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Infernal DenizenHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Ice Age· June 3, 1995
Carte Magic Infernal Denizen

Infernal Denizen is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap this creature, and an opponent may gain control of a creature you control of their choice for as long as this creature remains on the battlefield. {T}: Gain control of target creature for as long as this creature remains on the battlefield.

Complete guide

Infernal Denizen is a high-risk, high-reward Demon that demands a heavy price for its soul-stealing powers. While it offers a repeatable way to seize control of your opponent's creatures, failing to provide it with a steady supply of Swamps can lead to a disastrous betrayal. Understanding its upkeep trigger is vital to ensuring this beast stays under your command.

A Price in Peat

The most important thing to remember about Infernal Denizen is its mandatory upkeep cost. At the beginning of your upkeep, you must sacrifice two Swamps if you control them; you cannot voluntarily choose to fail the payment to trigger the second part of the ability. If you have the Swamps, they must go to the graveyard. If you control only one Swamp or none at all, the penalty occurs: the Denizen is tapped, and an opponent may choose to take one of your creatures for as long as the Denizen stays on the battlefield.

The Step-by-Step Betrayal

When your upkeep begins, the ability goes on the stack. First, the game checks if you can sacrifice two Swamps. If you can, you do so, and the ability resolves. If you cannot, you tap the Denizen. Then, an opponent of your choice may choose a creature you control. This is optional for them, but if they choose a creature, they gain control of it immediately. This control effect lasts as long as Infernal Denizen remains on the battlefield; if the Denizen leaves, the creature returns to its previous owner.

Mastering the Tap Ability

Beyond its upkeep cost, Infernal Denizen has a powerful activated ability. By tapping it, you gain control of any target creature. Like the penalty effect, this control lasts only as long as Infernal Denizen remains on the battlefield. If you lose control of the Denizen or it is destroyed, the creature you stole will immediately return to your opponent. Because the Denizen taps itself to activate this, and also taps itself if you fail the upkeep, timing your mana and untap effects is crucial.

Strategic Considerations

Since the Denizen's penalty allows an opponent to take any creature you control, this includes the Denizen itself. If you have no other creatures, your opponent can choose to take the Denizen, effectively using your own card against you. To mitigate this, ensure you have a surplus of Swamps or ways to remove the Denizen in response to its own trigger if you cannot pay the cost.

Interaction examples

Managing the Upkeep with Sheoldred

If you control both creatures during your upkeep, both 'At the beginning of your upkeep' triggers happen. You can choose to resolve Sheoldred's trigger first to return a creature card from your graveyard to the battlefield. Afterwards, when Infernal Denizen's trigger resolves, if you don't have two Swamps, your opponent could choose to take your newly returned creature or Sheoldred herself!

Stealing and Sacrificing

You can use Infernal Denizen to tap and take control of an opponent's Meteor Golem. If you then fail your next upkeep cost because you lack Swamps, and your opponent chooses to take the Meteor Golem back, the Golem's 'enters the battlefield' ability will not trigger again, as it never actually left the battlefield; it only changed controllers.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Infernal Denizen

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You must sacrifice the Swamps if you can. You can’t choose not to pay if you have them.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You should always have one creature for your opponent to take (i.e. the Denizen). If by chance you have no creature for your opponent to take, then they don’t get one. Remember that taking a creature is optional so your opponent is not forced to take the Denizen.

    No other card is named in this ruling.

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Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredh
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