Infernal Grasp 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
Destroy target creature. You lose 2 life.
Complete guide
Infernal Grasp is a highly efficient removal spell that offers a simple trade-off: two mana and two life to eliminate any creature on the board. Its low cost makes it a staple for black mages looking to control the battlefield, provided they can manage their own health total. As an instant, it provides the flexibility to deal with threats exactly when they become most dangerous.
What It Does
Infernal Grasp is a direct removal spell that targets one creature. Unlike many other black removal spells, it does not have restrictions based on the creature's color, type, or power level. However, the dark power it taps into comes at a cost to the caster, specifically 2 life points.
How It Resolves Step by Step
First, you cast the spell by paying its mana cost and choosing a legal target creature. Upon resolution, the game checks if the target is still legal. If the creature is still there, Infernal Grasp destroys it, sending it to the graveyard. Immediately after the creature is destroyed, you subtract 2 from your life total as part of the spell's effect.
Common Mistakes
A common error is forgetting that the life loss is not an additional cost to cast the spell, but an effect that happens during resolution. If the target creature becomes illegal before the spell resolves—for example, if it gains Hexproof or is sacrificed by your opponent—Infernal Grasp will be removed from the stack and none of its effects will happen. In this case, you will not lose 2 life.
When to Play It
Because it costs only two mana, Infernal Grasp is best used to disrupt your opponent's curve or remove a high-threat blocker during your combat phase. Since the life loss is mandatory, be cautious when using it if your life total is dangerously low (2 or less), as the spell will cause you to lose the game if it resolves while you are at 2 life.
Interaction examples
If your opponent plays a dangerous creature on turn one, you can cast Dark Ritual to add three black mana to your pool. You then use two of that mana to cast Infernal Grasp. The creature is destroyed, you lose 2 life, and you still have one black mana remaining in your pool to spend on another spell.
If you cast Vampiric Tutor to find a card, you lose 2 life upon resolution. If you then cast Infernal Grasp on the same turn to deal with a threat, you will lose an additional 2 life when it resolves. You must ensure you have at least 5 life total to survive both spells resolving in succession.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Infernal Grasp
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Infernal Grasp
No archived Top 8 deck with this card yet.



Dark Ritual
Vampiric Tutor