Driven / Despair


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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 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

djnewellmit on Man in the Wilderness

1 day ago

I think your addition of Driven / Despair is a very good idea. The explore creatures on their own are lacking any kind of evasion.

PeeBee on Ifnir Black

6 days ago

----- Mainboard creatures -----

I agree with bewarekraken and the Kitesail Freebooter isnt a great aggressive creature and you should probably change this into x4 Glint-Sleeve Siphoner Then I feel your creature base is basically done and looks good.

I think you should drop the green splash, even though i like the Driven / Despair here, I feel with the Glint-Sleeve Siphoner and Ruin Raider you'll have enough card draw anyway and its a card you wouldnt want to be flooded on. This will open up x4 spaces where you could add any of the following which would work well with your deck:

Aethersphere Harvester x1/x3 - Gives you a way to utilise your 1 drops later in the game and provide flying threats (and additional lifegain against aggro)

Yahenni, Undying Partisan x2 - Haste threat is always good to surprise your opponent with extra damage and this creature is difficult to remove if you can get a field full of creatures.

Bontu the Glorified x1 - A great way to finish out the game by sacrificing creatures to drain life and get in with menace damage.

----- Lands -----

With the above creature suggestions, I would then drop the Forest, Evolving Wilds and Hostile Desert and replace all these with Swamp's as with any aggro deck, an untapped land turn 1-3 is very important to play on curve and to get creatures out quick. There isnt any good alternative lands or manlands out right now so keep it simple.

----- Sideboard -----

As for the sideboard, this is my advice:

2x Battle at the Bridge - deals with Hazoret the Fervent and other indestructible creatures and provides lifegain.

2x Lost Legacy - deals with Approach of the Second Sun, Carnage Tyrant, The Scarab God.

2x Dispossess - deals with God-Pharaoh's Gift, Torrential Gearhulk and other problematic artifacts

4x Duress - really good against the control matchup.

1x Vraska's Contempt - a good catchall card that can deal with any problematic creature or planeswalker.

1x Bontu's Last Reckoning - good card against temur energy, as one of the only things to get rid of a Bristling Hydra, i'm not a fan of the card myself but feel you need to have it in here.

3x Doomfall - good against control but can be used to exile The Scarab God, Hazoret the Fervent, Bristling Hydra and other difficult threats, however the versatility makes this very useful.

Any questions, just ask. :)

Emzed on The ever growing army of the undying

1 week ago

Glad I could help ;)
Well if your creatures aren't threatening enough to be blocked, you could use something like Rancor or Driven / Despair to force your opponents to take them more seriously.
I just remembered Bone Splinters as another removal option for your deck. Not the most powerful card, but you certainly have plenty of fodder for sacrificing.
Btw your manabase needs serious work, since casting Strangleroot Geist with only 8 green sources is ambitious. On the other hand Geralf's Messenger demands lots and lots of black sources, which makes your deck extremely demanding color wise. I think your best option would be adding a couple of Llanowar Wastes, Woodland Cemetery and/or Blooming Marsh to replace some Swamps. There are better, more expensive options like Overgrown Tomb or Twilight Mire, but that's probably not within your budget.

FuzzySupreme on Explorers Of Glory

1 week ago

Thanks guys for the upvotes! So I decided to make quite a few changes to this deck. I will post a revised deck later tomorrow. The biggest problem I was having was not enough spells to support the creatures. I played this deck at our showdown and won two lost two. The deck was super quick but super fragile. So mainboarding 4 Fatal Push and 4 Duress is a must. I also decided to main board 2 Driven / Despair for card draw and menace with trample for 4 mana! Its nuts. Anyway will post more tomorrow

Tremblayk19 on Merfolk tribe

3 weeks ago

What about, instead of Sixth Sense you play Driven / Despair, and add 4x Attune with Aether, 4x Aether Hub maybe 1x Swamp and some Evolving Wilds, cutting Sunscorched Desert, and a merfolk or something?

Love the brews!

CamogaFly on Sultai Merfolk

4 weeks ago

Brewing something very similar myself. There's a lot of 'accessory' cards that will need testing in practice but I'm looking forward to trying out Driven / Despair - two triggers for Champion, Blossoming Defense, River Heralds' Boon, Verdant Rebirth, Open Into Wonder and Growing Rites of Itlimoc. Some of them probably SB material - Shaper's Sanctuary.

BaiZongTong on What About Scarabs' Rites!?

1 month ago

OOO Key to the City is a pretty nice way to make it work! That's genius!

Nature's Way feels hard to execute since it requires you to have a snake on the board already. maybe the new Walk the Plank for cheap removal?

Against control, I played against R/B Control for Game Day and drew 1-1 with a previous iteration of the deck. It was a very tough match, but I recall that in the second game, Claim / Fame was MVP because it allowed me to res Hapatra, Vizier of Poisons with Claim and immediately use Fame for a quick swing + snake. Once the snake is on the board, it poses an interesting threat to control since they didn't have many creatures. Driven / Despair is also good since it requires enemy to choose whether to discard or let me draw.

The Scorpion God might also be better against R/B Control, since once it's resolved, it gives you some card advantage, which I find is usually the most depleting against control. It also fares much better against Torrential Gearhulk.

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