|Commander / EDH||Legal|
Printings View all
Combos Browse all
Play Savage Beating only during your turn and only during combat.
Choose one - Creatures you control gain double strike until end of turn; or untap all creatures you control and after this phase, there is an additional combat phase.
Price & Acquistion Set Price Alerts
Savage Beating Discussion
5 days ago
I really like the creature list and amount of creatures. Maybe split your remaining slots amongst anthems/cost reducers and cards that will let you cheat more werewolves into play? Thinking of:
- Coat of Arms
- Vanquisher's Banner
- Door of Destinies
- Herald's Horn
- Urza's Incubator
- Stoneforge Masterwork
- Metallic Mimic
- Genesis Wave
- Descendants' Path
- Defense of the Heart
- Wild Pair
- Tooth and Nail
- Oath of Druids
- Pattern of Rebirth
- Sunbird's Invocation
- Kindred Summons
Steely Resolve on werewolves might be useful.
5 days ago
Update: Although somewhat flavorful, Savage Beating is just a win-more card in this deck, it never really pulled its own weight in testing.
2 weeks ago
Koth's race is known as Vulshok.
There are literally Vulshok on Savage Beating.
If you want to ramp, and want to swing with ferocious creatures, that might be really fun to include :)
1 month ago
Hi MegaMatt13, have you ever considered Savage Beating? With just 2 5/5 dragons you can swing for a lethal 40 damage in a single turn. I think it deserves a spot as a surprise win card. Also, Scion of the Ur-Dragon is an excellent card and tutor in this deck, when you attack you can search and copy a dragon for a specific situation. Balefire Dragon to wipe a board, Hellkite Tyrant to steal all artifacts and equipment of an artifact heavy deck, etc. There's also a silly combo with Savage Ventmaw and Hellkite Charger in which you can take a bunch of extra combat phases. If you have Scion out, you can search and copy Atarka, World Render to swing for lethal and win. Hope this helps :)
1 month ago
I think the best thing to do with the extra mana from Lannery would be extra attack steps. Savage Beating is especially good because double strike also helps Lannery survive. Hellkite Charger is also good because it is potentially repeatable.
You might want to take out the looters and add in other creatures that are good at attacking. Markov Blademaster benefits from being unblockable. Taurean Mauler and War Elemental get quite big in multiplayer games. Hero of Oxid Ridge could stop small creatures from blocking. Inferno Titan can burn creatures or players. Or add more pirates for flavor.
1 month ago
Seems like the game plan is to equip Yidris, attack, then cast more equipment to cascade more equipment, and maybe cast a Storm spell at the end? You could benefit from Paradox Engine, a lot more mana rocks like Everflowing Chalice, Chromatic Lantern, Coalition Relic, and Gilded Lotus, equipment like Masterwork of Ingenuity and Golem-Skin Gauntlets, Vedalken Archmage to draw more cards, and possibly extra attack step like Aggravated Assault and Savage Beating or extra turn spells. Your other creatures don't seem very efficient. You might not be running enough instants and sorceries to benefit from Metallurgic Summonings. That Which Was Taken doesn't seem as cost-efficient as Darksteel Plate or Darksteel Forge.
1 month ago
Hey its PJ from Commander Replay. You're deck looks to be in great shape, so I have a few suggestions that I think it will help trim some fat and add more punch.
First up the cards to cut. Id get rid of Mind's Eye The way this deck plays you're going to want to tap out your mana every turn and you don't really have time to leave mana open to try and draw, plus its clunky at 5cc. Also cut Reforge the Soul I find it to be too slow. You usually need to take an entire turn off to play it, so its just too slow and clunky. Wheel of fortune is great, but if you can't afford it just stick with magus of the wheel. The cost of 3 then 2 is much better than 5 all at once. Your card draw will come primary from Mask of Memory, Sword of Fire and Ice with Sunforger and Sword of the Animist also generating card advantage. Next I personally would cut the Ancient Den, Great Furnace and Mox Opal package since you don't want your lands getting taken down by vandalblast. I would use Thought Vessel in place of mox opal. Next up cut Divine Reckoning its just never going to do what you want it to. Use a full board wipe instead. I would cut Gratuitous Violence its always been a bit too slow for me and the RRR is hard to get on turn 5. Next were going to cut Relic Seeker for open the armory, its a great card early but gets less good the longer the game goes, its usually one of the last cards i cut trying to get down to 99. Ive always found Savage Beating to be too slow.
Next up, the maybe cuts. Sword of Light and Shadow I have tried to live the light and shadow dream for a long time and it just usually doesn't come through. I have found that you really want higher creature counts to get good benefit out of it. Great card, but not the right home. Ive never had great experience with Assemble the Legion if you're having more success than me, keep it, if not cut it. Pay attention to The Immortal Sun and Alms Collector I haven't tested either of these, but if they are playing well keep them, if they aren't cut them.
Once you know what to cut, it frees up a lot of room. So you can use my suggestions for additions if you want to, or you can try out some other things that you want to. But here are the cards that I would add:
Duelist's HeritageIt will replace gratuitous violence nicely.Open the Armory will replace relic seeker. find your equipment immediately. Glorybringer is just insane with Aurelia. On turn 5 it kills most things. Balan, Wandering Knight, Kazuul's Toll Collector, Armory Automaton all 3 are great in equipment decks. Next up your sunforger package, Comeuppance and Sulfurous Blast are all stars for me. If sun forger with mistveil plains, comeuppance says you can't kill me in combat. Sulfurous is often one of the first things I go for after resolving sun forger, beyond obviously leaving up boros charm and teferis. Neheb, the Eternal gives you a second way to hit the aggravated assault combo, is a good beater, and even just some incidental extra mana is nice. And finally I would add in the full board wipe of you choice Blasphemous Act, Wrath of God All Is Dust and Ugin, the Spirit Dragon are all great choices. Pick the one best fits.
The mana base. Emeria, The Sky Ruin is a must. If they are in the budget khans fetches like Windswept Heath are really nice. If not, I would get the mirage fetches like Flood Plain. Focus on the white fetchlands since they get mistveil plains. Because you have 1 hit potential, Cathedral of War is a solid choice but it does have cost sometimes of being colorless. New Benalia is also solid.
Other things that I like a lot but aren't must includes. Bruse Tarl, Boorish Herder, Inferno Titan, Etali, Primal Storm. Treasonous Ogre is a card not many people know about, I've used it successfully, but I would make sure you have some life gain to balance it out.
Heres some personal preference things:I run Tithe and Gift of Estates in place of Weathered Wayfarer each have pros and cons. I like running Wear / Tear even though you can only cast half of it off sun forger. I prefer Swiftfoot Boots over Lightning Greavesbecause of the awkwardness of shroud.
I need to update it, theres a few cards I no longer use. but I have a very similar Aurelia list you can check it out here. Aurelia Weapons of War
For me with a deck like this, early game I focus on mask of memory and/or sword of the animist to generate some early advantage. These also don't draw as much artifact hate as the big hitters. Then ill bring down sun forger, feast and famine and fire and ice or argentum armor later to close things out.
Anyway hope these help!