Berserk

Berserk

Instant

Cast Berserk only before the combat damage step.

Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.

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Printings View all

Set Rarity
Conspiracy: Take the Crown (CN2) Mythic Rare
Vintage Masters (VMA) Mythic Rare
From the Vault: Exiled (V09) Mythic Rare
Masters Edition (MED) Rare
Unlimited Edition (2ED) Uncommon
Collector's Edition (CED) Uncommon
International Collector's Edition (CEI) Uncommon
Limited Edition Beta (LEB) Uncommon
Limited Edition Alpha (LEA) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Berserk occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.16%

Berserk Discussion

multimedia on Double Trouble EDH

1 week ago

Hey, consider enchantment tutors? Enlightened Tutor, Sterling Grove, Idyllic Tutor, even Open the Armory and Heliod's Pilgrim for auras. Consider Siona, Captain of the Pyleas and Shielded by Faith? This combo would give you an alternative win condition that has synergy with the rest of your deck since Faith is fine with Rafiq. Sovereigns of Lost Alara + Eldrazi Conscription is good late game interaction with Rafiq.

I think lots of spells that only pump Rafiq once is wasting a lot of spots in your deck. Other than Berserk as well as Vines of Vastwood and Blossoming Defense which are also protection, the other spells could be cut especially the sorceries for cards that give repeatable pump/abilities, more draw, protection/opponent disruption.

Other cards to consider adding:

Farseek and Nature's Lore can get dual lands making them land ramp spell upgrades for Rampant Growth and Kodama's Reach.

Cards to consider cutting:

  • Stealth Mission
  • Phytoburst
  • Larger Than Life
  • Artful Dodge
  • Arrester's Zeal
  • Giant Growth
  • Groundswell
  • Infiltrate
  • Might of Old Krosa
  • Mutagenic Growth
  • Crypsis
  • Veil of Secrecy
  • Might of Oaks
  • Emerald Medallion
  • Sapphire Medallion

Good luck with your deck.

DemMeowsephs on Help with Long Game Voltron ...

1 week ago

I have a pretty successful Voltron deck (Double Trouble EDH). However good it is in 1v1 games, I sometimes shave trouble winning in real commander games (1v1v1v1). I need some cards that are 'long game', like Finest Hour, or Silent Arbiter, that still relate to Voltron, but are less like a one time thing, such as Berserk. Does anyone know of any cards that could be useful for me? Thanks, I would appreciate any help.

GhostChieftain on Es-cop-ay

2 weeks ago

Rather than just cantrips you can also do things like removal Berserk, Pongify, Nature's Claim, Rapid Hybridization etc. There also appears to be room for more countermagic.

Life from the Loam seems very strong with your fetch lands and a commander that draws as well as utilizes graveyard.

NiftyCheshireCat on Catmander

2 weeks ago

That's fair cPute, I've run into the same issue at times of only being able to take out a couple people and not closing out the game. Usually by having a lot of tutors/recursion and getting protection through the swords I can keep myself alive to the end but it can be hard to fight through to the last if there is a lot of removal. Can definitely run into some card draw issues at times too but overall I've found it plays solid. Certainly one of my more casual decks though haha

As for Berserk, yeah that could probably go in there, it fits well. I think I didn't include it at first due to not having a copy on hand and then never bothered to add it. The one downside to the card is just that on top of losing a creature (which can sometimes be problematic if I don't have card draw in play or a way to make the creature indestructible) I also need to re-equip everything attached to them to something else which is problematic unless I have a way to make it free. It's a great card but I'm not sure if it's going to end up fitting in my build unless I start making my creatures indestructible more consistently/build in more card draw/or something like that.

cPute on Catmander

2 weeks ago

Hi NiftyCheshireCat. I wanted to play Arahbo as duel commander general, but was banned a week after I built the deck ..

Another unfortunate thing is that every time I play this general in multiplayer, I am able to kill one player at the very best. I wish Arahbo would have red color as well, so I could use another combat rounds.

True Conviction is a nice card, but the CMC is too high for me. By the way what about Berserk? I love this card. It may help you to kill somebody, or to help some player to kill another player (surprise motherf***ers :-) ). And it may get rid of a creature you want somebody to sacrifice. A this all for just .

chriscross25 on Skittles is here to stay!

2 weeks ago

cPute I love Berserk :D Such a great 2 in 1 card if it works. Player + Creature removal <3

Have fun testing it. :D

cPute on Skittles is here to stay!

2 weeks ago

You are right. I completely overlooked this great trick. :-) I have good experience with playing Berserk - for you can help to kill somebody, or to force somebody to sacrifice his creature (or both).

I will add Tainted Strike to some of my decks.

Nobody expects the spanish inquisition. :-)

MrTomDawson on Higher Power

3 weeks ago

Profet93 I'll give you my thoughts in order, if you don't mind?

  1. Harmonize - a long-time inclusion in the deck, I recently took it out in favour of Voice of Many, which is 99% of cases is the exact same card but with a relevant body attached. Rarely does a deck play out more creatures than I do in such short order, meaning it's still for three cards but also pumps Marwyn, Priest, Archdruid and all the other cards that care about number of elves/creatures in play.

  2. Copperhorn Scout - another that was in the deck from its inception, but was recently removed. I found the effect's timing was too inconsistent with what I wanted to be doing; when so many wins come through Ezuri or Craterhoof, being required to wait until post-combat to storm off leaves the deck waiting for another turn cycle to actually win.

  3. Quirion Ranger - this is a good one and should certainly be in here. I'm not sure how I missed it!

  4. Fauna Shaman - a little too slow unless it has haste, generally. Same reason the deck doesn't run Worldly Tutor.

  5. Vines of Vastwood - good shout, need to pick up a copy.

  6. Berserk - another good shout, I'll put it on a wishlist.

  7. Natural Order/Eldritch Evolution - I'm wary of tutors that require me to sacrifice creatures, as a general rule. So much of the deck relies on the sheer weight of numbers that I'd prefer not to sac any Elves if I don't have to. Plus the many mass-draw effects often mean that tutors aren't required too often.

  8. Elvish Visionary - was in, but I think it got cut for another mana-producing Elf.

  9. Lifecrafter's Bestiary - when you need it, it's a bit too mana intensive. Once you've got the spare mana, it's not as necessary. Something of a win-more card IMHO.

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