Temur Battle Rage

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fate Reforged (FRF) Common

Combos Browse all

Temur Battle Rage

Instant

Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.

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Temur Battle Rage Discussion

Funkydiscogod on Combos and Infinite Combos

19 hours ago

I think your best bet for budget combo kill on turn 2, 3, or 4, will be infect-style decks, that seek to attack with one critter, and pump it up.

Some combination of Kiln Fiend, Nivix Cyclops, Blistercoil Weird, Stormchaser Mage are your threats. Back in Rise of Eldrazi standard, I had some success with Surrakar Spellblade, but this is probably too slow for modern.

When you attack, you pump your critters with Assault Strobe, Temur Battle Rage, Mutagenic Growth, Tainted Strike, Not of This World, Artful Dodge or whatever other instants and sorceries you can find that gives double strike, hexproof, and make the critter unblockable.

passascats on Take My Xantcha

1 day ago

I feel like there is a lot more interesting things you could do with this deck.
There are a lot of forced combat cards out there that can make sure players are tappedout when she goes to swing: Avatar of Slaughter, Grand Melee, War's Toll, Goblin Diplomats, Total War, Warmonger Hellkite, and Invasion Plans.
There are also some cool enchantments that can help drain her controller or boost your life without mana: Visions of Brutality, Vampiric Link, Contaminated Bond, and Treacherous Link.
Temur Battle Rage, Psychotic Fury, and Uncaged Fury can boost commander damage or save her from death when she's facing another 5/5 blocker.
This one might be over budget, but Crawlspace can really help make sure you don't get hit with every other attacking creature on the board.
Good Luck!

passascats on Xantcha, EDH

3 days ago

So, I don't know why I didn't think about this till now, but Mogis actually presents a problem with Xantcha. The same could be said of Tainted AEther. Here are some cards I think would be interesting:
Visions of Brutality, Vampiric Link, Treacherous Link, Disrupt Decorum, Rakdos Signet, Bazaar Trader, Uncaged Fury, Temur Battle Rage, Psychotic Fury, Latulla's Orders, Havoc Festival?, Vandalblast, Everlasting Torment, Geth's Grimoire, Dreadbore.

lagotripha on Goreclaw Superion

6 days ago

I didn't have trouble triggering herbalists, so long as I kept my fetches when drawing them when I tested. The biggest issue was that lupine prototype was barely ever a creature, while the lack of card advantage was notable enough to make me worried about fatal push/thoughtsieze playsets. That said, push/seize can be offset by just hitting your opponent hard enough that they lose before their card advantage tools come online.

The big thing to look at for the deck is critical turn. Without the disruption tools that midrange typically runs, (which going a coco route would take you to) you either need a lot of resiliency or to be comboing out, and this deck doesn't want to do either. So looking to do more stuff quickly is where its at. Playing it like burn with AK is a major option, but it doesn't really make best use of getting a lot of creatures on the board for cheap- hence a bushwhacker strategy.

I'd give some thought to Thud- hasty galta followed by thud is game. 1 mana lava axe is good. Most of the time here it is aGoblin Grenade You could also run Shrapnel Blast, if you run another couple of artifacts like a Bomat Courier or whatever.

Rampager is basically a slightly bigger giant growth. If you're looking at a 2 mana combat trick Temur Battle Rage will outperform it. If you're looking at 4 drop creatures, goreclaw and bloodbraid fill most of those slots, so you will have trouble casting it.

The biggest things I'd be looking at testing would be value discard tools- I'd consider Molten Vortex to help offset getting flooded with land so prototype turns on. Insolent Neonate is also a neat option, offering card filtering and triggering herbalists if you are worried.

cherl on Heroes, dude

1 week ago

Depending on what your budget range is for this, I recommend a couple things:

Rancor Is always good with these types of decks. Satyr Hoplite with a Rancor stuck on it turn 2 is a 4/2 trample that can swing that turn.

Assault Strobe is good, but this deck probably wants Temur Battle Rage instead.

Since it's a casual deck, Rogue's Passage is always good to get your big guys past some pesky blockers.

As budget removal that will also trigger heroic, you could use Prey Upon or Pounce, or even Savage Stomp if you want that +1/+1 counter.

I think since you have The Crowd Goes Wild, you don't need Thrive.

Travel Preparations is okay, but without the ability to flashback it, it's just not worth it.

Ranger's Guile is a good budget option to protect your creatures at instant speed and trigger heroic.

Hope any of this was helpful!

cerealkyra on Xenagos, God of Combat

1 week ago

Hey there, I really like Rapacious One in my Xenagos deck, curves out of Xenagos, and sets you up to cast the real big stuff/multiple threats ( Worldspine, Giant Adephage, Balefire Dragon) after the table realises your going to kill them all.

I found that as my playgroup got used to getting hit for 30+ damage they began to lean heavily on wraths to try and stem the flow, so I began to shift to annoying, value beaters and recursion. Genesis regrows a creature at the low cost of 3 mana every turn, Vorapede is a fine beatstick without Xenagos, Feldon of the Third Path is an excellent way to get value out of your graveyard, too. Deadwood Treefolk was also surprisingly good, though it’s maybe outclassed by Greenwarden of Murasa, it still mashes in for 6 w/‘Gos out and blocks well. Eternal Witness is another option.

And Atarka, World Render, the “you take 24” cannon that gets better if you throw even a few extra dragons in ( Scourge of the Throne, Balefire, Dragon Broodmother produces a steady stream of chumps so you can swing freely each turn.

And Wolfir Silverheart for the casual 12/12 worth of power for 5 mana. Temur Battle Rage is an ace here too.

oliveoilonyaasscureshemorrhoid on I Love Lucy

2 weeks ago

Hey, awesome deck! I love Licia to no end, I've been looking into her for a while now. I have some suggestions to make your deck stronger

Like Tavern Swindler and Gonti's Machinations. These are great early drops, and concerning licia, they ramp you very fast for no mana required! Instead of Temur Battle Rage and Brute Strength, consider Abzan Falconer and Duelist's Heritage and Rune-Tail, Kitsune Ascendant. Heritage can be used politically, as you inch players not to attack you by promising double strike, and Falconer is amazing, nuf said. I also wanted to mention Illusionist's Bracers, Key to the City, and Ashling's Prerogative, if any of those strike your fancy. Lastly, for the late game, I'd recommend Treasury Thrull, Crypt Ghast, Chandra's Ignition, and Necrologia instead of your Syphon Mind.

For the mana base, I'd add Sulfurous Springs, and maybe some vivids if this deck is fine with being a bit slower.

The deck looks fine as it is, so it's hard to find cuts. Without testing your deck, the weaker cards seem to be Haunted Cloak, Baneslayer Angel, Josu Vess, Lich Knight, Drana's Emissary, Felidar Sovereign (you've a lot of wincons anyway), and Blood Tribute. Some of the stronger cards I see are Twilight Prophet, Sword of War and Peace, Hide (which I'm adding to my deck as we speak), and Crested Sunmare.

Hope this helps!

passascats on Gotcha with Xantcha! (New C18 Commander)

2 weeks ago

I like what you have going here.
I don't think you should worry to much about getting enchantments back, I would just draw into new ones and rebuild as needed.
Removal wise, if Vandalblast isn't out of budget you need one in here. I would also look at wide removal like Languish that chops down little armies but leaves your commander untouched. Latulla's Orders fits your theme and could help slow down your opponents.
I think something like Bazaar Trader is worth a slot for those times you regain control of your commander. You might even want to run a Homeward Path for niche situations where your opponent who is controlling her plays a sac outlet. I also think that Uncaged Fury, Temur Battle Rage, and Psychotic Fury would be super handy, and could make getting to 21 a lot easier.
Also, you may consider building a larger than normal mana base. With significant mana the card draw ability could be an alternate elimination option. This would also help if you need to recast and rebuild throughout the game.
Good Luck! +1 from me.

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