The Sound of Drums is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Enchant creature Enchanted creature is goaded. If enchanted creature would deal combat damage to a permanent or player, it deals double that damage instead.: Return this card from your graveyard to your hand.
Complete guide
The Sound of Drums is a relentless Aura that forces your opponents' creatures into the fray while amplifying their destructive potential. By turning a creature into a goaded threat that deals double combat damage, you can effectively use an opponent's own weapons against them.
Forced Aggression and Doubled Damage
The Sound of Drums attaches to a creature and grants it the goaded keyword. This means the creature must attack each combat if able and must attack a player other than you if able. Additionally, its replacement effect modifies combat damage: if the enchanted creature would deal combat damage to a player or a permanent (like a planeswalker or another creature in combat), it deals twice that amount instead.
Step-by-Step Resolution
When you cast The Sound of Drums, you choose a target creature. Upon resolution, it enters the battlefield attached to that creature. From that point forward, the creature's controller is forced to attack with it during their combat phase. If the creature successfully connects with a player or blocks/is blocked, the damage calculation step checks for the double damage replacement effect before damage is actually dealt. Finally, if the Aura is put into your graveyard, you can pay its activated cost of {2}{R} at any time you have priority to return it to your hand.
Common Pitfalls
One frequent mistake is assuming the damage doubling applies to all damage sources; however, it only applies to combat damage. Abilities that trigger upon entering the battlefield or activated abilities do not benefit from this multiplier. Another important note is that goading only works if there are other players to attack; in a two-player game, the creature simply must attack you if able.
When to Play It
This card is most effective in multiplayer games when an opponent controls a high-power creature with trample or evasion. By enchanting an opponent's creature, you protect yourself from its attacks while forcing that opponent to deal massive amounts of damage to your rivals. The built-in recursion also makes it a safe investment against enchantment removal.
Interaction examples
If you enchant a creature while Impact Tremors is on the battlefield, and another creature enters, Impact Tremors deals 1 damage. This is non-combat damage, so The Sound of Drums does not double it. Only the creature's actual strikes during the combat phase are doubled.
While Underworld Breach allows you to cast nonland cards from your graveyard using escape, The Sound of Drums has its own built-in recursion. You can choose to pay {2}{R} to return it to your hand without needing to exile cards, providing a consistent way to re-apply pressure even if the enchanted creature is destroyed.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : The Sound of Drums
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with The Sound of Drums
No archived Top 8 deck with this card yet.



Impact Tremors
Underworld Breach