Rare
Fabled Passage
Land
Viewing offers in Near Mint condition
Menace
Whenever a creature you control deals combat damage to a player, you gain 1 life.
At the beginning of your end step, each opponent loses X life, where X is the amount of life you gained this turn.
Defiling Daemogoth is a punishing finisher for a black-based aggressive or midrange value deck, especially one that can chip in with evasive creatures and turn small attacks into a life-swinging clock. Its menace makes blocking awkward, and the life-gain trigger rewards you for connecting with any creature, not just the Demon itself, so even a single unblocked token can help fuel the end-step drain. The ideal plan is to pressure life totals early, then let the Daemogoth convert those incremental gains into a sudden burn-like finish. In Commander, it pairs well with token-makers, flying creatures, and repeatable combat-damage enablers such as unblockable or evasive threats; lifelink is also excellent because it doubles the life gained and sharpens the drain. Since the payoff scales with every point of life gained that turn, cards that let multiple creatures connect are far better than slow, defensive shells.
Generated using gpt-5.4-mini
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Defiling Daemogoth is a punishing finisher for a black-based aggressive or midrange value deck, especially one that can chip in with evasive creatures and turn small attacks into a life-swinging clock. Its menace makes blocking awkward, and the life-gain trigger rewards you for connecting with any creature, not just the Demon itself, so even a single unblocked token can help fuel the end-step drain. The ideal plan is to pressure life totals early, then let the Daemogoth convert those incremental gains into a sudden burn-like finish. In Commander, it pairs well with token-makers, flying creatures, and repeatable combat-damage enablers such as unblockable or evasive threats; lifelink is also excellent because it doubles the life gained and sharpens the drain. Since the payoff scales with every point of life gained that turn, cards that let multiple creatures connect are far better than slow, defensive shells.
Generated using gpt-5.4-mini · Updated at 2026-08-03 12:10:45 UTC