Infernal Grasp card art
Live Play Data

Infernal Grasp

{1} {B} · Instant · Secrets of Strixhaven Commander (SOC)
5%
Deck Inclusion
Games Tracked
151
Decks Running
107
Median Cast Turn
6
Drawn → Played
79%

Infernal Grasp sits in 5% of tracked Commander decks, but when players draw it, 81% of drawn copies get cast. Median first-cast turn is 6, well after it could theoretically land on turn 2.

Infernal Grasp is a clean two-mana unconditional removal spell: destroy any creature, pay 2 life. Across 120 tracked Commander games on Playgroup Live, it appears in 86 of 1,712 distinct decks, a 5% inclusion rate that reflects how competitive its slot is inside black's deep removal suite.

The draw-to-play rate is the strongest number here: 81% of drawn copies are cast before the game ends. Players do not sit on this card. The median hand-to-cast delay is 1 turn, meaning most players hold it for one opportunity and then pull the trigger. Only 14% fire it on the same turn they draw it, which lines up with the nature of reactive instant-speed removal. You keep it for the right target, not the first one.

The on-curve story is worth noting. Infernal Grasp has a mana value of 2, but only 1 of 21 casts landed on turn 2. Commander games rarely produce the kind of early creature threat that demands a two-mana kill spell before turn 4. The bulk of casts cluster around turns 4 through 6, when the board state actually justifies spending the removal.

At a glance
  • 5% inclusion rate across all tracked Commander decks
  • 81% of drawn copies are cast before the game ends
  • T6 median first-cast turn, despite being castable on turn 2
  • 21 total casts observed across 120 tracked games
  • 1 turn median hand delay before players cast it
  • –2 life the only cost on top of two mana for unconditional creature removal

First-cast turn

n=27
0%
T1
4%
T2
4%
T3
26%
T4
4%
T5
56%
T6-9
7%
T10+
Median 6 P25 4 · P75 8 · max 12
On curve 4% (1 / 27 cast on T2) Cast same turn as drawn 19%

The "good card" funnel

164 brought
Brought to game
164
Ever drawn
34
Reached battlefield
27
Still on board at game end
0
79%

126 copies were brought to games, 26 were drawn, 21 of those were cast. That 81% draw-to-play conversion is the strongest signal in the data: when players see this card, they use it.

-12.7pp

Players who cast this card win 26% of the time (n=27) , vs 39% when it never left the library (n=127).

Final zone distribution

164 instances
77.4%
Library
15.9%
Graveyard
2.4%
Exile
4.3%
Hand

97 of 126 Infernal Grasps never left the library, which is expected for a singleton in a 100-card deck. The 21 copies in graveyards account for every cast, consistent with an instant that resolves and goes to the bin.

Top commanders running this card

by deck count

Dina, Essence Brewer leads with 25 decks, nearly double the next entry. The list then spreads across black-green and black-red commanders, signaling that Infernal Grasp is a format-wide removal staple rather than a niche combo piece.

Frequently Asked
How often is Infernal Grasp drawn in a Commander game?

In games where a deck included Infernal Grasp, it was drawn in roughly 21% of deck-participations. That is a normal draw rate for a singleton in a 100-card deck. Of the 26 instances that reached a player's hand, 21 were eventually cast, giving an 81% draw-to-play rate. The 5 uncast copies were most likely drawn too late in games that ended before the player found the right target.

What turn does Infernal Grasp typically get cast?

Median first-cast turn is 6, with the middle 50% of casts falling between turns 4 and 7. Only 1 of 21 observed casts landed on turn 2, which is technically on-curve for a two-mana spell. The late timing is not surprising: in Commander, dangerous creatures that demand immediate removal usually don't appear until the midgame, and reactive spells like this one are held until the right moment rather than cast at the first opportunity.

Does casting Infernal Grasp actually improve your win rate?

The directional signal is slightly negative: decks that cast Infernal Grasp won 28.6% of those games, while decks where it stayed in the library won 34% of the time. The cast_vs_library_delta is –0.055. However, both sample sizes are small (21 cast observations, 97 library observations), so this is an early signal rather than a firm conclusion. One plausible read is that players cast removal when they are under pressure, meaning the card is doing its job in losing positions as often as winning ones.

Why do players hold Infernal Grasp rather than cast it immediately?

Infernal Grasp is an instant, so holding it is part of the plan. The median hand-to-cast delay is 1 turn and only 14% of copies are cast on the same turn they are drawn. Players are waiting for the highest-value target. In a multiplayer game with 40 life, the 2-life payment means you also want to pick your spot rather than spend removal on a minor threat early.

Which commanders play Infernal Grasp most?

Dina, Essence Brewer leads the tracked data with 25 decks, followed by Hearthhull, the Worldseed (11) and Auntie Ool, Cursewretch (10). The top commanders span black-green and black-red color identities. The spread across many commanders rather than one dominant pairing is consistent with Infernal Grasp being a general-purpose removal spell rather than a build-around piece.

Is Infernal Grasp legal in Commander?

Yes. Infernal Grasp is legal in Commander and fits into any deck with black in its color identity. It is also legal in Legacy, Modern, Pioneer, Vintage, Historic, Timeless, and several other formats. It is not legal in Standard, Pauper, or Premodern.