Infernal Genesis 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.
Official card text
At the beginning of each player's upkeep, that player mills a card. Then they create X 1/1 black Minion creature tokens, where X is the milled card's mana value.
Complete guide
Infernal Genesis is a chaotic enchantment that turns the top of every player's library into a literal army of Minions. By forcing each player to mill a card at the start of their turn, it scales dramatically based on the mana value of what was lost. This black enchantment can quickly overwhelm the board if high-cost spells are lurking on top of the deck.
What It Does
Infernal Genesis creates a triggered ability that occurs at the beginning of each player's upkeep. The active player must move the top card of their library to their graveyard (mill) and then evaluate its mana value. They then receive a number of 1/1 black Minion creature tokens equal to that mana value. This affects everyone equally, meaning you provide your opponents with tokens during their turns just as you receive them on yours.
Resolution Step by Step
When a player's upkeep begins, the ability goes on the stack. First, the player performs the mill action. Once the card is in the graveyard, the game checks its mana value. If the card is a land or has no mana cost, the mana value is 0, and no tokens are created. If the card has a mana value of 1 or more, the player creates that many 1/1 black Minion tokens simultaneously. This process does not use the stack again; the mill and the token creation happen as one resolving ability.
Common Mistakes
A frequent error is assuming that tokens are created even if the player cannot mill a card. If a player's library is empty, no card is milled, so there is no mana value to check, and zero tokens are produced. Additionally, remember that mana value is determined by the symbols in the upper corner of the card; for example, a card costing four generic and two black mana has a mana value of 6, resulting in six tokens.
When to Play It
This card shines in decks that can capitalize on high-cost cards or benefit from mass creature entry. Since it triggers on every upkeep, it provides a constant stream of blockers or attackers. It is particularly effective when you have ways to buff your tokens or when your deck's average mana value is higher than your opponents', ensuring you get the bigger army over time.
Interaction examples
With Infernal Genesis on the battlefield, you create Minion tokens during your upkeep. If you use those tokens to attack and deal damage while Sanguine Bond and Exquisite Blood are both in play, you create an infinite loop. When the opponent loses life from your Minion's attack, Exquisite Blood triggers to gain you life; this then triggers Sanguine Bond to make the opponent lose more life, repeating the cycle until they are defeated.
During your upkeep, the Infernal Genesis trigger resolves and you mill a Swamp. Because lands have no mana cost, the mana value of the milled card is 0. Consequently, the 'X' in the card text becomes 0, and you create no Minion tokens for that turn.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Infernal Genesis
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If the card has no mana cost (for instance, if it's a land), then its mana value is 0. This means no tokens will be created.
No other card is named in this ruling.
Legal formats
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Meta decks with Infernal Genesis
No archived Top 8 deck with this card yet.



Sanguine Bond
Exquisite Blood