Target creature gets +1/+1 and gains double strike until end of turn. (It deals both first-strike and regular combat damage.)
Printings View all
|Core Set 2020 (M20)||Uncommon|
|Masters 25 (A25)||None|
|Shadows over Innistrad (SOI)||Common|
Combos Browse all
|Commander / EDH||Legal|
Uncaged Fury Discussion
1 week ago
4 months ago
Arboreal Grazer and Glint-Horn Buccaneer are pretty weird/slow in this list in my opinion. I would recommand Ferocity of the Wilds and Ravager Wurm to replace them. It would make Return of the Wildspeaker and Uncaged Fury better too.
Now I'm not too sure but last I tried playing Domri, the 3-mana one from WAR always felt better. Ramp is always better as early as possible in the game, plus you avoid counterspells decks pretty easily ... And against other aggro matchups, the fight effect is better than just bigger/hasty creatures to win the race. Just my evaluation though, have fun with RAV Domri if you want !
Brawl on !
4 months ago
The deck looks great! I'm really excited to build my own version.
You have Flare, Solar Blast, Zap and Spark Jolt twice in your deck.
I don't think you can cycle Solar Blast from exile. You can't discard cards from exile.
Eternal Warrior is the cheapest way to give your commander Vigilance in Red. I'm not sure if it's worth running over equipment, but it is more efficient even if it is riskier.
Faithless Looting seems like a great option for you deck.
Empty the Warrens could also be strong in a deck full of cheap spells and rituals.
Pyromatics is maybe another good way to get some cheap triggers.
I wish there was a good way to manipulate the top of the deck more consistently than with Scry, like a Future Sight -type effect. Maybe Lens of Clarity with shuffle effects and Shenanigans ? Probably too cute.
You are running a large amount of X-spells. This isn't necessarily a bad thing, but they are mana intensive, making it less likely that you'll be able to take advantage of the exiled cards after it. Meteor Shower seems particularly bad, and I could see Builder's Bane being more efficient as a Smash to Smithereens .
Seems like you still have lots of room to play in. Maybe you can afford to add in some Double-Strike spells? You talk about it, but I don't see any in your deck. Temur Battle Rage is usually the go-to, after that there's Uncaged Fury and Assault Strobe .
5 months ago
you might want to look at Fling and Thud being able to attack with Lightning Skelemental and then sac it to do the damage again. It's sneakier than Assault Strobe . While Temur Battle Rage and Uncaged Fury are at least at instant speed,they again might make your creatures a bigger target to remove if they see it swinging with double strike. You probably want some removal or discard Launch Party is a great way to take advantage of your guys that sac at end of turn anyways. Hellspark Elemental is a no brainer as well. Your better off dropping Shriekmaw for out right removal or burn and while Nova Chaser is cool I wouldn't run 4 they curve out for how fast this deck could play. Ideally you'd probably bump the number of Flamekin Harbinger and drop your Nova Chaser to 1-2 the harbinger tutors your nova chaser. I'd also dump the sundial for some combination of the elemental friendly Chandra's that are around there's like 4-5 to choose from.
6 months ago
I would play a few ways to protect your Commander from removal. Goblin Chirurgeon and Herbal Poultice on top of The Brute that you have are all decent ways in Red to go shields up with your voltron plan. It's worth it.
Instead of some of your burn spells I would play some Double-Strike spells. With only 1-2 enchantments or equipment, you could easily take out a player in one hit. Assault Strobe and Uncaged Fury would work very well alongside Temur Battle Rage that you already have. It seems like these would be better than some like Gut Shot or Searing Spear. It could also make something like Immolating Souleater a good backup win condition if your Commander gets too expensive.
Cathartic Reunion is probably worth it for you to cycle through your deck a bit more in the late game.
7 months ago
8 months ago
Welcome to the club! The top two bits of advice for deckbuilding are always going to be 1) Pick an idea and run with that, and 2) Load up on multiples copies of your most important cards.
Zombie tribal and Goblin tribal have some overlaps, with cards like Putrid Goblin and Festering Goblin , but if you want to focus on the tribal aspects, it's almost always better to have a dedicated Zombie deck and a dedicated Goblin deck.
What direction do you want this deck to go in? There's a base for hard, high speed aggression, there's a base for a more midrange build (start with early disruption, like discard and destroy spells, until you can cast a few strong creatures and put full pressure on your opponent), there's a base for sacrificing creatures for fun and profit... All of these are valid strategies.
Step 1: Choose the cards or interactions you like best, and buy four of each of those cards. Pick a focus, and develop that as you get more cards.
Some more specific suggestions: You don't have a deep base for Doublecast , with only 11 instants and sorceries, compared to 19 creatures. Similarly, Uncaged Fury and Abnormal Endurance beef up just one of your creatures, when you're able to dump lots of creatures out. Look for cards that support swarms of creatures, rather than single creatures. Also, more removal would help--your opponents are going to be doing things too, and if you can Murder a key creature or two, that will make it easier for your creatures to push through.
Above all, have fun!