|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Rare|
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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 Until end of turn, creatures you control gain menace and "Whenever this creature deals combat damage to a player, that player discards a card."
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Driven / Despair Discussion
1 month ago
And, for a sure-kill win-con, how about Driven / Despair, you can even use it from graveyard, so you can discard it from an exploration
1 month ago
Though, if you're using Claim-to-Fame, you might wanna add more 2-drops.
Another suggestion: Driven / Despair is a good sorcery to finish your opponent.
1 month ago
What happens to your deck when w/out Rhonas's Monument as is? Does white fix your tempo/synergy concerns? In my vision of Rhonas monument deck ( Mono green ) I lean on Ramunap Hydra and Majestic Myriarch the monument is just bonus. Don't get me wrong, you can splash/add white just, it feels forced right now. I mean you have Driven / Despair(i get it, for the the card draw but, still) no way to cast despair, Rhonas's Monument only 1/2 benfits white creatures yet, I see no Appeal / Authority or Prepare / Fight even Pride Sovereign that need G/W to take full advantage of the card also, when I look at your cards Dusk / Dawn looks like it would be great. White is also, know for flash yet I seen no flash creatures. The statics quo if you will when G/W are together the deck plan is is to go wide, your deck feels like it wants to go wide and is sounds like you what it to go tall. Hope I've help GL HF
1 month ago
Response to Waffles13.
I really like the idea of adding in the deserts. Not only will they add more cycling cards but it will also give Ifnir Deadlands something to target besides itself. Also removing some one drop cycling cards means I won't have much else to do turn 1 so putting down a tapped land will be a good option.
I'll take your advice on removing the Dissenter's Deliverance and replacing it with Without Weakness. Not having targeted removal on my end requires me to at least block an opponent's removal as much as possible. From looking at https://www.mtgtop8.com/topcards standard artifacts, it looks like most of the top artifcats are artifact creatures and I can remove those with the Archfiend of Ifnir so I'm going to remove the Dissenter's Deliverance from the deck entirely.
Vile Manifestation seems like a great card seeing as it has 4 toughness which is enough to dodge the common 3 damage removal spells and block small creatures. However, it doesn't synergize very well with Abandoned Sarcophagus so I'm not sure how well it would end up doing in my deck. I'll put 4 in my sideboard to put in against aggro decks because I plan on taking out the Abandoned Sarcophagus in those matchups.
Haze of Pollen seems useful but the 3 cost cycling is turning me off of it. I think that Heroic Intervention is a much more flexible card because it can block board wipes, targeted removal of my creatures or artifacts, or even allow me to chump block with my creatures without them dying. That last one I think makes it perform a similar function to Haze of Pollen and I like the flexibility that it provides. I'll test it out though if I get the chance.
I think Driven / Despair is better than it seems. For two mana I can usually draw at least one card because of Key to the City, which (2 mana for one draw) is equivalent to a cycling and sometimes better. I'll usually have other creatures that I can attack with and not just the tokens. If I can swing with 2 creatures then that makes it better than Costly Plunder and Painful Lesson. Also for Costly Plunder I would need to sacrifice a creature and I would most likely want to sac a token. If I have a token, then I can attack with it instead of sacing it to get the extra draw. I'm not a fan of Sword-Point Diplomacy because my opponent can make me discard any important draws I get. Driven / Despair also allows me to gain more than two cards, and in a deck with so much card advantage, I don't think other draw spells do enough. The card is also a good target for Key to the City to toss because it still has an effect from the graveyard. The second effect, Despair, seems like it would really mess with my opponent's plan if I can make them discard at least two cards.
1 month ago
Interesting concept! Archfiend of Ifnir is hard to work into this style of deck, I think. Typically blue is better at cycling but these colors get all the fancy snake tokens.My recommendations: Dissenter's Deliverance is a cheap nifty cycle card but might not find use in a lot of match ups besides being a cycle trigger. Maybe main board Without Weakness and sideboard Dissenter's Deliverance. If you go this route then I definitely feel you want Haze of Pollen main board and Heroic Intervention can chill sideboard if you really think you need it. Desert of the Glorified and Desert of the Indomitable are both great here and you could probably use 2 of each??
I'm not sure how badly you need Driven / Despair. You already have Archfiend of Ifnir as the main win condition along with Horror of the Broken Lands and Key to the City. Not to mention you're relying on the idea you have hipatra/ifner combo in full swing. A more reliable card draw could be of use like Costly Plunder, Painful Lesson or Sword-Point Diplomacy.
Hopefully any of this helped! I love the idea behind this deck.
2 months ago
I'm not recommending cutting Angel of Invention if you have them, just a suggestion for other players who may not want to spend the $$. A playset of the Angel is currently around $40 versus 4x Cultivators for $1 (plus there is a cool promo version of the elf). For comparison, Cultivator of Blades is a token generator just as much as the Angel, whereas the Angel gives you more flexibility with all its keyword abilities.
But meow imagine a board full of little kitties and tokens, then cast Appeal / Authority on the Cultivator, and swing in with a board of suddenly monstrous beasts.
Driven / Despair can also be useful with the tokens to get through chump blockers, even disregarding the black back-half.
2 months ago
You need some cards that can give you, in one turn, enough traction for an alpha strike. Ankle Shanker is a particularly scary example. Driven / Despair, Dominaria's Judgment, Overwhelming Stampede, Ready / Willing, Rush of Battle for that aforementioned life gain, Samite Elder targeting Saskia, Spare from Evil assuming there's no human tribal in the meta, Vault of the Archangel, Overrun, are all super good group buffs.
3 months ago
So, I'm having a hard time figuring out how to count cards like Driven / Despair in my mana counts. Should I only count the top part's CMC, or should I include all symbols?