Drown in the Loch

Drown in the Loch

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Choose one —

  • Counter target spell with converted mana cost less than or equal to the number of cards in its controller's graveyard.
  • Destroy target creature with converted mana cost less than or equal to the number of cards in its controller's graveyard.
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Set Rarity
Throne of Eldraine (ELD) Uncommon

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Legality

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

Drown in the Loch Discussion

rhinosoul on Alela, Faerie Comboteur

1 day ago

For cEDH level, I'd recommend putting in:

Mox Diamond , Fellwar Stone , Talisman of Progress (better than Signet) for additional mana source

Mystic Remora for additional card draw

Ponder and Preordain for draw/top deck manipulation cantrips

Drown in the Loch for good removal/protection, as well as Reality Shift for extra removal.

Dispel , Delay , Flusterstorm , Spell Pierce , and Mental Misstep are all good protection/mitigation spells at cEDH tables, as well as Force of Will

Vampiric Tutor for your instant generic tutor and Imperial Seal if you can afford it. Lim-Dul's Vault is also a good tutor/pile maker and Merchant Scroll can search Dramatic Reversal and any counterspell/blue removal spell.

Maybe cards are Chain of Vapor , Blink of an Eye , and Into the Roil if you want more removal, or Pongify and Rapid Hybridization if you want more creature removal.

I'd recommend removing Lightning Greaves and Swiftfoot Boots as these are only relevant when you have a creature on board and are only sorcery speed protection for said creature.

With the banning of Paradox Engine , Despark does not have many relevant targets. In fact, I'd say it's only niche to reanimator targets or any other big creatures that get cheated out, which is VERY dependent on your meta.

Arcane Denial is something I'd only find not bad if it's literally used to protect your win con on the turn that you're going to win; otherwise, you just netted your opponent over you. This one's up to you but I'd rather not play it.

Grubbernaut on Help me with Esper Control

2 days ago

Too many 1/2-ofs.

I think you want 6 discard spells, mixing Thoughtseize and Thought Erasure . You also definitely want 3-4 Fatal Push .

Drown in the Loch , Utter End , Render Silent and Murderous Cut seems like cards that are often pretty bad; I think you should either go all in on Absorb , or consider Sinister Sabotage or Void Shatter for easier color requirements.

Also - badly wants Narset, Parter of Veils , and some number of wraths.

Cheers!

MonkeySit on Tasigur Control

2 days ago

enpc You could not be more right! I had originally done the land count with the expectation I might play lower cmc, much like M-DitzyDoo has pointed out but then as I made other changes to the deck forgot to alter my land count. I will probably want to increase this to roughly 40 I think? Unfortunately, my play group aren't huge fans of infinite combos (when there are tutors involved), we generally prefer the commander format to be more unpredictable and exciting. As for the elves idea, I actually really like that! That is a super interesting way to bolster ramp whilst having some blocking fodder if necessary and the first really solid deck I ever built when I started playing magic was elves so I know their potential. I might experiment with that in an alternate list.

multimedia - wooah, now that's some depth haha! Thanks heaps, as mentioned above, couldn't agree more about the land count and i'll take those specific recommendations into consideration. Seasons Past was actually in my original list when it was a little bit more graveyard focused but i didn't realise the insane potential when combined with Demonic Tutor !! that is so good! you'll see as i mentioned with infinite combos or infinite mana, it's not really something I'll be aiming for. Happy to go off big, but not infinitely. what i'm more or less looking for is consistency and synergy over power and competitiveness. Nezahal, Primal Tide I have seen as being a very popular creature with tasigur, and i can't deny how good it is either so I think it will definitely find room as is the planeswalkers, specifically ashiok and narset, personally. Jin-Gitaxias, Core Augur i have but avoided for not having too much hate. however, a member of our playgroup has made a commander deck with him at the helm, so when i see how that is responded to, if it's ok, i'll add that for sure and with Reanimate .... my god...ahaha! Deathrite Shaman i didn't expect to be that decent because i don't really imagine being able to pull off the ramp tap much, but as for the other abilities it is amazing, i like it. I will assess what my playgroup does in terms of being able to trigger Runic Armasaur and see if it fits. great card though. and blood artist is ok not to be in the list as we don't have anything quite like that hahah! but thank you though, couldn't agree more. I would really love to hear more about your thoughts on this deck as it progresses.

M-DitzyDoo - I really wanted that sort of mentality originally but have strayed away from it. Now that it has been pointed out to me though, it really would be a good idea. I can see how the lower cmc, the more i can activate tasigur. i also agree with swapping out the specific removal like mentioned. I'll have to be a little bit more budget-oriented with it however so things like Assassin's Trophy and Abrupt Decay probably won't make it. Drown in the Loch though - i love! perfect fit.

Thank you so much to all of you so far for your help, it's been incredible feedback. i'll make some necessary changes and would love to hear what you all have to say :)

Thanks again!!

M-DitzyDoo on Tasigur Control

3 days ago

As a fellow Tasigur player I'd highly recommend trying to cut your average cmc some because tasigur means never not having something to spend mana on. Pongify and Rapid Hybridization are extremely good for their cost, same with Nature's Claim and Swan Song . Swapping some of your more specific removal cards for more broad ones like Assassin's Trophy , Abrupt Decay , and Beast Within would help you deal with a bigger number of possible problems instead of being stuck with the wrong removal spell. Drown in the Loch is also fantastic, though a bit of nonbo with Ashiok.

Heliogabale on Cuts to the Zombies - ...

3 days ago

Thank you Rabid_Wombat for commenting and for the link to your deck.

I am looking to include Siren of the Silent Song and Vizier of the Scorpion , so please tell me which creatures specifically you would cut and why. I would aim for 37 creatures total, which would allow mw to run Syphon Flesh and Drown in the Loch .

Living Death is a great card, but this deck is focused on building a token army, not to mention several effects that exile creatures from my graveyard, so it feels somewhat counterproductive in this context.

Archeopteryx on Opus Thief

1 week ago

-1 Drown in the Loch , +1 Spell Pierce

With the existence of this new meta being formed, I believe more decks will maindeck Rest in Peace , Grafdigger's Cage , and Leyline of the Void . This will make Loch much less effective, and sometimes a dead card. I don't like dead cards.

Cannonhead on Dimir Charm

1 week ago

Personally I think it's a little underrated. Even if Drown in the Loch is a bit better, Dimir Charm is still perfectly functional, and modal cards are usually a little better than you think they are. Though mode 1 is a bit too limited, it's still nice to have access to, as already pointed out, and mode 2 is a perfectly good kill spell most of the time, but mode 3 is where it's at. If you look at it a certain way, it's very nearly a Fateseal 3, and if you need to, you can even use it on yourself, either to dive for a certain card, fuel delve spells or whatever. I actually use two of them in my modern mill deck, Waste Away

Magnanimous on Dimir Charm

1 week ago

I do think Drown in the Loch is just better if you're playing it for the first two modes, especially as graveyard hate doesn't seem to be as prevalent as in Modern. Many decks that would want the third ability already play green and Commune with the Gods over it.

It could possibly work in a counter/removal heavy Grixis deck as Drown in the Loch 5-8 or (more likely imo) as a flexible card in a UB midrange deck that values the graveyard for Prized Amalgam , Scrapheap Scrounger , Bloodsoaked Champion , Arclight Phoenix and/or delve cards like Dig Through Time and Tasigur, the Golden Fang . In the first scenario, I don't see it making the cut as too many better cards exist in that slot, in the second I don't know if there is enough support for a deck that runs a graveyard strategy and protects it with counters/removal

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