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Fury of the Horde
You may exile two red cards from your hand rather than pay Fury of the Horde's mana cost.
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
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Fury of the Horde Discussion
1 week ago
1 week ago
1 week ago
Do you enjoy brewing? Do you love challenges? Do you love going big, fast, and dangerous?
This challenge might just be for you.
Make a Pact of Four Demons playable deck in the format of your choice (Probably easiest in EDH).
The only rule is you must use all four of the Demons Liliana made her pact with. They are:
The common element between all of these Demons is card advantage. They all either draw, tutor, or otherwise get something into your hand by some means. This means you'll want a deck that has a very strict goal in mind and you use one of these four to get there. What that goal is however, is entirely up to you. :)
And yes, I am aware of the T2 (T1 potential) Gris deck that slings with Goryo's Vengeance + Fury of the Horde. This isn't that deck. There'd literally be no point to using the other three Demons, lol.
1 week ago
Yeah there is simply not a single good red legend. I mean there are good red creatures, but they can't be reanimated by Goryo's Vengeance - i would even settle for a legendary Flayer of the Hatebound, but no therre is just nothing :P
On the other hand i playtested the thing a bit online, and so far going all red in the spell department seems like an awesome improvement, as the deck often has just 2 cards that can be ditched to Fury of the Horde, which means the difference between winning on the spot after Through the Breach + Emrakul, the Aeons Torn or dragging out the game and potentially loosing
1 week ago
(This post is not about the jund colored deck that runs Borborygmos Enraged)
So i recently took a look around the decklists people play in this archetype.
They bring in their beaters via goryo1s vengeance / Through the Breach, then have two plans:
- Emrakul, the Aeons Torn
- Griselbrand and hope to draw enough Fury of the Horde
I just don't get why the deck runs Night's Whispers over red options, since it can't be pitched for Fury of the Horde.
Is there any red creature that's able to do an impression of emrakul better than Utvara Hellkite, like one with some from of resilience to removal?
In theory it should increase the deck's consistency, which could in theory make the griselbrand win more consistent, as a counterweight to loosing the insta kill ability if the opponent is at or below 15.
(the dragon came to my mind since the jund lists ran Worldspine Wurm as plan B - and the dragon behaves similarly to one degree or another, if you can swing with it multiple times in the same turn)
2 weeks ago
4 weeks ago
Ok so I took a good long look and you appear to be on a budget of about $10 per card so I kept my recommendations around or below that mark. The biggest thing I have learned about neheb decks regardless of the speed or competitiveness of the table is that they want additional combats for more mana since it checks total damage dealt in a turn and ways to get spend that mana. My first recommendations are the additional combat effects.
Aggravated Assault Especially this one
Combat Celebrant, this one combos with Kiki-Jiki, Mirror Breaker and if you have it Zealous Conscripts is screaming to be included. Zealous can haste your creatures, steal mana or beatsticks to further your plan, or clear the way for your attack.
Next some draw card effects. Some of these are the exile then cast effect, but with Neheb surging mana thats just as good.
Runehorn Hellkite, Magus of the Wheel, Knollspine Dragon, Chandra, Flamecaller, Bedlam Reveler wheel effects are the most efficient draw cards you can get and the ones that hit your opponents too can disrupt tutors.
Protecting Neheb is extremely important and can be done in two ways: traditional protection, and slipping under your opponents. What I mean by the slipping under your opponents is playing him with haste and/or earlier than expected, this is the key driver of my deck since my table doesnt give me time to play him at normal speed. Below are some mana accelerants to cheat him out, haste sources I havent covered above, and traditional protection.
Generator Servant this one is both mana and haste but broadcasts your intent ahead of time.
Sword of the Animist great for filtering your deck both before and after you slam multiple attacks with Neheb.
Anger plays nice with the looting and wheels mentioned before.
Hall of the Bandit Lord can scare people with the 3 life but it is so efficient and so worth it.
Homeward Path because your games run long enough for dumb things to happen to Neheb.
Fork counter your counter, haha!
Sometimes you just have to mess up your opponents to buy the time you need.Blasphemous Act is great if you have an indestructible Neheb and Red Sun's Zenith is removal or a win con depending on how much mana you have.
Captivating Crew in a creature heavy meta can wreck face.
Magus of the Moon if youre that guy and your opponents rely too much on lands.
Scab-Clan Berserker especially if anyone plays storm.
Stigma Lasher deals with lifegain which can otherwise be a big problem.
Stranglehold make them draw cards like you have to.
Void Winnower there are other good eldrazi to consider as something to poor your mana into but this is in my top two more budget picks.
Other good cards.Hanweir Garrison couples with a haste land and is a fantastic beater. Hero's Blade extra damage for no equip cost. Strionic Resonator does gross things with all the triggers in the deck. Temur Battle Rage great way to massively increase your damage and mana.
Please read the whole thing I can't check mark "suggestions" for all of these at once.
1 month ago
1) Depends on your fast mana situation. My decks tend to run about 50-55~ mana sources, both lands, rocks, and rituals. My Sisay deck, for example, has 31 land but 24 additional mana sources on top of it (I kind of need it for Paradox Engine). 35 + 20 or so should be fine, really, since your Commander will be 6 mana.
2) Talisman of Progress should be in, and Mind Stone isn't bad either as it can be an extra card when you're 'comboing off'. Coalition Relic also seems pretty reasonable since it can +2 mana in one turn even if it is 3 mana. Grim Monolith, too. Narset needs more mana rocks that the typical deck now since you can't sculpt your hand with Vancouver mulligans and it needs to race to 6 mana ASAP in order to keep up.
3) I would personally run all of them except savor the moment, lol. Even Temporal Trespass.
4) Teferi's Oath is probably the best of the bunch, and if you get it for free then it's not bad. The new Teferi is probably much better than gideon of the Trials. Or Gideon Jura, for that matter. Just straight up drawing a card is good.
5) I dunno, probably 10-15. They shouldn't take up 20% of the deck because
6) No, it doesn't. Rest in Peace is a replacement effect, Tamiyo's emblem is a triggered ability. The card doesn't even go to the graveyard to trigger the ability of her emblem.
7) Spot removal should absolutely be in. Swords to Plowshares stops pesky creatures, and anything reasonably cost that gets rid of enchantments would be good too (otherwise how will you beat Food Chain). As for Wraths, just a few basic ones. Very few tier 1 decks actually rely on a mass of creatures, so in mine I just run like Toxic Deluge or something, but a simple Wrath of God or two wouldn't be bad.
Inexorable Tide probably won't be able to contribute enough to warrant its slot over, say, another extra turn spell. Even if you can put loads of counters on your Planeswalkers during a Paradox Engine chain, you can still only use them once per your turn (unless you have a Teferi emblem/Oath). Same goes for Djeru. For example, what does Inexorable Tide bring to the table that Omniscience or Enter the Infinite does not?
Anyway, a list of extra turn spells I would run in addition to what you have:
Extra combat steps are also extremely good with Narset. Some being:
Consider Omniscience and Enter the Infinite, because then you can, say, cast EtI off of Narset's trigger, put Omniscience on the top deck, cast literally any extra combat step card (Fury of the Horde works with 0 mana open), swing Narset again, cast Omniscience, and then cast every single card in your hand for 0 mana cost. With this, Bacon of Tomorrows becomes your top deck card every single turn, resulting in infinite turns in which you can tick up your Planeswalkers and swing with Narset for the victory. With Bacon, all things are possible, after all.
Anyway, long post. Hope it helps, lol.