body: 8

8 General Evaluation: The Ob Nixilis planeswalker from C14, that depicts our antihero at the beginning of his dark tale, back when he was still human, revealed to me the back story I didn't know: Ob Nixilis was originally a warlord and tyrant, then his planeswalker spark ignited, and he started to deal with demons, until he was turned into one, then stripped of his powers and wings and imprisoned (by Nahiri), which is the version of him we saw on the Zendikar card (that's the reason for the "Fallen" moniker). And now he sets himself free, which results in this card. Gotta say, all three Ob Nixilis cards are vastly different from one another. This one looks a bit underwhelming at first, being basically a trampling Sengir Vampire for 1 mana more (granted, he doesn't have to kill the creatures himself, but still). That's just dressing, though: the real reason this card exists is to accommodate the "search-hosing" ability, which is an important one, albeit not always relevant. But in an era when even Modern is all about fetch lands, you can see how it's very rare for the Unshackled not to affect the opponent in some way. Of course, we're still talking of a Titan-level creature, so it's hard to envision a way to put him out fast enough to hurt Birthing Pod, or even Tron. And it's not very resilient, or very effective as a finisher. But with him on the board, repeated fetching and tutoring becomes almost impossible for the opponent, while still feasible for you. Granted, "almost" is probably not good enough (a Pod deck would just sacrifice something and win the game nonetheless), but it's still something.

The Ob Nixilis planeswalker from C14, that depicts our antihero at the beginning of his dark tale, back when he was still human, revealed to me the back story I didn't know: Ob Ni