Art by Eric DeschampsDecklist
Creatures (9)
Instants (15)
Sorceries (15)
Agadeem's Awakening // Agadeem, the Undercrypt
Emeria's Call // Emeria, Shattered SkyclaveEnchantments (10)
Artifacts (11)
Planeswalkers (6)
Lands (33)
Deck Guide
Why Play This Deck
Sorin, Grim Nemesis is one of the most uniquely powerful commanders in Brawl because his +1 ability does something no other card does: it draws a card AND drains each opponent for that card's mana value. In a deck deliberately stacked with high-CMC spells and permanents, every activation is a free Lightning Bolt stapled to Divination. His −X doubles as premium removal and a life buffer, and his −9 ends games instantly with a lifelinking Vampire army scaled to the highest life total on board — often 20+ tokens in a single activation. This deck rewards patient, disciplined play: strip hands early, control the board with an elite removal suite, generate overwhelming card advantage through life-drain engines, and win through incremental life-total dominance rather than a single combo. If you enjoy grinding opponents into dust while your life total climbs into the 40s and 50s, this is your deck.
Play Summary
The deck operates across three well-defined phases. In the early game (turns 1–3), deploy hand disruption — Thoughtseize, Duress, Inquisition of Kozilek, and Liliana of the Veil strip the opponent's best threats before they hit the battlefield. Simultaneously, accelerate with Arcane Signet, Coldsteel Heart, Talisman of Hierarchy, Orzhov Signet, and Dark Ritual to reach Sorin ahead of curve. Esper Sentinel and Dark Confidant generate early card advantage; Sentinel taxes opponent spells while Confidant feeds cards directly into your hand at the cost of life — a cost this deck actively wants to pay to inflate Sorin's −9 token count. In the mid-game (turns 4–6), land Sorin and begin +1ing every turn. The removal suite — Fatal Push, Swords to Plowshares, Bloodchief's Thirst, Go for the Throat, Infernal Grasp, Vanishing Verse, Despark, Sheoldred's Edict, and Anguished Unmaking — handles any threat that slips through discard. Deploy Phyrexian Arena, Black Market Connections, Bitterblossom, and Dreadhorde Invasion as persistent engines that generate value every turn. When the board gets out of hand, reset it with Wrath of God, Day of Judgment, Kaya's Wrath, Languish, Legions to Ashes, or Farewell. In the late game (turns 7+), the life-drain payoffs take over. Aetherflux Reservoir threatens to one-shot opponents once your life total climbs above 50 — which happens quickly with Sheoldred, Bitterblossom, Dreadhorde Invasion, Vampire Nighthawk, and Sorin's −X all padding your total. Bolas's Citadel lets you cast the top of your library for life instead of mana, turning a high life total into a full hand of free spells. Sorin's −9 closes any game that goes long, creating a token army that attacks for lethal in a single swing.
Key Synergies
This trio is the deck's primary engine. Bolas's Citadel lets you cast spells off the top of your library by paying life instead of mana — and every spell cast gains you life through Aetherflux Reservoir (1 life for the first spell, 2 for the second, up to 10+ per turn). Sorin's +1 then drains opponents for the mana value of whatever you reveal next, stacking even more life. Once Reservoir hits 50 life stored, you can pay 50 life to deal 50 damage — a one-shot kill that bypasses combat entirely.
Sheoldred gains you 2 life every time you draw a card. Dark Confidant draws a card every upkeep. Phyrexian Arena draws an extra card each turn. Black Market Connections draws a card at the start of each main phase. Stack all four and you are gaining 6–8 life per turn cycle just from drawing cards — while Sorin's +1 drains opponents for the mana value of each reveal. This life-gain engine rapidly pushes your total into Aetherflux Reservoir kill range and inflates Sorin's −9 token count.
Blood on the Snow is a 6-mana boardwipe that immediately returns a permanent with mana value equal to the amount of snow mana spent. With enough snow lands, it can return Sorin directly from the graveyard to the battlefield — wiping the board and redeploying your commander in the same turn. Sun Titan provides a parallel recursion loop: whenever he enters or attacks, he returns any permanent with mana value 3 or less, recovering fetch lands, Phyrexian Arena, Bitterblossom, Mazemind Tome, or any destroyed mana rock.
Bitterblossom and Dreadhorde Invasion both create tokens every turn at the cost of 1 life — a cost that is irrelevant when your life total is climbing due to Sheoldred and Sorin. Dreadhorde Invasion's Zombie Army token gains a +1/+1 counter each turn and eventually gains lifelink at 6 power. Ethereal Absolution pumps all your tokens +1/+1 while shrinking all opposing creatures −1/−1, creating a persistent board advantage. When Sorin fires his −9, the resulting Vampire Knight army joins these existing tokens for a lethal alpha strike.
Smothering Tithe generates a Treasure token every time an opponent draws a card without paying {2} — in a multiplayer game this can produce 4–6 Treasures per round. Liliana, Dreadhorde General forces opponents to sacrifice creatures whenever you sacrifice a permanent, meaning cashing in Smothering Tithe Treasures triggers her ability. Invoke Despair then forces opponents to sacrifice a creature, enchantment, and planeswalker or lose 2 life each — stripping their board while draining them, with Liliana punishing every sacrifice they make.
Opening Hand
The ideal opening hand contains 3 lands (including at least one black source), one piece of hand disruption (Thoughtseize, Duress, or Inquisition of Kozilek), one mana rock (Arcane Signet, Coldsteel Heart, Talisman of Hierarchy, or Orzhov Signet), and one card-draw engine or removal spell. The dream curve is: turn 1 Thoughtseize, turn 2 mana rock, turn 3 Phyrexian Arena or Dark Confidant, turn 4 Sheoldred or another threat, turn 5 Sorin with mana up for interaction. Mulligan any hand with fewer than 3 lands, no black source, or no turn-1/2 play — this deck cannot afford to stumble early since Sorin costs 6 mana and needs a clear path to activate. Hands with both a discard spell AND a mana rock are almost always keeps regardless of the rest. Avoid keeping hands that are all removal with no card draw — you will run out of gas before Sorin arrives. Castle Locthwain is an excellent safety valve in slower hands, providing a late-game mana sink that draws cards when you are in topdeck mode.
Mana Curve
66non-land cards · mana value distribution































































































