Driven / Despair

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Driven / Despair

Sorcery

Driven:

Until end of turn, creatures you control gain trample and "Whenever this creature deals combat damage to a player, draw a card."


Despair:

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."

Browse Alters

Price & Acquistion Set Price Alerts

HOU

Ebay

Recent Decks

Driven / Despair Discussion

RedUndead40 on Looking for tips on this ...

1 day ago

So I updated the list a bit... sideboarded Stinkweed and I haven't missed it one bit. Replaced it with Driven / Despair and holy crap that card is nuts for the cost. Definitely wins me games.

FiveEightFiveBC on Kestia's Divine Army

1 month ago

Overrun seems like an odd choice for a deck which isn't focused on creature production. I might be underestimating the utility of Overrun here, but do you think it might be better to add something which synergizes more with enchantments and may be more permanent, consider your number of creatures might not be enough to eliminate a player with Overrun most of the time? Perhaps Celestial Ancient, Dictate of Heliod, Collective Blessing, or Call for Unity. If you just want the trample, Driven // Despair is cheaper and enables card draw, while Overwhelming Stampede is easier to cast and will give a larger pump. Primal Rage just gives your creatures trample and synergizes with your enchantresses. So, I think there may be one option here which is better than Overrun! I hope this isn't too much!

MosaicDryhop on The Black Soil

2 months ago

Oh Dredge <3

May I ask why you run so many ghost quarters/tectonic edges? I’ve considered putting one copy in my board for decks like Tron, but it seems kinda slow if you don’t have it in your opening hand. When you’re able to loam it back Karn is probably already in the battlefield.

I’ve cut my tormenting voices for The Flame of Keld as an experiment. Works really well with loam/conflagrate. Check out my list Flaming Dredge.

I used to run rally to, but lately i’ve swapped it out in favor of Driven / Despair which can be cast from the hand as well. While the trample part might be irrelevant, the extra dredges is great. The aftermath can be insane, giving everything menace and forcing the opponent do discard pretty much everything in their hand.

I also run 1 forest and 1 mountain, to have a way to loam even with a blood moon in play. Also an early ghost quarter on a g/r dual can ruin your day if you happen to have only one green source in the opening hand.

MosaicDryhop on Basic Dredge

2 months ago

I’m not sold on Supplier over Insolent Neonate. You have no way of killing it to trigger the second mill other than chumping with it which might be hard to achive in some matchups. Neonate seems much faster imo.

Scourge Devil also seem underwhelming to me. I belive Rally the Peasants or Driven / Despair is a better option.

I’ve been experimenting with The Flame of Keld in my dredge deck. At the early stages of playtesting it has wirked better than expected. Check out Flaming Dredge

LuxuryBall on Sappy Bois

2 months ago

Yeah Blinding Fog could be pretty nice for a protection. I wanna see how it fairs up against a deck that actually has Goblin Chainwhirler in it. Well, actually I remember facing my friend's new aggro red deck that had a Chainwhirler in it. I messed up and paid the wrong mana during Driven // Despair and couldn't get my Sporecrown Thallid out before he Chainwhirler'ed next turn. So I imagine that just getting those out correctly could be the counter to field wipe, but I'd like to see more play test against it before sliding Blinding Fog in.

Sandiagos on Hapatra Deck

2 months ago

I do love Hapatra!

Through experience of many Hapatra variants, I find that these cards are your maindeck core:

4x Hapatra 4x Chaneler Initiate 4x Ammit Eternal

Then depending on your strategy, there’s some sweet lines of play. Here’s a few ideas.

Aggro:

Crocodile of the Crossing (comes out on turn 3 if chaneler on the field) Rhonas, the Indomitable (synergises well with all the crocodiles and a good -1/-1 counter dump) Skysovereign Consul Flagship - Hapatra and a snake can crew (happens a lot)

Hapatra and Archfiend Ifnir:

Normally these two don’t play well together but add in Key to the City and you have a Hapatra that can safely attack plus a discard engine to activate Ifnir for hopefully many snakes.

To further maximise the counters on opponents creatures, Decimator Beetle is good and Grind // Dust more viable. White from Chaneler and a couple of dual lands shouldnt hurt the mana base

Splashing Red:

Its not great that -1/-1 mechanic is spread over 4 colours. What makes it worse is how unplayable Soul-Scar Mage and Hapatra, Vizier of Poisons are together. Accepting that, the red splash is still good for two cards.

Samut, the Tested and The Scorpion God.

Samut’s +1 is incredible with all the crocs. 8 points of life from Baleful / Crocodile of the crossing hits for an explosive 10 for a great follow up after playing samut.

The Scorpion God will never feel great, but a 6/5 body that’s hard to deal with after playing a couple of must remove crocodiles is a threat that tends to last and can therefore more viably gain some card advantage and maybe place some counters.

Overall, I find Hapatra works best in a proactive deck, lightly splashing removal. Opponents familiar with playing against Hapatra will remove it immediately - which truely breaks the decks potency.

Therefore, depending on your local meta, I suggest Blossoming Defense as the primary protection spell, delaying hapatra until you have the mana to protect her. Its somewhat counter intuitive to not curve out Hapatra to Ammit Eternal, so another line of play is to fight through the removal and when you have the chance, cast Claim // Fame to bring her back.

Finally, for card advantage you should definitely try 2 copies of Driven // Despair. Its game breaking with 3 creatures on the field.

ROUROU on Sacroling - [M19]

2 months ago

It's one of the funniest deck to play with! +1 from me . Only thing i would change, is the draw engine. I would increase the cards. I.E. Driven // Despair, Mouth // Feed and Dark Bargain would be nice . Cya around! xD

KongMing on Naya Bushwhacker Zoo

2 months ago

Also, giving your board Trample on the turn you Whack would be ideal. How about stuff like Crash Through, Driven / Despair, Gruul War Plow, Legion Loyalist, Nylea, God of the Hunt, Savage Alliance, Skarrg Guildmage, and Song of Freyalise. There are other options, these are just the ones I thought might synergize best.

Load more