Aurelia's Fury

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

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Set Rarity
Gatecrash Mythic Rare

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Aurelia's Fury

Instant

Aurelia's Fury deals X damage divided as you choose among any number of target creatures and/or players. Tap each creature dealt damage this way. Players dealt damage this way can't cast noncreature spells this turn.

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Aurelia's Fury Discussion

Marrek on Gisela, Blade of Goldnight

2 weeks ago

Consider Adriana, Captain of the Guard or Bruse Tarl, Boorish Herder.

Also you might want to swap out Terminus for something like Mass Calcify or Aurelia's Fury or even Brightflame.

Also Legion's Initiative might save you in a tight spot.

Deflecting Palm is a little hard to justify (since you're already negating so much damage, it's use is a little niche).

Toodz111 on R/W 1st deck

3 weeks ago

I like the whole flavor of Innistrad of this deck.

One staple you should probably have is Sol Ring. I'd say it's in 90% of commander decks, because it allows you to play your spells much much earlier.

You might want to consider Felidar Sovereign and Sunbond because of all the life gain you have, as well as Aurelia's Fury and some other heavy hitting spells that can turn the tide of battle.

Two last suggestions I have are Skullclamp, which you equip to a small creature to kill it and draw two cards, and Mentor of the Meek. Really helps draw cards

Logics on Boros Aggro Deck

4 weeks ago

If you want to play angels as a casual deck, I would suggest you play more interaction, as well as some ramp, and less creatures. Mind Stone and Boros Signet will help you get ahead on mana, and be able to drop the cards earlier. I would probably play 4 of each. I would also play 23 lands in the deck, a deck like this cares less about untapped lands, so cards like Wind-Scarred Crag and Temple of Triumph would be useful in the deck.

Then I would add in some good removal. Cards like Mizzium Mortars, Chained to the Rocks, Declaration in Stone, Journey to Nowhere, Incinerate or Aurelia's Fury are all great in a more casual deck. Once you have about I would probably do something like 4 Incinerate, 2 Aurelia's Fury, 3 Mizzium Mortars, 3 Journey to Nowhere, and 1 Chained to the Rocks.

This leaves you about 16 slots for any creatures you want. Of course, you could probably also trim a mana rock and maybe 2 removal spells if you want more room.

Hope this helps, also if you make a new deck, put a comment with my name in it so I can take a look :)

Catalog9000 on Akiri Control

1 month ago

With all of your lands and artifacts that produce mana, you should really consider Aurelia's Fury.

Warxuaroz on Kaalia, born in Heaven for Hell on Earth

1 month ago

Hello there, BlackWitch!

So I've been wondering how can you, with all the awesomeness and kickassness you already have, become more resilient.
I've found some interesting pieces that might suit your needs and wills.

Artifacts/auras to stick to Kaalia and lean back relaxed while she reaks the havoc she was born to dwell in:
Champion's Helm -looks good on on sadistic flying cleric chicks imo.
General's Kabuto -shroud and no damage is just what Kaalia needs! The only thing still that could break her is a wipe.
Ward of Lights/Cho-Manno's Blessing -are both similar with the exception of Cho-Manno's Blessing being much better. Maybe a little costly but certainly worth a thought or even two.
Righteous War -it's a two-colour Earnest Fellowship.
Reconnaissance -that would be nice if you wanted a Dolmen Gate effect. Not if Kaalia has shroud but still a valid ability. Maze of Ith can help you with that, as well as making opponent's creatures do no damage.

Instants:
Stave Off is just a Gods Willing with no extra effect. Simply a reliable one-drop.
Otherworldly Journey can both protect your commander from being destroyed and make her more beefy with the counter. Same can be done with Ajani's Presence or Undying Evil.
Bathe in Light can be used on Kaalia and grant protection to all the other creatures you control at the same time. To be used at a tougher than expected combat phase or in order to make your attack go through.
If you are facing an incoming Wrath of God or such, you can always use a Ghostway! Similar effect can be achieved with Cauldron Haze or even Cauldron of Souls only with -1/-1 penalty.
If you want a protection against every spell AND not just as a counterspell but with until-end-of-turn effect, there's always the old friend waiting: Silence. Very powerful imo. I need to get one as well! I wonder why doesn't it cost much more.

Now for more proactive play:
Go for the Throat is a really nice spot removal which black can provide.
Aurelia's Fury -this card I am always biased about. It can be costly, it can be cheap. It can be useless if you want pure damage of pure control. But if you need to just tap the creatures or if you just need to counter that creature spell it is the one you go for. AND it does damage!

I see you like discards and no wonder -it's a very efficient and honestly -tilting activity. If you want maximum salt, I propose Hymn to Tourach. No targeted discard can tilt as much as random shot at two lands in opponent's 2nd turn, or even before that. Pure cruelty and immorality. But that's what you aim for, right?

As to the creatures I've found:

Ending the topic of discards: Mesmeric Fiend. Not OP, but hell, it might be just what you want.
And while at two-drop creatures, Benevolent Bodyguard, Obsidian Acolyte, Daru Spiritualist, Selfless Spirit and Standard Bearer can all help you with the Bearer being far superior to others imo. If killed/discarded, you can also bring them all back with the Reveillark! Same can be done to one-drops (like the Mother) with Ranger of Eos.
Last, but not least: Deathless Angel. I know it's not the omni-potent killing machine you'd like to drop with Kaalia, but it's really nice when comes to protecting her mother or any sibling actually.

Now the tricky part: I have one thing I don't really know if it works and some that I know you won't like, but I still want you to know them.
Illusionist's Bracers can potentially let you put two fatties on board at once. I'm not sure if it really is so, sadly.

And all the life-loss cards:
Phyrexian Arena -come on! It's supernice! Who cares about 1 life if you draw a protection you'll need or a demon that will win you the game!
Same goes for Night's Whisper and Skeletal Scrying.
Toxic Deluge just annihilates the board. You usually control more beefy ones so you can get rid of anything to the threshold you choose.
Grim Tutor is just another one to get what you need.
Both Thoughtseize and Mind Twist look good. Mind Twist can really vegetablify the opponent at almost any time of the game.

And the last one: Hall of the Bandit Lord. I know 3 is a lot of life. But considering you might take far more from the opponent I believe it can be neglected. The card is very powerful if used correctly. I believe it could make the deck more aggressive, just another brick in your wall of hatred in the wrath castle of Kaalia.

I hope you will take as much as you can from it and that it will help you somehow in making this damn good deck a masterpiece.

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