|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Rare|
Combos Browse all
Driven / Despair
Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, draw a card."
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."
Driven / Despair Discussion
6 days ago
Hey, Hapatra is a good choice. Some cards to consider that meet the budget restraints that might not seem as obvious:
3 months ago
You do not need to be a judge to answer that. Some of those questions are answered on the Gatherer pages for the cards. For example, Driven / Despair :
"While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its converted mana cost is 6. This means that if an effect allows you to cast a card with converted mana cost 2 from your hand, you can’t cast Destined. This is a change from the previous rules for split cards."
I have bolded the relevant part. They are multicolor cards.
3 months ago
I have a question surrounding the colour identity of cards such as Cut / Ribbons and Driven / Despair ; Namely their interaction with Niv-Mizzet Reborn . Can Niv pull these cards into your hand with his ability? Are they technically both colours, or are they only one?
5 months ago
So I too have a Nath deck and there is one card that has taken me by surprise and its Driven / Despair . Not only can it net you a lot of cards but if you ever need to discard a card its perfect for it to be in your graveyard. This combined with Ezuri, Renegade Leader can make a victory happen out of nowhere. No one expects it and getting a bunch of trample + menace that can net you some tokens? Yes please.
5 months ago
I noticed that the deck lacks mass control. I mainly used the Naturalize and the Terror in spite of the Driven / Despair . My opponents played: - White humans (1st) - White Soldiers + equips (2nd) - Some extrange tetracolour artifacts (5th) - White angels (3rd)
The deck is fun to play and almost got the white soldiers deck, but ended losing. Against the angel's deck it was more or less the same and against the white humans it was a total disaster.
7 months ago
8 months ago
I see the False Cure strategy less likely without white. If you have on the battlefield Tainted Remedy, Temur Sabertooth and Skyshroud Cutter you can make your opponents lose 6 life for every 1G you pay which is cool, but thats a really long shot. Even if it's perfectly vorthos, I would drop that strat altogether because otherwise you wont reach the 70% you're aiming for.
Living Death / Living End would work amazingly with your comander because you can go sniping dangerous creatures from other graveyards and then kill the snakes and get your good stuff. Even if you don't want to go reanimator this powerful card is even better with Pharika.
To neutralize the deathtouch of the snakes you're giving away maybe you could include some creatures with indestructible or first strike or just flyers, small deathtouchers are not that good attacking.
I would drop Squandered Resources and Seed the Land (even if it creates snakes) because you're not focusing enough on the land theme, while keeping The Mending of Dominaria and World Shaper if you add more ways to mill yourself.
Even if you are running reanimator, Bereavement is a card that would always hurt you and you have to make a huge effort to hurt some of your opponents, paying mana to give them a snakes and then having to kill them so they discard a card, IMO is not worth the effort.
I also believe there are better cards engines than pygmy kavu even if you give them some black creatures.
A 1/1 deathtouch is a powerful blocker and I wouldn't give it randomly to anyone, unless someone is about to get something dangerous from a graveyard, but otherwise they are meant for your use only. I would definitely keep the constellation pack but get rid of the least useful enchantments. Also consider Extinguish All Hope (with Pharika featuring on the art).
In my Hapatra deck (Hapatra's death hosts) I capitalize on the snakes with Revenge of the Hunted , Predatory Rampage , Driven / Despair and other Overrun -like effects (The synergy of deathtouch + trample is so powerful that no creature comes with both abilities, at least for now). Also Custodi Lich because people usually preffer taking 1 damage than losing a shiny creature to a snake, so getting back the Monarch shouldn't be difficult. And the Monarch mechanic is just fun by itself.
I would also add 2 or 3 lands because the average cost is not that low and you will be spending mana on Pharika's activated ability.
9 months ago
I discovered the issue when attempting to update Driven / Despair . I noticed in my deck that it's showing up as 7 CMC (obviously should be 2 CMC). It appears that the issue might be how the mana cost was entered, but in any case, when I tried to save the new mana cost, the blank Multiverse ID field was flagged as required. Fine. Copied that in and tried to save again. THIS time I got an error stating that Driven already had that ID. Upon further investigation, the other side — Despair — also had that ID.
- How did the full card, Driven / Despair , get saved in the first place without an ID? Why can't I now re-save it without an ID?
- If two cards can't share the same ID, then how did both Driven and Despair get successfully added? Since they share an ID, why can't I now add the same ID to a third card?
I'd like to understand how it all works in the background so that I can successfully fix cards in the future.
((As a side issue, how can we fix the incorrect CMC?))
Driven / Despair occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%