The Harmless Pact Combo

Updated:
Discover the Magic: The Gathering combo with "The Harmless Pact" deck in Standard. Master non-combat wins using Harmless Offering and Demonic Pact.

If you're like me and you enjoy winning through obscure non-combat methods, you're probably familiar with the core combo of today's deck. It's leveraging the card Harmless Offering to hand our opponent a timebomb that we willingly set on ourselves just as the fuse is about to run out. The timebomb in question is Demonic Pact.

Total Cards:

The Core Combo

Magic the Gathering Card - Harmless Offering - MTG CircleMagic the Gathering Card - Demonic Pact - MTG Circle

These two cards have been mainstays of jank brewers for some time. Demonic Pact was clearly intended to be a huge value engine for three turns but once those turns were up, you are forced to select the only mode that hasn't been chosen: you lose the game. Fortunately, though, Harmless Offering gives us the chance to donate it to our opponent, reassigning the “you” in that sentence to them and then we watch as they die to a trigger on the stack during their upkeep. The combo doesn't even let them draw one last card.

Additionally, Arena gives players their first option of priority during the upkeep step, so even if they have an instant-speed way to sacrifice it, the game doesn’t give them priority automatically before the trigger is already on the stack. Even holding full control, unless a trigger occurs during the draw step, a player won’t be able to interact before it’s too late.

What a Bargain!

Magic the Gathering Card - Disturbing Mirth - MTG CircleMagic the Gathering Card - Hopeless Nightmare - MTG CircleMagic the Gathering Card - Nowhere to Run - MTG Circle

Between Wilds of Eldraine and Duskmourn, a strong theme of enchantments that want to be sacrificed has surfaced in Rakdos colors and this deck takes full advantage of them. Hopeless Nightmare is a fantastic card by itself that has an impactful enter trigger and leaves material behind for future effects like Disturbing Mirth.

Mirth isn't an amazing card if it isn't supported, but if it can sacrifice your Hopeless Nightmare or leftover Nowhere to Run to draw two cards, it ends up working like a Village Rites or Deadly Dispute effect. The ability to churn through your deck with this is very important to make sure you get your hands on the combo pieces and then it too stays behind to fuel future Mirths or other bargain effects like Beseech the Mirror.

Most importantly, though, all of these sacrifice effects let us destroy Demonic Pact before the final mode should the Harmless Offering be countered or not drawn.

The Toolbox

Magic the Gathering Card - Beseech the Mirror - MTG Circle

Beseech the Mirror is probably the most important part of our deck to make sure we can consistently fire the combo since both Demonic Pact and Harmless Offering can both be free cast off of it. Because it can search through our deck for us, it also gives us a toolbox that we can abuse as early as game one in some matchups.

Magic the Gathering Card - Render Inert - MTG Circle

Render Inert looks a bit awkward in a deck without any battles or overlords, but it serves a very special purpose in today's Standard meta. Ever since the pro tour, usage of Archfiend of the Dross has skyrocketed on the ladder. The card is immensely powerful and works well alongside Unholy Annex. It has one major downside, though, and that's its reliance on oil counters. If your opponent has an Archfiend of the Dross in play, Beseech up the Render Inert and you literally win the game on their upkeep.

It’s also a flavor win because we’re still executing a nontraditional wincon on their upkeep, our opponent just gives us an opportunity to fast track it a bit.

Magic the Gathering Card - Brotherhood's End - MTG Circle

Brotherhood's End is a card that has become less important with convoke's popularity dropping off a bit, but there are still plenty of matches where a cheap sweeper can buy you a turn or two. The mode to destroy artifacts is also very useful against the occasional Simulacrum Synthesizer deck you see running around or Urabrask's Forge.

Magic the Gathering Card - The End - MTG Circle

The End isn't particularly good these days aside from the occasional Hare Apparent brews out there, but denying your opponent a key engine piece like Mosswood Dreadknight or Atraxa, Grand Unifier for the remainder of the game can be a devastating blow. When your goal is to slow things down for a few turns to let the Demonic Pact run its course, this can get the job done.

Magic the Gathering Card - Rankle's Prank - MTG Circle

Given that our opponent being low on resources is crucial to surviving long enough to pop off the combo, Rankle's Prank can really devastate our midrange opponents who find themselves with a small board and hand. It can be full blown lethal too as a lot of little pings add up throughout the course of a game.

Magic the Gathering Card - Greed's Gambit - MTG Circle

Greed's Gambit offers a backup option that can refill your hand and be an additional target for Harmless Offering. It works best if the game has run long and you can refill your hand, make some bats, then hand it off right away to an opponent who is low on resources to have it slowly drain them. Given how specific that scenario is, it's only a one-of.

No Creatures?

The astute among you will notice there isn't a single creature in the entire deck. This isn't an oversight but a deliberate choice. I believe when you're designing your decks, you should build with the assumption that your opponents will come packing a lot of creature removal, given how common creature decks are in Standard these days. By not having any creatures aside from Restless Vents and the occasional Disturbing Mirth manifest dread 2/2s, we simply give our opponent nothing to target. Every Go for the Throat and Cut Down is simply useless in their hand. Unfortunately, Get Lost and Leyline Binding are still factors, but we can play around those.

Conclusion

This deck was first conceived as a meme to take advantage of a silly combo that shouldn’t be viable. Instead, the more I play it, the more real it feels. I intend to play this more on the ladder moving forward since it lines up so amazingly well with the black-based midrange value piles that are ubiquitous on the Arena ladder. If you’re looking for a control deck that doesn’t play like your traditional Azorius fare, I’d recommend this one.

Thanks for reading, and happy brewing!

Rate this article
Graham, also known as HamHocks42 on the internet, is a Twitch streamer who adores Magic: the Gathering in all its forms and tries to find the fun, even in the most competitive and sweaty environments.

Check out more content by HamHocks42

Unleash chaos with Agent of Treachery in Explorer! Discover powerful combos and strategies in this deck tech for Magic: The Gathering's Explorer format.
Be an Agent of Calamity in Explorer
As a wise Batman antagonist once said, “You either die a hero, or you live long enough to see yourself become the villain.” Well, today's deck certainly isn't heroic by any means, so I suppose I've entered my villain arc. Fortunately, I'm able to get there with a card I have an unhealthy nostalgia for prior to its appropriate Standard ban in 2020: Agent of Treachery. Why is This Card Problematic? The card Agent of Treachery is a human that can steal any permanent on the battlefield when it enters. There are a number of safeguards that we see on cards like this, but none of them apply to Agent. It could have checked if it had been cast upon entering, it could have not had the card draw stapled to it, or it could at least have limited its targets to nonland permanents. Since none of those are applicable here, if you can get Agent of Treachery onto the battlefield quickly, you can start stealing your opponent's mana base, which limits their resources while ramping you up.
Explore the Mardu Reanimator deck in Magic: The Gathering Standard. Optimize graveyard strategies with powerful cards like Kroxa and Kunoros.
Mardu Reanimator in Standard
A card from March of the Machine that has always read like my favorite kind of nonsense is Kroxa and Kunoros. The combination of Cerberus with the serial numbers filed off and a generic hunger titan lends itself to very silly reanimator combinations that can put a ton of power on the board very quickly if you can fill your graveyard quickly. Cards like Breach the Multiverse can do this very well, but for today's deck, I decided to look into other mass graveyard filling options that just work well together. The Main Buildaround Kroxa and Kunoros requires a bit of setup, but fortunately they trigger on entering as well as attacking. If you can stick this unit, your opponent will need to respect it or be utterly beaten down because of the stats, but the real power in this card is the fact that it rarely ever enters alone unless your opponent has found a way to hose your graveyard.
Discover "Unexpected Results" in Pioneer Masters for Magic: The Gathering. Explore janky, explosive gameplay in Explorer format. Perfect for casual fun!
The Unexpected Jank: A Unique MTG Explorer Deck Build
Unexpected Results is a new rare in Pioneer Masters, and I crafted it so that you don't have to! Out of all the new, powerful cards the set has brought to Arena, I decided I wanted to tackle the silliest jank rare that was clearly thrown in to pander to us casual folks still brewing around on Arena to see how big our numbers can go. Turns out, this card absolutely delivers on what it promises: inconsistent explosiveness. Normally in these articles, I wait for the conclusion to really break down whether or not the deck is good, but I won't bury the lead on this one. This deck is inconsistent, and you will lose more games than you win if you play it, but the wins will be incredibly satisfying and unreasonably fun to pull off. If you want something goofy to jam in the play queue or against your friends, this deck is excellent, but I wouldn't register it at a local Pioneer tournament. The Main Build Around
Discover a budget-friendly Orzhov deck in MTG Standard with high win rates. Gain and drain life with "Raise the Past" in Best of 1. Perfect for competitive play!
Budget Gain and Drain in Standard
Orzhov life gain and drain is a powerful archetype that has been making a lot of headlines these days because of Bloodthirst Conqueror making infinite 'I win' turns very possible in Standard or even in draft. We're not going to play with that guy today, though, because I set out to build a with only four copies of a single rare with the rest of the 60 being made up of commons and uncommons. This deck is a glass cannon that wouldn't likely survive sideboarding well, so we're playing in Best-of-One. The Rare
Explore a powerful Omniscience deck for Magic: The Gathering Standard. Achieve early combos and counter aggro strategies in this competitive deck tech.
Popular
Playing Omniscience in Standard
It's wild to me, that they reprinted Omniscience in Magic: the Gathering Foundations, but they did, so let's do our best to break it. The main goal of this deck is to cheat Omniscience out (possibly as early as turn four) and then combo kill our opponent with a loop that's only infinite if we don't have to spend mana for spells. Like so many of my decks, this deck requires a lot of setup, clever positioning, and plain-old good draws to be successful. If you’re a fellow fan of glass cannon combos, I’ve got a good one for you today! The Core Combo
Explore the return of Standard Reanimator in Magic: The Gathering. Unleash powerful tools like Llanowar Elves and Zombify to dominate in competitive play.
Standard Reanimator is Back, Baby!
Foundations has brought a lot of powerful tools from the game's history back to Standard and, in some cases, to Arena for the first time. Among them are Llanowar Elves and Zombify, which both add speed to strategies by ramping on turn one and reducing the total cost of the target spell, respectively. Given this perfect storm, I had to create a Golgari reanimator deck leveraging these two with the hope of jamming out an Atraxa, Grand Unifier or Valgavoth, Terror Eater on turn three. The Main Gameplan
Unleash chaos with Agent of Treachery in Explorer! Discover powerful combos and strategies in this deck tech for Magic: The Gathering's Explorer format.
Be an Agent of Calamity in Explorer
As a wise Batman antagonist once said, “You either die a hero, or you live long enough to see yourself become the villain.” Well, today's deck certainly isn't heroic by any means, so I suppose I've entered my villain arc. Fortunately, I'm able to get there with a card I have an unhealthy nostalgia for prior to its appropriate Standard ban in 2020: Agent of Treachery. Why is This Card Problematic? The card Agent of Treachery is a human that can steal any permanent on the battlefield when it enters. There are a number of safeguards that we see on cards like this, but none of them apply to Agent. It could have checked if it had been cast upon entering, it could have not had the card draw stapled to it, or it could at least have limited its targets to nonland permanents. Since none of those are applicable here, if you can get Agent of Treachery onto the battlefield quickly, you can start stealing your opponent's mana base, which limits their resources while ramping you up.
logo

By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.

Follow Us

LATEST VIDEOS