Rush of Adrenaline

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common

Combos Browse all

Rush of Adrenaline

Instant

Target creature gains +2/+1 and gains trample until end of turn.

Rush of Adrenaline Discussion

Bokamoso on Win fast or die trying

3 months ago

How does Soulshriek work for you? Is it typical to have four or more creatures in the graveyard when you cast it? If not, consider a more reliable option like Brute Force . You could also consider Rush of Adrenaline for this slot; it gives trample, which could be important since five out of your thirteen creatures don't have any type of evasion. Other fun and more versatile options could be Otherworldly Outburst or Blood Frenzy .

Liaramancer on Win Hard: Or Die Trying (Akroan Style)

9 months ago

Hi again Sagarys. After playing this deck in the current Modern format here is what I found out. First off it's explosive and definitely still lives up to it's name. Swiftblade Vindicator is a perfect upgrade for Boros Swiftblade. She's seriously an all-star in this deck, and her only drawback is she gets countered by Goblin Chainwhirler. Other than that, no changes to the deck.

Tajic, Legion's Edge is not better than Anax and Cymede and isn't worth using over Emerge Unscathed in the sideboard. Chance for Glory can be fun in casuals but I wouldn't make it a mainstay because it is too conditional. I tested Rush of Adrenaline and Integrity / Intervention against Titan's Strength and it's obvious Titan's Strength is better. The scry is just too valuable for consistency.

Alkadron on PDH(RB) - You wanna block? Choose Wisely

10 months ago

Hello Dete! Thanks for all the suggestions!

When I was putting this together, I thought really hard about adding a bunch of really small evasive creatures, so I could get the oddsmaker trigger reliably. But her whole deal is gambling, and reliable isn't a gamble. I thought it would be way more fun if I put in creatures that were easy to block, and forced my opponent to make some very difficult choices.

So I use a lot of first strikers - they can get blocked, but a your creature's probably going to die and mine will probably live. Do you wanna sacrifice a creature to prevent me from drawing?

And I use a lot of trampling combat tricks. I know I have to choose my oddsmaker creature before blockers are declared, but I can cast Run Amok or Rush of Adrenaline or Brute Strength after blockers.

Imagine getting attacked by a 2/2 rats. You're going to block with your trinket mage, to a) kill the rats, and also b) prevent me from drawing two cards. Then I hit my rats with the Brute Strength -- now your mage still dies, my rats live, and I'm still drawing my two cards. Next time I attack with the rats, you're gonna have an agonizing decision to make - Do I have another combat trick in my hand? Am I bluffing? What do you do?

And that's the goal! That's what's fun for me while playing this deck. Gambling, and forcing my opponents to gamble with me. The deck would probably be better with reliable card draw, but I do alright for myself, and I have a ton of fun doing it. :)

As for removal; a deck like this can only dedicate a few spots to it--the overwhelming majority of cards need to be small aggressive creatures and combat tricks. The removal I've already got (Fiery Temper, Alchemist's Greeting, Ichor Slick, Dark Withering, Murderous Compulsion, Murder, Terminate, Diabolic Edict, Aftershock, and Psychotic Haze) are the very best cards I could fit into those slots, for this deck archetype, I think. For a more control-ey, less aggro deck, nothing's better than Crypt Rats, Pestilence, and Evincar's, for sure. But I think they'd slow me down and kill more of my creatures than my opponents', in this deck.

Dango on Zada spellslinger

10 months ago

I imagine an interaction with Helm of the Host with Zada could go infinite? Say you attack with Helm attached to Zada and trigger the token to enter the battlefield. The token would be a non-legendary copy of Zada, so there would be effectively two of them on the field. Pump the original with say Rush of Adrenaline, copy it, and target the token with the copy. I believe the copy would trigger off the token as well, and the token's ability would trigger and copy the pump spell onto the original. Repeat this until you have two or more / creatures with trample and turn them sideways.

I'm not entirely certain that this works, I could be wrong, but one could only hope it does haha.

rSt on Help pls

11 months ago

Well, first off, let me make the disclaimer that I am an amateur deck builder and have a lot to learn myself when it comes to building decks. But I can spot quite a few issues with the deck, both from looking it over and playtesting it, and honestly, I don't know if the deck can be made to unsuck without completely revamping it or building a new deck. But I'll give it a shot and offer some advice.

First off, I don't know why Armageddon is in there; it doesn't seem to offer any advantage to the deck, and the deck doesn't have any way to build back its own land base more quickly than an average opponent could manage to do. Second, Iroas, God of Victory is fine, if you want to have that in the deck, but there are cards that work against it. The enchantment is nice, but you're not utilizing it to its fullest potential if it's not a creature, which requires devotion, which other cards in this deck work against. Vedalken Orrery, for example, I don't see why the deck needs that; it already has many cards with Flash, and none of the others I can see a need for being able to cast at instant speed. It also doesn't contribute to devotion or field presence. Dust Elemental as well, works against devotion by returning three of your creatures back to your hand, removing both devotion and field presence. And this deck struggles already with acquiring and maintaining field presence. I'd remove both of those cards and look for other white or red cards that pack a little more punch offensively, or noncreature spells that grant trample + power boost, or double strike.

The land base is too large. You have no cards in this deck that cost over 4, and even in a normal deck 26 lands is too much, and there's absolutely no way in this deck to thin those lands out of the deck. You need some major deck thinning (land fetch), or just cut the amount of lands down. I'd say anywhere from 20-22 lands would be fine, and replace a few of the basics with maybe 2 - 4 Evolving Wilds, an inexpensive way to thin the deck a bit. Also, look at your one drop creatures: Anointer of Champions and Boros Recruit. Those are both white creatures, and your only cheap drop creatures, but Sulfur Elemental will immediately destroy both if it ever hits the field, unless you plan on using Anointer of Champions to bolster Boros Recruit until end of turn, and plan on losing the Elemental. But you still also lose the Champion in that.

I would say pull some lands out, bring it down to 20-22, add some spells and creatures in to replace those extra lands, and some of the cards that just don't synergize well in the deck, some cheap white or red creatures with haste, maybe a few more powerful creatures at CMC 4, if need be. You could even replace Balduvian Rage with some cards that might be better suited to an early game offensive, with effects like haste and trample. Some good ones I found on a cursory search are Crash Through if you really need Balduvian's draw, or Brute Strength, Built to Smash, Invigorated Rampage, Ride Down, Run Amok, Rush of Adrenaline and Temur Battle Rage are all fairly inexpensive (both in terms of CMC and market price on the cards) spells that will give your creatures a boost, destroy blocking creatures (with regard to Ride Down), and give trample.

Not trying to be mean, just trying my best, despite my admitted inexperience, to offer constructive criticism.

Liaramancer on Win Hard: Or Die Trying (Akroan Style)

1 year ago

I was even thinking instead of 4x Titan's Strength you could test 4x Integrity // Intervention or 2x Integrity // Intervention + 2x Rush of Adrenaline. Integrity is good because you can cast it for white. It's flexible and has a nice burn spell that can be helpful later in the game. Also if you cast both halves you could get two heroic triggers.

Liaramancer on Win Hard: Or Die Trying (Akroan Style)

1 year ago

I'm playing this deck in 2018 and it's still going strong! I replaced Boros Swiftblade with Swiftblade Vindicator. She's an obvious upgrade that only loses to turn three Goblin Chainwhirler. Two cards I'm considering is Tajic, Legion's Edge and Chance for Glory. I'm hesitant to cut an Anax for him, but the benefit is he gives our creatures protection from removal like Chainwhirler and has haste so he can mentor a creature like Fabled Hero or Swiftblade Vindicator the turn you play him. I wonder if there's room for Chance for Glory. It's an all or nothing card, but the deck theme is win hard or die trying, right? Finally, should Rush of Adrenaline replace Titan's Strength? I like the scry but I've been in situations where Fabled Hero could easily kill if he wasn't being blocked. And the turn three kill combo with Favored Hoplite + Ordeal of Purphoros + Boros Charm + Titan's Strength still works with Rush of Adrenaline.

Liaramancer on Win Hard: Or Die Trying (Akroan Style)

1 year ago

I'm playing this deck in 2018 and it's still going strong! I replaced Boros Swiftblade with Swiftblade Vindicator. She's an obvious upgrade that only loses to turn three Goblin Chainwhirler. Two cards I'm considering is Tajic, Legion's Edge and Chance for Glory. I'm hesitant to cut an Anax for him, but the benefit is he gives our creatures protection from removal like Chainwhirler and has haste so he can mentor a creature like Fabled Hero or Swiftblade Vindicator the turn you play him. I wonder if there's room for Chance for Glory. It's an all or nothing card, but the deck theme is win hard or die trying, right? Finally, should Rush of Adrenaline replace Titan's Strength? I like the scry but I've been in situations where Fabled Hero could easily kill if he wasn't being blocked. And the turn three kill combo with Favored Hoplite + Ordeal of Purphoros + Boros Charm + Titan's Strength still works with Rush of Adrenaline.

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Rush of Adrenaline occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%