Aaaah, I finally had time to sit down and write a little. It has been a while.
I love this card.
In general I love high risk-high reward cards and plays. As long as the high risk is not miserable to pilot and the high reward is not unbeatable and thus miserable to play against. This goes for any game but Magic: the Gathering in particular.
Demonic Pact is a clean and flavorful homerun. It originated in Magic Origins showing us Liliana's first truly dark deed that has lead her onto the long journey she is still partaking in. The moment the pact was signed, she suddenly had four mortal enemies. And for an almost immortal being, that is quite the drastic change. And something she had to live with..basically forever. Four enemies = Converted mana cost 4. Four enemies = 4 abilities. One for each chapter of her life after the pact.
Also note that the pact deals 4 damages, gains 4 life and has a card swing of 4 (2 discard + 2 draw).
(The four enemies are in chronological order
Kothophed, Soul Hoarder,
Griselbrand,
Razaketh, the Foulblooded and
Demonlord Belzenlok)
End of lore rant. Onto gameplay.
The card fascinates me because it either demands a fast way to close out the game after resolving it or for you to have some sort of synergy with it. Luckily all colors have access to such tools like
Boomerang,
Naturalize,
Flickerwisp,
Harmless Offering or
Platinum Angel and so on. Many of these tools are cube-worthy and have tons of Riptide value because they can help other strategies as well and thus the circle of synergy begins. However it is important to note that your cube needs to run quite many of these but still not too many. Demonic Pact cannot simply be jammed into a cube without careful consideration. There needs to be a risky downside and a rewardful upside as well. Not all cubes are of equal size, so how many answers/synergies do you need to run in your cube to support? Ondezeeboot has recommended your cube to have a 3,8 % of your cards being able to synergize with your Demonic Pact.
Next topic are custom cards. Sorry non-custom carders. There are three cards to look at. Ravnic's Orzhov Pact and Ondezeeboot's Fool's Trove and Deck of Many Things.
Link for Orzhov Pact
https://riptidelab.com/forum/threads/single-card-spotlight.99/page-279#post-80878
Link for Fool's Trove:
https://riptidelab.com/forum/threads/custom-cards-the-lab.403/page-84#post-80877
Link for Deck of Many Things:
https://riptidelab.com/forum/threads/custom-cards-the-lab.403/page-85#post-80953
Orzhov Pact (2WB)
Enchantment
At the beginning of your upkeep choose one that hasn't been chosen:
- You gain 10 life.
- Exile target permanent.
- Create four 1/1 flying Spirit creatures.
- You lose 30 life.
Here is my humble opinion of the card. It has the same converted mana cost and the same ultimate chapter as Demonic Pact. You lose the game. The exception here is if a player has life gain and is not facing aggro. The first 10 life doesn't solve any issues a player might have and feels like it is only there to soften the blow of the ultimate -30 life. The second ability is quite powerful and has only ever been seen on
Scour from Existence in pure text (I bet you didn't know that.) It feels very Orzhovy though. Creating four flying tokens is also quite strong. Overall the card feels right up the Orzhov alley. I actually find the card quite elegant.
Fool's Trove (3)
Artifact
At the beginning of your upkeep, choose one that hasn't been chosen:
- Create two Treasure artifact tokens with “T, Sacrifice this artifact: Add one mana of any color.”
- Draw two cards.
- Exile another target nonland permament until CARDNAME leaves the battlefield.
- Sacrifice each nonland permanent you control.
Again high risk, high reward. The final chapter is not a game loss but the reward is also not quite as high. A thing to note, as Ondezeeboot also has pointed out: It doesn't feel so good to give it "Draw two cards" because Demonic Pact already has that ability. So what to do?
Deck of Many Things (3)
Artifact
At the beginning of your upkeep, choose one that hasn't been chosen:
- Create two Treasure artifact tokens with “T, Sacrifice this artifact: Add one mana of any color.”
- Create a 2/2 white Knight creature token with vigilance.
- Shuffle up to one target card from your graveyard into your library. You draw a card.
- Exile all nonland permanents you control.
No more "Draw two cards." The flavor here is a Dungeons and Dragons item. Ondezeeboot shared a later variant of the card. See it by following the link I provided above.
My personal take on the card:
You judge the card.
I wanted the countdown to be 3, 2, 1, BOOM (Create three treasures, draw two cards, exile 1 permanent and lose all nonland but I couldn't find a good thing for '2') I personally like the mirrored wording on the last two abilities. "you don't control" and "you control"
A final thing I want to share. In my honest opinion: I do not think it is very fair to have all combo pieces of a combo be custom made. The players won't know what hit them. I usually prefer having "up to one" part of a combo be custom but the rest has to be provided by Wizards of the Coast. Therefore I have decided not to make synergy cards with Demonic Pact via customization because I very much want more Demonic Pact variants into the cube (and the only way to do this is by custom making them.)
Cheers <3
I am very much looking for feedback so if you have any thoughts to share, please spam me up. I wish to continue working with Demonic Pact and to have the card be awesome in cube. The most recent set, Ravnica Allegiance, gave us
Captive Audience who plays a little like Pact and then again, not at all like Pact. If you have any ideas of wish to mention a card that could synergize with Pact, please share. If you have any custom ideas, please show them as well
Thank you very much.