Drown in Sorrow

Legality

Format Legality
Noble Legal
Hero Legal
Heirloom Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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.

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Drown in Sorrow Discussion

wonderboyrox on 8 rack

5 days ago

Okay, constructive criticism incoming:

After looking through your decklist, you have a pretty solid theme going on here. It's a take on a classic that has been around for a while. Unfortunately, with how low cost your discard spells are, and with no draw power in the deck and very few creatures, you'll be top decking in no time, leaving your end-game to chance.

Obviously your creature base is nearly non-existent. That's not always a bad thing, but in your case I think it is.. for two reasons. One, I don't know about you.. but when running decks like this I prefer to have a backup plan (an alt win con, if you will) for killing my opponent. And two, creatures will protect you from fast decks early game. A deck like this will have nearly no chance to win against Elves, Goblins, or the like.. due to speed and no creatures on the board to protect you.

Here is what I would do:

-4 Duress (The card is too limiting, especially after the first few turns have passed)

+4 Funeral Charm (Giving you access to the only instant speed discard spell in Modern, also, gives you a few other options.)

-2 Drown in Sorrow (Too slow, imo. Also could hurt a couple changes I am suggesting to the deck)

-2 Languish (Similar reasons as listed above)

+4 Fatal Push (Faster, and doesn't hurt your own creature base)

-4 Smallpox (Great card, but hurts you as much as it does your opponent. You don't want to be top decking sooner than you have to be.)

+4 Blackmail (Faster, also gives you potential access to discarding some of their manabase. Alternatively, you could run 4 Distress if you'd rather not give your opponent any control here.)

-4 Buried Ruin (With how much devotion your deck is giving to early game black, you can't afford to chance colorless mana early game. Also, this distracts from your overall goal. If they get rid of one of your The Racks, no sweat, that's what alt win cons are for.

-1 Urborg, Tomb of Yawgmoth (No reason to run this and potentially give some advantage to your opponent when you're mono black as it is.)

+3 Swamp (Slightly fixing your mana base)

-3 Ensnaring Bridge (Doesn't flow as well as I'd like.)

+4 Master of the Feast (Gives you access to an alt win con, with built in evasion AND forces your opponent to draw, giving you access to more cards you can force him/her to discard.

-3 Nyxathid (Nice card, but with no evasion, weak to chump blockers)

+4 Hypnotic Specter (Built in evasion, fits the theme better giving you access to discard on a stick. Also gives added bonus of possibly hitting your opponents lands. Alternatively, Guul Draz Specter could fit this slot as well.)

-4 Shrieking Affliction (Good card, but...)

+4 Quest for the Nihil Stone (...is slightly better, imo. Alternatively, you could run Liliana's Caress here.)

-1 Liliana of the Veil (Good card, but she hurts your hand, too)

+1 Liliana Vess (Fits your theme, gives you access to yet another win con, doesn't hurt your hand, gives you access to a tutor on a stick, and this would allow you to have both Liliana's on the field simultaneously.)

And of course, lastly.. you could throw in some Polluted Deltas or some Bloodstained Mires in place of some swamps for deck thinning, and would also fit well into having Fatal Push in the deck.

Overall this would give you a lower mana curve, in turn making your deck faster. It would give you access to alternate win conditions that still fit your theme. Would give you access to a few more creatures, giving you more early game protection. Would give you instant-speed discard. And would give you the ability in certain situations to affect your opponents mana base. I know these are a LOT of changes I am suggesting, but, even taking a few of them could help you out a lot.

Let me know what you think and if you end up using any of the suggestions!

IlGuale on Aetherborn Masterrace

1 week ago

Hi! I love black-based midrange lists and i have a pair of suggestions for you. I would go with a more traditional split of 6-8 removals and 6-8 discard spells. Now you have 12 removal and 4 creatures with Deathtouch, which is like a nerfed removal (it can be destroyed and must block to deal damage), so you are good against deck with a lot of creatures, but have no way to deal with noncreature spells. Let's start talking about removals. I am assuming you are on a budget because you don't run Fatal Push and Dismember. The problem is that you can't touch things like Tasigur, the Golden Fang, Gurmag Angler and big beaters like them. IMO your best bet in a mono-B build is a mix of 2-3 Doom Blade's variations like Victim of Night, Smother, Ultimate Price and Go for the Throat. Walk the Plank is also solid, but being a sorcery is a big disadvantage. A one mana removal can come in handy and if you can't afford Fatal Push, Disfigure is a good substitute. It doesn't kill Tarmogoyf or Death's Shadow, but it is a good turn one play against smaller threats and lategame becomes a combat trick. Still, i would not play more than 2 copies mainboard, with maybe 1-2 in sideboard against Elves, Spirits, Counter Company and similar. Then i would replace Grasp of Darkness with Dismember, which kills almost everything in the format, can cost just one mana and is now fairly cheap (around 2.5 $) so you should not have problem buying a pair. On a personal note, i like to play a wipe (Flaying Tendrils, Drown in Sorrow, Mutilate, Languish...) in my mainboard, just in case.

Talking about discard, i strongly suggest you to buy a playset of Inquisition of Kozilek, because it is one of the strongest discard ever printed and is cheaper than ever. With enough money, 3-4x Inquisition of Kozilek, 2-3x Thoughtseize and 1x Collective Brutality would be my go to. Sadly that is not my case, so i have to play with 4x IoK, 2x Duress and a single Wrench Mind and i can grant you that it works reasonably. A pair of Duresses in the side is also really helpful against decks with a low number of creatures. I hope this can be of some help.

zephyr_chang on Grisly Splinterfright

2 weeks ago

Before you start buying cards, maybe you can answer the question: Do you see this deck as being competitive one day? As it is, there are ways to make a Golgari graveyard-based synergy deck competitive but it will probably become a Delirium deck eventually. There are also objectively better graveyard decks out there such as Dredge and Living End etc. The main reason why they are better is not because they avoid graveyard hate (anything from Rest in Peace, Nihil Spellbomb, Relic of Progenitus or even just Scavenging Ooze - all commonly played in the format), but because they are consistently faster than your deck. Therefore, I'm not sure how much money you are willing to spend and how much you want to win. That being said, cards like Abrupt Decay and the 3 lands I mentioned are always going to hold value because they are played in quite a lot of other decks.

But if you are looking for a semi-budget way to upgrade this deck and use it to win a few matches at FNM, I think it can still be done. 4 Satyr Wayfinder and 4 Splinterfright is correct, and I think you can go up to 3 Jarad, Golgari Lich Lord. 2 more Elves of Deep Shadow to complete the playset is probably helpful for ramp. Not so sure how useful the Deadeye Tracker is going to be in this deck. 3 Nighthowler is ok, I think, it could even go up to 4 if you want. I'd take out Necrotic Ooze because you don't have that many useful abilities to copy. Den Protector is a much slower Eternal Witness so if you have any of the latter you can do a straight swap. You can also consider Boneyard Wurm or 1-2 Ghoultree. You'll need to up the creature count - maybe around 23 creatures.

As for spells, I think 4 discard (2 Raven's Crime and 2 Inquisition of Kozilek) and 4 removal (2 Abrupt Decay and 2 Fatal Push) can work. 1 Life from the Loam is always useful, and maybe just 3 each of Commune with the Gods and Grisly Salvage. That will put you at 15 spells.

Lastly, 22 lands - it's as fine as a budget manabase could be. Maybe you can swap the last Jungle Hollow for a Llanowar Wastes because that's not so pricey.

But most importantly, your sideboard needs to be silver bullets that will help you against other matchups. As of now, your sideboard is just too random. You'll need graveyard hate that doesn't affect yourself (Nihil Spellbomb, Scrabbling Claws, Scarab Feast); you'll need removal for artifacts/enchantments in general (Naturalize, Natural State); you'll need boardwipes against weenies and tokens (Drown in Sorrow, or even Illness in the Ranks - much more narrow though); you'll need lifegain against Burn and aggro (Gnaw to the Bone); and you could keep 2 more Raven's Crime in the sideboard against control. You'll also need land destruction such as Ghost Quarter, Tectonic Edge or the new Field of Ruin against Valakut decks and the like.

xyr0s on The dead always return

2 weeks ago

Where you are able to rush, you say. OK. Currently, just over every 4th card is a zombie (16 zombies)and then there's 2 additional creature cards (still under every 3rd card being a creature). Of these, only 4 cards are playable turn 1, another 4 turn 2, while the rest have to wait for 3 mana. And Diregraf Colossus is a real disappointment if you have no zombies in the graveyard, and play it for all your turn 3 mana. Rushing becomes unlikely (not impossible, but you have to draw a lot of your zombies to make up that killer hand of slow-shambling doom).

On the other hand, you have 22 removal cards. Dark Salvation is pretty weak, due to both a low landcount, and few zombies (it counts all the zombies you have in play already, as well as those it makes). Maybe a way to have as much removal as you currently do, is to have less removal, and draw more cards. How about... Blood Scrivener? And to keep the number of zombies up, replace 2 Grasp of Darkness with Fleshbag Marauder.

One of the most fundamental things about tribal decks is that you have to rely a lot on creatures doing the work, with only minimal support from non-tribal cards (merfolk, slivers, elves, and the occassional humans deck does this, all of them with 25 or more creatures, and much of the support being ways to play creatures faster). And you can get removal that's attached to a zombie, carddraw on a zombie, discard on a zombie, and... well... I think that's it. oh, yeah, you can probably also get tokens on a zombie. This may seem a bit cumbersome (Fleshbag Marauder costs one more mana than Diabolic Edict for example), but you get even more out of the synergy between tribal creatures (the slightly higher costed Fleshbag Marauder gets a buff from Lord of the Accursed, and triggers/feeds Diregraf Colossus, and whatever other zombie-specific interactions you can come up with - Diabolic Edict doesn't do any of this). If you hollow out the number of tribal creatures in your deck in favor of utility, you are less likely to draw anything that synergizes.

Suggestions:

Remove

Add

If you can find it and want to spend a bit on it: A single copy of Liliana, Heretical Healer  Flip and some Geralf's Messengers would also be good in this deck.

ScrubNation on The dead always return

2 weeks ago

I like bone splinters but i dont think Inquisition of Kozilek is a priority. For lands im running 22 lands but for the games i lose i somehow dont draw lands and am stuck im looking to take out 2 Drown in Sorrow possibly to put in either 2 Disfigure or 2 Bone Splinters

xyr0s on The dead always return

2 weeks ago

Inquisition of Kozilek does one of the strongest things you can do in modern, more or less no matter which deck you play against: It trades for your opponents best cmc 3 or less card in the opening hand. Bone Splinters is an extremely conditional card in comparison - only works against creatures, subject to all the usual ways of resisting removal, and can only be played when you have a creature. It's fine when it trades a zombie token for a Primeval Titan, but when you have sac a Diregraf Colossus to get rid of a Tarmogoyf, the fun is suddenly not so great (you spent 2 cards and a total of 4 mana vs. opponents 1 card/2 mana).

Why do you have 4 Drown in Sorrow mainboard? A couple of them in SB to handle tokens or elves, I get that, but couldn't a couple of them be exchanged for more zombies, or for inquisition?

Also, the way your deck currently looks, is Nykthos, Shrine to Nyx still worth playing? Or would swamps be better?

phDaemon on Abzan Beatdown

2 weeks ago

Same thoughts here, play Flaying Tendrils instead of Drown in Sorrow. Better against the meta.

phDaemon on Abzan Flying Rhinos

2 weeks ago

Btw, against the meta, there is prob a few decks you may have issues with, specifically Affinity, Eldrazi Tron and possibly Jeskai Control. Some of those like to play protection from single color or many colors, which is why Flaying Tendrils is objectively better than Drown in Sorrow.

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