Blur of Blades


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Common

Combos Browse all

Blur of Blades


Put a -1/-1 counter on target creature. Blur of Blades deals 2 damage to that creature's controller.

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Blur of Blades Discussion

CleverCombo on "Mono" Red "Control"

2 months ago

Hey ROUROU I don't believe you can cast Reckless Rage unless you have a creature you control to target. Etali is a pretty sweet card, but doesn't quite fit this deck, only because the "control" part is partially a joke. It's really a Burn deck, but since some of the good cards for burn are cards like Blur of Blades and Hungry Flames, the deck ends up being a bit on the control-y side. But make no mistake, when you play against it, it feels like a burn deck.

Morthius on (Need Help!) Amonkhet -1/-1 counters

4 months ago

I miss a lot of good cards in these deck: Ammit Eternal, Hapatra, Vizier of Poisons, Lethal Sting, for red splash cards like Blur of Blades, The Scorpion God or Consuming Fervor...

Hyperalgialysis on jank bugs

4 months ago

The Scorpion God would be good, your land count is too low. Add at least 2 more, Canyon Slough if possible. Claim / Fame isn't doing much in your deck, neither is Dire Fleet Hoarder. Replace those with Splendid Agony and Blur of Blades. Festering Mummy, Banewhip Punisher and Magmaroth are all good creatures.

Wraithenable on Zurgo Bellstriker

5 months ago

Found the following cards to feel slightly lack luster:

Kari Zev's Expertise -> Molten Influence

Kari Zev, Skyship Raider - > Zo-Zu the Punisher or one of the 2/1 haste creatures.

Will try to aquire:


I do like the cards with double actions such as Arc Trail and Searing Blood

I might consider adding:

Blur of Blades

Molten Rain

Smash to Smithereens

There also seem to be an upgrade in doing:

Goblin Bushwhacker -> Reckless Bushwhacker - But this requires turn 3 and not only turn 2 and if you can only get in for one turn anyway it's the same.

Argy on Eternal Gods

5 months ago

In would move 4x Dark Intimations and 2x Torment of Hailfire to the Sideboard, and completely get rid of Blur of Blades and Splendid Agony.

I would also add 3-4 Doomfall to the Sideboard, as it is useful against quite a few decks. It's excellent at getting rid of Bristling Hydra.

In their place try this:

surftheWhiteRays on The Ironfoot Dwarves

6 months ago

Np, glad I could help. Also just noticed you have 4 mainboard Shock. I would lower that number (down to 1-2) and add in 3-4 Lightning Strike. I also saw you have Blur of Blades in the side (not a good card compared to harnessed lightning, etc). I would upgrade those to 2 Fairgrounds Warden in the side, since we took them out of main.

You can get a general idea of how to upgrade your deck more from looking at the meta decks of Mardu Vechicles and Ramunap Red on Thats how I look to upgrade/streamline my decks.

oldmanm0nk3y on

7 months ago

Whats wrong with Blur of Blades and Lightning Strike Argy??

I could add in Walk the Plank remove red and up the creature count. Or put in some side board. What is your opinion?

JassemT on Jund Negative Counters

9 months ago

Mr. Bombastic. Thank you for your suggestions, and taking the time to jot them down. I've gone through them, despite having tried some of this when I first built the deck, until I see some of this on paper I can't be certain of some things. Though there are some of your suggestions that which I've already play tested through, which have worked they're ways out.

For your mana section. Attune with Aether, Aether Hub, and Harnessed Lightning have already been play tested out. Their usefulness is lost against Solemnity, which is a commonly sideboarded card against me. Most of the deck can be worked around Solemnity like Cut / Ribbons where Harnessed Lightning fails, and I do have enchantment removal. But, having it in the deck doesn't mean it's in the hand when needed. Also, 3 more lands is unnecessary, especially if you recommend 4 Attunes; cause this will cause the deck to flood out. (Take it from the person who plays the deck.) I'm noticing I have a rare mind set on mana, and I'm a rare person who is willing to take a chance at a slower pace Mana, for the other odds of untapped dual land entry. If I get a Blooming Marsh, one of the "Show Lands" and a Bicycle Land. I can turn 1 a Soul-Scar Mage and turn 2 a Hapatra, Vizier of Poisons. Let's stop there with that example. But I've had plenty of games of getting to 5 mana, all duals, and entering all untapped or the first one being tapped. I can live with that. Plus, the ability to ditch the Bicycle lands later, or pitch them with Hazoret the Fervent is nice.

For the Creatures section. Ammit Eternal is a strong creature. It synergizes well with only some of my deck. I can't speak for yours. With out Hapatra, Vizier of Poisons or an Obelisk Spider out, there isn't too much pay off to the Ammit. Which to skip ahead, if you haven't tried the Spider I would recommend it, especially if you get 2 of them out together. It's not just a synergy piece. The Spider helps deal with flyers, slows down RDW, and can survive a Sweltering Suns, much like an emptied Channeler Initiate. Hapatra, Vizier of Poisons is a key piece to the deck, can help get things started or can help catch up mid-game. Though once she's unable to get through to hit the player, her usefulness wears out. Unless there is an Ammit out, then I get a snake each time the opponent plays a card. Haptra can also recharge the Channeler Initiate, which is fun and helpful. Now I will humbly disagree with you on the Harsh Mentor. I would imagine some of this has to do with local meta. Against Man-Lands, B/G Energy, Electrostatic Pummeler, RDW's Ramunap Ruins and sh*t like that, he's a life saver and usually the "unsung hero". Plus, not EVERYTHING has to be synergistic. If that were the case, the version of this deck that's primarily Black and Green is more synergistic. Yet, the ones I've played against can't complete, even though they can compete. Same thing back to Hazoret the Fervent. Not every piece need be synergistic, some just helps win or close the game. Now I'll be fair that Samut, Voice of Dissent is really just a curve and flavor card, much like Glorybringer (Even though a Glory, with a Soul and Hapatra is fun.. but a lot of effort just for a snake.) If I make the Green/Black version of this, the Crocodile of the Crossing is a shoe in. But I'm not, so he isn't. He gives me snake, a single moment of drain, or a charge on the Channeler... I'll take Indestructible over that.

The rest section. Sweltering Suns doesn't have to only be fired off with a Soul-Scar Mage, Hapatra, Vizier of Poisons and an Obelisk Spider out. It's has a great use of clearing out insane boards like RDW's, Zombies, and that crazy B/W Token-Death-by-a-Thousand-Cuts. So, it's not really a dead card, perhaps just one that needs more experience behind it. Plus, it cycles for those few times when my board is crazier than theirs. For your thoughts on going wide, I think you've failed to notice that there is NOT a Nest of Scarabs in the deck. It was, then got worked out due to the value of Deathtouch against a Bristling Hydra. Sometimes I can go wide with some snakes, but they're more for defense purposes. For the Skysovereign, Consul Flagship, it is a new addition to the deck but it's done some work. You seem to be contradicting yourself at this point, where you mention going wide yet feel there isn't a way to crew 3. Ever seen a Skyship piloted by 2 snakes and a spider? It was hilarious. My next act will be Prowessing up Soul-Scar Mage to crew. Also, the damage it deals synergizes very well thanks to the Soul-Scar Mage, in the same way Glorybringer, Chandra, Torch of Defiance's -3 ability, and Samut, the Tested's -2 ability does. It doesn't have to kill everything, even if it just makes things smaller. An Exerted Glory with a Soul turns Rhonas and Kefnet into 1/1, kills Hazoret, and turns Oketra and Bontu into over-hyped 0/2. For Samut, the Tested, it comes back to mixing it up. Her -2 ability can produce 2 triggers of a Hapatra or Spider, whereas Chandra's -3 only produces 1 trigger. Her +1 ability on Hazoret is a kick in the teeth. Also plussing her on Soul-Scar Mage and swinging in with just him is a great way to catch people off guard, whether they block or not cause any or a combo of Shock, Abrade and Blur of Blades can sneak through more damage than was expected. Oops, the Blur of Blades is a sideboard update I've yet to do. I'll tweak this in the evening.

Again, thank you for the recommendations and suggestions. I hope I addressed some of them in a meaningful and explanatory fashion to at least help explain my rationale. Something I should put in the Description perhaps, is that this deck isn't meant to be all things negative, the G/B version is more so. This deck utilizes a lot of key Neg abilities to survive, have blockers, and kill Gods and Hydras. Most of your suggestions would more change the deck, rather than improve it. A friend of mine has built the G/B version that contains the stuffs you've mentioned. He's working to splash Red for.. well, red stuffs. I'll certainly put your thoughts to paper to see what it looks like, though my expectations will be based on comparison.

As a small point of fact, the FNM that was the day before your post, I took this exact mainboard to 2nd place in a ~16 ppl field, if that helps give you some confidence in this rig.

Thank you for taking the time to read this.


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