Infernal Grasp
9% of tracked Commander decks run Infernal Grasp. When drawn, 75% of copies reach resolution, with a median first-cast turn of 6.
Infernal Grasp sits in 9% of Commander decks tracked on Playgroup Live, appearing in 777 of the 8560 distinct decks that have played a tracked game. For a black instant that unconditionally destroys any creature at the cost of 2 life, that inclusion signal is consistent with its reputation as one of the cleanest removal spells the format offers.
The draw-to-play figure tells the core story: 75% of drawn copies reach the stack before the game ends. Because Infernal Grasp is reactive removal, players hold it until the right target appears. The median cast turn of 6 reflects that reality. The card spreads across 642 unique players in the dataset, and the single heaviest contributor accounts for just 4% of tracked instances, which means the numbers aren't skewed by one prolific pilot.
The 2-mana unconditional destroy effect has no meaningful cost restriction beyond black mana and 2 life, making Infernal Grasp a format-agnostic slot in any black Commander deck that needs reliable creature removal. Its color identity of pure black keeps it off the table for non-black commanders but auto-considered in every deck that can cast it.
- 9% of tracked Commander decks include Infernal Grasp
- 75% of drawn copies are cast before the game ends
- T6 median first-cast turn, reflecting its use as reactive removal
- 23% draw rate, on pace for a singleton in a 100-card deck
- 642 unique players have brought this card to a tracked game
First-cast turn
n=253The "good card" funnel
1466 brought · 642 playersOf 1466 Infernal Grasp copies brought to games, 337 were drawn and 253 of those reached the stack, with the overwhelming majority resolving to the graveyard as intended.
Players who cast this card win 24% of the time (n=233) , vs 22% when it never left the library (n=946).
When players drew this card but left it in hand, they won 27% (n=72) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +2.6pp; 95% confidence interval -2.9pp to +8.2pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
385 instancesThe vast majority of Infernal Grasp copies end in the graveyard after resolving, exactly as expected for an instant-speed removal spell. Most copies that never leave the library simply weren't drawn in the 100-card singleton shuffle.
Commanders that played this card
in tracked games-
1
Dina, Essence Brewer
85 decks
-
2
Hearthhull, the Worldseed
67 decks
-
3
Valgavoth, Harrower of Souls
56 decks
-
4
Auntie Ool, Cursewretch
48 decks
-
5
Felothar the Steadfast
39 decks
-
6
Sheoldred, the Apocalypse
21 decks
-
7
Kuja, Genome Sorcerer // Trance Kuja, Fate Defied
12 decks
-
8
Alela, Cunning Conqueror
10 decks
-
9
Blech, Loafing Pest
9 decks
-
10
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel
9 decks
The commander list spans multiple color pairs and archetypes, from life-gain builds under Dina to aggressive Rakdos and Golgari strategies, showing that Infernal Grasp earns its slot across the full breadth of black Commander shells.