Invigorated Rampage


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

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon

Combos Browse all

Invigorated Rampage


Choose one —

  • Target creature gets +4/+0 and gains trample until end of turn.
  • Two target creatures each get +2/+0 and gain trample until end of turn.

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Invigorated Rampage Discussion

razelfark on boros aggro

2 weeks ago

Nice looking budget deck. You may want to remove some of the Onward / Victory in favor of Invigorated Rampage. This card gives you a larger damage increase or less mana more consistently and also gives your creature(s) trample.

You also may want to consider exchanging some of the Cast Out for something like Shock for faster rush. The idea is that in game one as a rush deck you want to move as fast as possible and the one mana early removal/late game damage for face can be better then the slow removal. On game 2 you go to cast out or similar removal once you find out you are vs something that requires the enchantment like gods or similar threats.

Best of luck with the deck.

0b1ivi0nwa1k3r on Red Rush

2 weeks ago

Thats a good observation xyr0s i think the deck will need to include mutiple elements if DanTheBear wants to keep it MONORED and cheap, but it can forsurely be more focused. I would say either go Burn&8whack with it or Burn&Prowess the second being my recommendation.

Burn elements of your deck:

Lightning Bolt

Lava Spike

Rift Bolt

Searing Blaze

Bomat Courier

Kari Zev, Skyship Raider

Conduit of Storms  Flip


Prowess elements of your deck:

Lightning Bolt

Abbot of Keral Keep

Kiln Fiend

Monastery Swiftspear

Built to Smash

Invigorated Rampage

Borrowed Hostility

8whack elements of your deck: (disclaimer i dont know much about 8whack so take this part with a grain of salt)

Deranged Whelp

Ember-Eye Wolf

Reckless Bushwhacker

Fiery Temper

Bloodmad Vampire

MonsterHatchGames on

3 weeks ago

Always have 2x Mogis, God of Slaughter with Avatar/Demigod deck. Axe the 2 Diregraf Colossus. Also, it's not a grave fill with only a playset of Faithless Looting and 2 Avatar of Discord. Either opt for more Avatars or Goblin Lore instead of Invigorated Rampage.

RaberSaber on

1 month ago

Have you considered Invigorated Rampage . Hashep Oasis is only around $2 now so I think it goes fine in a budget build. Also there are some budget dual lands like Timber Gorge that really won't cost too much at all and I think you should put in just to make the deck more consistent.

usurphling on Afflict your Endgame

1 month ago

I like the afflict strategy, i tried to build one at some point and i ended up with naya glorious end. Check my masterpiece in my profile.

Anyway, i like wildfire eternal. You can surprise your opponents by casting a big spells like Boneyard Parley, Hazoret's Undying Fury, etc. have you ever thought about Invigorated Rampage? You can use it either as a finisher or a trap card to force your opponents to block afflicted creatures and sudden pump them.

Other than that good job. You got me on Lord of the Accursed pumping your afflict creatures.

CheeseE on Post-Ban HazoRed Pirates

1 month ago

multimedia: Thanks for the suggestions, I think I might try Invigorated Rampage. As for the pirate theme vs. traditional Red-Aggro, I'm not saying this version is better than the net-deck version. I think it is more valuable on this site however to post something original, rather than what's already on the metagame page. My personal reasons for playing the deck include that it usually wins the mirror since it is a more aggressive build. With only 3 copies of Hazoret the Fervent and only 1 Chandra, Torch of Defiance, it's also more affordable.

multimedia on Post-Ban HazoRed Pirates

1 month ago

Hey, I don't see any reason to try to reinvent the wheel here. What do Pirates add that you already don't have? Hazoret Aggro didn't get hurt much at all from the bans. It still has the best haste curve in Standard: Bomat into Earthshaker into Crasher into Hazoret into Glorybringer. Other than Kari, Pirates don't add anything to this curve in fact all they do is disrupt it.

Invigorated Rampage is an underrated card with Red Aggro. It's nuts with Hazoret giving it 9 power with trample for two mana.

multimedia on Blue/Red Aggro Pirates

1 month ago

Hey, risingaction thanks, glad I could help. A consultation fee? Haha, that would be nice, but it's not needed. Good advice from experienced players is part of the foundation the TappedOut community is built on. I enjoy helping and making this community better. Really good questions, I'll try to answer each one below.

razelfark, thanks you described the reason really well, you're exactly right the reason I left Lookout's Dispersal out of the main deck in the example list is because it's a slow card, not aggressive enough for game 1. Invigorated Rampage replaced it for one reason it's more aggressive can do more damage faster. Relying more on Stormtamer to protect a Pirate rather than a counterspell. Stormtamer can do more to advance the overall aggro game plan since it's a Pirate.

The reason I also left Dispersal out of the example sideboard list is there's not enough room for it because Negate and Essence Scatter I feel are better, but this could be very wrong, that's where playtesting helps. Negate and Scatter are always only two mana to cast where as Dispersal requires that you have a Pirate in play to be two mana. Game 2 and 3 expect more removal to be boarded in by your opponent. It might be hard to consistently keep a Pirate in play to make Dispersal a two mana counter.

Another card I didn't touch on is Chart a Course. When your attacking and have evasive creatures especially flying who can potentially attack each turn then Chart is very good. It could replace Curious Obsession as it gives you more card advantage faster; not requiring that you enchant a creature and also attack with it. Obsession can be more long lasting card advantage, but is much more risky needing the Pirate enchanted to stay alive.

Aggro should take advantage of game 1 and be as aggressive as possible because this gives you the best chance of winning game 1. Winning game 1 is good for any deck, but much more so for aggro because expect game 2 and 3 to be much harder than game 1. Expect your opponent for game 2 and 3 to board in more creature removal, more narrow answers to cards you play, lifelink creatures, four and five drop creatures that are hard for you to answer or board wipes. All these make it much harder for you to win.

Your game plan should always to be aggressive because that's what aggro does, but Game 1 is very exploratory. You learn what your opponent is playing and can adapt for game 2 and 3 sometimes this does in fact mean you should dial down on the aggression and instead play a more interactive game with your opponent and him/her creatures or spells. Sometimes you simply can't beat a card such as Glorybringer or Heart of Kiran you need an answer for it, you must cut something main deck and board in for example Essence Scatter or Abrade.

If your opponent is playing a God then you want an answer for it Essence Scatter or Kari Zev's Expertise don't count on just Warkite even though it's attack ability can make a God worthless for the turn have additional answers to it. Expertise is not a permanent answer doesn't kill the God, but it lets you steal it for a turn, attack with it while also potentially playing a card for free from your hand such as Rampage. An attack with their own God can be quite devastating for your opponent.

The sideboard example list is theorycraft because I don't know what the meta is like where you play, what types of matchups you'll encounter. It's an overall board accounting for the three big archetypes in Standard: Aggro, Midrange and Control. In the simplest terms for Aggro matchups Abrade gives you additional creature removal and Fiery Cannonade can potentially kill all your opponent's creatures while not hurting yours.

In Midrange matchups your opponent is going big with creatures playing four and five drops you want to match this with answers to these creatures Essence Scatter, Kari Zev's Expertise and Walking Ballista is an option due to it's interaction with Warkite.

For Control matchups you want to be aggressive as you can, but sometimes this is hard to do because of all the removal your opponent will have. Negate can help even though it's not an aggressive card it can help to keep your creatures alive.

Metallic Mimic is a fine tribal card, I play it in my Standard Elf deck, Radiant Elves (RIX), but the only reason I play it is because there's not other playable two drop choices and I'm using a counters strategy. Completely different strategy than Pirates here. Simply put there's better two drop Pirate choices than Mimic.

Mimic also has the problem of being the best when you play it first, turn two. Playing it first then gives all other Pirates a counter when they ETB which is good. This is ideal, the problem is Mimic is quite bad when you play it last, then it's a 2/1 that doesn't do anything else. Unfortunately, consistently your much more likely to play Mimic last than first.

When in doubt always go to the opponent's face with burn. In a broad sense overall with Aggro your better off focusing on your game and ignoring the opponent especially game 1. Interaction with what the opponent is doing is minimal, care more about your creatures, attacking and doing damage don't worry about anything else.

Let your opponent hit you back and as long as you are doing more damage to your opponent then your opponent is doing to you, you have the upper hand because you have burn. If you waste burn on your opponent's creatures then you partly lose this upper hand. Remember you have 20 life, you don't die until you have 0 life.

This is overall advice, but of course certain game situations change things. There are certain early game creatures you want to kill because if you don't then they will take over the game or block the battlefield from you attacking. With these creatures you need to waste your first burn spell to kill them. Some examples are Winding Constrictor, Gifted Aetherborn, Servant of the Conduit, Glint-Sleeve Siphoner and Walking Ballista.

Warkite's attack ability does conflict because it very temping to use a burn spell to kill any creature, but remember you don't have to kill the creature you make a 0/1. Making the creature for that attack a non factor in combat is good enough. If it blocks one of your Pirates then this is good for you; If it doesn't block then it's also good for you.

Real exceptions are if you're facing down huge creatures like Gods, Glorybringer, Rekindling Phoenix, Dinos, etc creatures who are going to hurt you much more when they attack than you hurt your opponent. In these situations take advantage of Warkite's ability to remove all abilities from the creature it makes a 0/1 and kill the creature with burn. Including draw, Obsession or Chart also gives you some leeway with using burn because you'll draw more.

A majority of the good Pirates have evasion: flying, menace or unblockable. With evasion your much more likely to hit an opponent making using burn on opponent rather than him/her creatures a better plan. Rampage is additional evasion, trample, for Pirates it helps with getting in damage fast, really ignoring blockers.

When playing an Aggro archetype you want all lands in the manabase to be able to ETB untapped the first three turns of the game. These are the most important turns, you can't afford to have a land ETB tapped thus not letting you play a Pirate for the turn. Other archetypes such as Midrange and Control are different to a degree, these types of decks care more about what color mana you have then if the land ETB tapped or not.

With 11x possible one drop Pirates, you want the best chance to be able to play one of these turn one, Evolving Wilds doesn't help to do this. Wilds can help to thin the deck of lands to give you a better chance of not drawing lands, but the amount of thinning it does doesn't outweigh the negative that the land you fetch with it will ETB tapped for the turn.

You need lands in a game of Magic and unfortunately that means that you could get flooded or land screwed, but these are situations that every player encounters, that's Magic and not much you can do about it.

In the example list the main deck mana curve ends at 3 drops. Having a low mana curve allows you to not have to play as many lands. In the example list is 22x, experiment with dropping this number to 20x. However, being able to cast two or more spells in a single turn gives you an advantage, but you need lands to be able to use this advantage. With draw also means you want more lands because if you're drawing cards the advantage this gives you is being able to play more cards per turn then your opponent. This can be huge because of how low the mana curve is.

In the example list I've cut all ETB tapped lands in favor of Unclaimed Territory and more copies of Spirebluff Canal. If you can get 2x more Spirebluff I recommend playing them they're the best lands for this deck because they can ETB untapped turn one to turn three and make either red or blue mana. The same can be said for Territory if you name Pirate. Having 8x dual lands that can ETB untapped and make either red or blue mana turn one to turn three is very important because one drop Pirates are either red and blue.

I finished the rest of the manabase in the example list with Basic lands because there isn't another Izzet dual land in Standard that can ETB untapped. The only other Izzet dual is Highland Lake, but if you're playing Lake you might as just play Wilds. Aether Hub is another dual land that ETB untapped it's very good, but to play it you need additional energy sources which is not the direction you want to go with aggro and Pirates.

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