Fatal Frenzy


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planar Chaos (PLC) Rare

Combos Browse all

Fatal Frenzy


Until end of turn, target creature you control gains trample and gets +X/+0, where X is its power. Sacrifice it at end of turn.

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Fatal Frenzy Discussion


2 weeks ago

Why Fatal Frenzy and no Temur Battle Rage? Also, running Cavern of Souls in replace of four Mountains would help Crusher to be uncounterable, and Fatal Frenzy only costs so by the fourth turn (when you go off) you would have the to play the Frenzy.

Maybe adding in Teetering Peaks or Looming Spires to increase Crusher's power without spending mana would help too, because even tho they come in tapped, you only need three lands on the fourth turn to win. You would need to mill one less card if you play Spires and TWO less cards if you play Peaks! Even Smoldering Spires would help to make Crusher blocked by one less creature (which could greatly affect the amount of damage dealt).

Maybe turning this deck into Gruul, putting in all Gruul lands that come in untapped and add in Skarrg, the Rage Pits using Assault Strobe instead of Frenzy. Or into Boros, putting in all Boros lands that come in untapped, using Slayers' Stronghold to beef up Crusher and give him Vigilance to dodge "Destroy/Exile target tapped creature" instants.

As you see, there are many ways to increase the odds of this deck winning. I'm not saying its a truly competitive deck (but who knows? it could be someday) except that its a cool card that deserves a deck around it.

Good luck with this deck and I hope what I suggested increases the odds of this deck winning!


2 weeks ago

1st playtest and opened 6 Mountain and Countryside Crusher then milled 50 Mountain from my deck on turn 4, drew Fatal Frenzy as the last card in my deck, soo... Good deck!

Spirit_Logan on 11.7% OF THE TIME, IT WORKS EVERY TIME.

1 month ago

You, sir, can win games with this deck. 11.7% of the time. I don't know why you would lose if Fatal Frenzy is in your hand. Is it slow play?

Razulghul on Unique EDH Decks

1 month ago

Hey, I have a Shu Yun, the Silent Tempest list (Oh no, its a stormy day!) I brewed up that's pretty fun and competitive. It's a spell slinger deck with a voltron subtheme taking advantage of prowess and winning with tokens, commander damage, Aetherflux Reservoir or Chandra's Ignition. I made some purposeful choices that made the deck a little less competitive for my meta so there is room for improvement.

Only thing I would warn someone about is the deck requires a lot of skill to keep track of multiple triggers, untaps and determining a Paradox Engine + Sunforger cast chain can get hectic/time consuming (Fatal Frenzy, Vanish into Memory and Final Fortune is the usual way to end it). It's also got a tendency to have longer turns and that's ultimately why I took it apart. Anyways hope you enjoy taking a look!

Suns_Champion on Unique EDH Decks

1 month ago

I'll throw my hat in with my personal "lol" deck:

Bad Luck Brion

Commander / EDH Suns_Champion

SCORE: 105 | 130 COMMENTS | 8890 VIEWS | IN 46 FOLDERS

It's all about doubling down on the efficiency of Ball Lightning "sack at end of turn" creatures. Sneak Attack a Spark Trooper, pump with Hazoret's Favor and Fatal Frenzy, attack, then sack to Brion Stoutarm at end of turn! 5 mana, 32 damage, 32 life, 4 "sack at end of turn" effects!


2 months ago

I calculated the actual percent of time you'd get the crusader in any of your hands (including mulligans) without reaching Fatal Frenzy too soon. The total came up to be about 33% of the time. I had the work all typed out in a comment, but it failed to post and I didn't want to do it all over again so you'll have to take my word for it.

P.S. My calculations included the chances that you'd get to a hand size, keep it, and not draw fatal frenzy, adjusting the calculation based on the size of the deck. I then added the chances of a successful hand and deck arrangement before the game begins (the chances that you'd get to a hand size, keep it, and win). I also acknowledged that you would mulligan whenever you had Fatal Frenzy in your hand, even if you had the crusader as well. I only looked at scenarios that won in 4 turns and assumed the opponent's life total remained at 20 and they didn't have any creatures to block with, which would require more lands before Fatal Frenzy. to overpower it enough to kill the player.

P.P.S. I haven't done the calculations, but I think Fling would do better. You don't have to worry if it's in your hand, because you can stop the crusader's chain as soon as he gets big enough. If you reach it too soon, you can just play it next turn. It does require more lands to win on turn 4, but you can still win if it is too close to the top. In addition, you don't have to worry about your opponent's creatures absorbing some of the damage.


3 months ago

I think including 1 Fling would do this deck a lot of good. If you draw the Fatal Frenzy you can't get the combo going as you have to wait until combat, but if you draw Fling you can instant speed sack it in your upkeep to deal the damage.

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