Drown in Sorrow

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Born of the Gods (BNG) Uncommon

Combos Browse all

Drown in Sorrow

Sorcery

All creatures get -2/-2 until end of turn. Scry 1.

Price & Acquistion Set Price Alerts

BNG

Ebay

Drown in Sorrow Discussion

Darth_Savage on BR Rakdos Burn, Draw Some Flames

1 week ago

Honestly I'd stay mono red unless you have a good reason not to. I'd convert this into a more classic burn list after that. Some substitutions that I'd make are:

Lightning Strike -> Magma Jet burn + scry at the same mana cost.

Wizard's Lightning -> Rift Bolt guaranteed one mana bolt, the wizard clause makes Lightning too fragile.

Ghitu Lavarunner -> Monastery Swiftspear one of the best creatures for a burn deck.

Goblin Chainwhirler -> Hell's Thunder or Ball Lightning burn wants to kill fast, a creature without haste is not what it wants.

Viashino Pyromancer -> Thunderous Wrath one mana for 5 damage is a pretty likely scenario here.

Sword-Point Diplomacy -> 2x Risk Factor 2x Pyroclasm or if you want to keep in black Drown in Sorrow mini board wipe, to clear the field.

Njirk on Dragonlord Silumgar

2 weeks ago

Hi there, I'm from the advertise your commander thread.

I used to have a Nin, the Pain Artist deck based on stealing and copying your opponents stuff. I always liked to win using your opponents cards, so its nice to see a deck with a similar theme.

I think your current build has a lot of room for optimization as there are many cards that have strictly or subjectively better counterparts. These are some suggestions for cards I would replace and what with:

I would probably drop the flicker subtheme you currently have because you dont run a lot of creatures and go down a few lands (37 should be fine) in favor of more draw (Rhystic Study & Mystic Remora are nice). Also, one of the good things about black is the access to tutors. By adding tutors you increase the consistency of your deck, as they effectively serve as an extra copy of all the other cards in your deck. Lim-Dul's Vault, Beseech the Queen and Dark Petition are some good relatively cheap ones. (If you want to invest a bit of money in it, Demonic Tutor and Vampiric Tutor are great.)

I hope this helps and good luck with deckbuilding!

PS. Dont forget to comment on the previously posted deck in the 'advertise your commander deck' thread. ;)

BlackjackHD on BUG'n: Grindy Midrange

1 month ago

Treetop Village doesn't seem useful here. When it comes time to beat down with manlands, Creeping Tar Pit is just better. This can probably become a Forest or other Gx dual land.

You are noticeably weak to low-to-the-ground aggro plans which are dominant in Modern right now. Without red, you can't use Pyroclasm, and Firespout will only hit fliers, so consider Drown in Sorrow or Flaying Tendrils to wrath a board of Humans early in the game, and upgrade Languish to Damnation to hit a 5/5+ Champion of the Parish, opposing Tarmogoyf, Gurmag Angler / Tasigur, or Reality Smasher.

Grafdigger's Cage could be useful sideboard to help curb Dredge and Company decks. Scooze is great grave hate, but you're only running 2. I would also consider dropping JTMS and Nimble Obstructionist for Dark Confidant for card advantage. Jace is not especially strong at the moment. If you don't want to spring for Bob, Tasigur, the Golden Fang could take Jace's spot instead. Damping Sphere over Fulminator Mage maintains your sideboard Tron hate spot while also hosing Storm and checking Bloodbraid Elf. I fear that Jund will just do what you're doing, better, so having an answer to it will help in game 2.

I love Bxy grindy midrange decks and BUG seems like such a natural fit, but it hasn't made a good showing yet. I'd love to see this deck become great!

Steve_MTG on Budget Jund Reanimator *HELP*

1 month ago

Nice idea, but pretty difficult to build on budget.

You stated, you need ideas for your sideboard:

  • Naturalize (gets rid of the #1 card, ripping your game plan apart in no time: Rest in Peace).

  • Maybe something to gain life to improve your game against burn decks. Budget ways I'm thinking of maybe Bottle Gnomes or Brindle Boar or even Dragon's Claw. Don't know, what you can get your hands on.

  • If possible, add some creatures with a nice value of cost to power/toughness, thus simply providing a second game plan to switch to, if your reanimation somehow is disabled or won't work for other reasons. I'm afraid you'll have to find those creatures yourself, for I have no idea what your budget's top level is nor what you allready got at home.

  • If you got any space left in your board, try to include answers to threats appeariing in your local metagame. Your playgroup/meta is full of decks running a horde of small and fast creatures? Try finding spells that kill of most/all of them at once (I'm thinking of things like Pyroclasm, Drown in Sorrow, Golden Demise and so on). Your meta features combo decks? Look for simple answers to break the combo or prevent it from even happening (=> most likely some discard spells like Duress).

I hope I provided some useful ideas.

Greets, Steve

Podma101 on White Human Buster

2 months ago

Okay, so like we were discussing before, what is it that you want to do with this deck? What you are facing is a fast, tribal deck. If he's in mono-white, a few board wipes should be enough to slow him down to where you can overcome. White lacks draw, so if he over extends and you clear the board it will take time for him to rebuild. My suggestions:

JohnnyCRO on My Zur brings all cards to the yard!

2 months ago

You got your hands on a YagWill? Wow, good job mate!

OK; first thing I'm noticing here is that you're going a lot on the cEDH side here. Is that by design or what? BC our meta is more about creatures and here lagging behind a few turns can have a high cost in life and therefore result in an unsatisfactory performance. Meaning that in lower-power metas, sometimes specific solutions are better than budgeted competitive ones. It's just my experience tho.

Now, about the whole Doomsday plan, you could really use Pact of Negation. After its masters 25 reprint it's cheap enough to grab one, and most protection piles need such free interaction. Foil is also good in Gush piles, but IMO now Pact is cheap enough and simply better outside Doomsday so it's a buck well-spent in my book. But you can cram in both if you wish.

Anguished Unmaking is an excellent removal you might like. It exiles anything for just 3 mana and a bit of life. The flexibility to deal with any stax piece is potent when trying to go off. Vindicate works along the same lines, saving you some life while losing some versatility being sorcery speed. IMO you're generally a bit low on removal. You must be prepared to clear the board more than once and preferably in a way that works well with Zur. My fond suggestion is Yahenni's Expertise as it leaves Zur alive, catches surprisingly many important targets and doesn't cost you tempo as much as other boardwipes do because of its free cast. Drown in Sorrow is worse, but if that saved is that important to you and you can spare x/3's, then I suppose scry 1 is also fine. Toxic Deluge should be your long-term goal tho. At such low cmc and very reasonable color requirement it's a bargain, plus it can act as a larger boardwipe in case you need one.

Along the same lines, Ghostly Prison and Propaganda could be very helpful in our creature-heavy meta.

Ramp and manabase are different beast entirely and IMO you should first tune the rest of the deck before shifting your attention to those

Any cards you might think of excluding?

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

2 months ago

Hi Vman!

First I want to stress that there is no universally "correct" stax deck - the best deck for my meta is likely TOTALLY different than the best deck for yours. My list may serve as a good starting point, but everyone will need to tune things individually for their own games!

At this point there is little to no creature aggro in my meta (which now consists of T1/T2 CEDH decks). I suspect this is true for many other CEDH metas, as creature aggro is generally not viable at the strongest of tables (it is possible to kill players with this strategy, but often difficult to actually win the game entirely). As a result, my answer to the question of, "How do you deal with low-to-the-ground token/aggro decks?" is simply, "I don't have to." Of course, some sweepers are still extremely useful for destroying generals, utility creatures, mana dorks, etc, so you'll see a few in my list (Toxic Deluge, Yahenni's Expertise)... BUT, I don't have to always be prepared to stop a token horde on T4... it's simply not an issue I need to deal with.

Of course, my experience is unique and totally different than many metas! If your opponents have more combat-focused decks, swap in tools to deal with them. Again, my deck is a good general starting point, but will need lots of tuning for any particular meta. You could consider repeatable sweepers like Pestilence/Crypt Rats, one-timers like Shrivel/Drown in Sorrow/Infest, more exotic workarounds like Living Death (these cards vary in competitive viability, but you get the picture)... what about Archfiend of Depravity? It's not a comp-viable card but if you are constantly facing down token swarm, it seems pretty darn good.

Note that if your opponents are more devoted to creature combat, that means they're LESS devoted to the things MY particular build is designed to stop - you may find that the slots for Trinisphere and Damping Sphere are better filled with creature removal; if that's true, then it's a change you should make!

Your more specific questions:

  • Grim Flayer - He is basically a better Sensei's Divining Top in this deck. Being able to plow through your topdeck if you don't like your options is extremely useful when our goal is to stall out the game (Top is much worse - it costs you mana and you're stuck with what you see). The fact he beats and blocks well is nice, but he is played for the card sifting.
  • Midnight Reaper - In some respects this is actually a BETTER Grim Haruspex - because it draws cards for itself when it dies (Grim Haruspex excludes itself). The life loss is unfortunate but the tradeoff for an extra card and more versatility (being OK with it dying) is the benefit here. However, remember that in more comp games, this isn't drawing us 30 cards, it's drawing like 2-4 (so the extra card off itself, bumping that number to 3-5, is actually a big deal). In more casual games with many more creatures on the battlefield and more draw triggers it's probably better to go with Haruspex to save yourself the life loss.
  • Necropotence - I cut it as an experiment to see how the deck ran without it. Currently undecided on whether I will put it back. Obviously Necropotence is a card advantage powerhouse, but it's just awkward to actually play - the colors are rough to hit early on, and in an early hand, its timing often conflicts with the stax or interaction you need to be playing.
  • Animate Dead and Regrowth - Currently testing these out to see if they help the deck's flexibility. Obviously, a lot of the recursion engine relies on Meren - and if there isn't an opening to play her or she dies, it can really create issues. This give us alternatives for making sure the effects in our graveyard remain accessible.
  • Tangle Wire - Just play this ASAP. The earlier it hits, the harder it hits, and waiting until after Meren is almost surely too late. Remember, Tangle Wire is inherently asymmetric (taps the table for 4-3-2-1 and taps us for only 3-2-1-0 [or 2-1-0-0 once you consider you can tap Tangle Wire itself]). Additionally, we already play tons of mana dorks and mana rocks, so we are usually the least affected by the tap effect in the first place. If Tangle Wire hits too late, opponents have enough permanents to pay for it and can play around it - but a VERY early Tangle Wire (pre-Meren) can Time Walk the entire rest of the table 1-2 times, while we can often still play around it (due to so many dorks/rocks and asymmetric tap tax) and leap far ahead.

JohnnyBoyG on Budget 8-Rack

4 months ago

Here are some budget black sideboard cards:

vs creatures: Disfigure, Doom Blade, Drown in Sorrow, Mutilate

vs burn: Gifted Aetherborn

vs big mana: Rain of Tears

vs graveyard: Nihil Spellbomb, Tormod's Crypt

vs combo: Memoricide

vs midrange and control: Ob Nixilis Reignited

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