Uncaged Fury

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common

Combos Browse all

Uncaged Fury

Instant

Target creature gets +1/+1 and gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

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Uncaged Fury Discussion

DragonFaceEater on Master of Cascade (Yidris)

1 month ago

I'd recommend some evoke creatures. If you evoke them, it counts as casting the spell and the original CMC, but you pay much less than it. Other cards that have reduced CMC like avatars and Delve creatures are good too. Some of the ones I'd recommend are AEthersnipe, with decent removal with six CMC, Avatar of Might, since with your low amount of creatures the condition will almost always be met, plus an 8/8 trample for GG and an 8 CMC will be able to end games pretty easily and hopefully cascade into an extra turn effect or similar and kill someone right off the bat, Avatar of Woe is a sweet repeatable removal spell, again for just BB considering most of the time by late-ish game you'll have that condition met, and Mulldrifter, a staple even not in yidris decks. Also, cards that give your yidris double strike or hard to block can help get oyur yidris to hit more often, and sometimes more than once, giving your cards double cascade. Cards like Psychotic Fury, Temur Battle Rage, Uncaged Fury, Assault Strobe, Runes of the Deus, Berserkers' Onslaught, Blood Mist, Sangrite Surge and Rage Reflection all grant double strike, and Aggravated Assault, Fury of the Horde, Relentless Assault, Seize the Day, and World at War all grant an additional combat. Aqueous Form, Shimmering Wings, Slip Through Space, Shizo, Death's Storehouse, and Amphin Pathmage all make your yidris harder to block so you can get triggers more easily.

Hakira on R/G Pummeler of Power

1 month ago

onover I really can't help with Modern as I haven't played it much but with standard your ideal play goes like this:

Turn 1 Forest > Attune with Aether tutoring a Mountain 2 Energy

Turn 2 Mountain > Servant of the Conduit Or Voltaic Brawler 4 Energy

Turn 3 Aether Hub > Electrostatic Pummeler Swinging with Voltaic Brawler 8 energy

(Paying the 1 energy for 4 damage sometimes getting rid of their usual 2 or 3 drop landing some damage in the process. Or if you know you have another Aether Hub save the energy for next turn and you'll have 9 to play with or 3 pumps.)

Turn 4 Larger Than Life/Invigorated Rampage + Blossoming Defense on Electrostatic Pummeler for 28 with trample.

(72 if you drop an Aether Hub and use both Larger Than Life and Invigorated Rampage but it leaves you open for Fatal Push) usually 28 damage is enough.

You'd be surprised how often this actually happens too.

Uncaged Fury can work but not in standard. The reason I wouldn't use it is because of it's CMC for 2 and a red you're getting +1+1 and double strike, now with a standard turn 4 pump that's 16 damage without trample and if you don't hit your 4th land you can't use Blossoming Defense to save it from the easy ones Fatal Push or Path to Exile.

This deck is Super Agro and unless you include some Glorybringer or Carnage Tyrant you're going to want to end it early. The inherent downfall with this deck is how easily it can be stopped but if left unchecked it's an unstoppable win.

I run 2x Larger Than Life and 4x Invigorated Rampage as I only need to hit one of them. Too many pump spells and you'll just have a hand full of them. Built to Smash seems like a great card and it is, I found a lot of success with it when I first used the deck but sometimes you won't hit the Electrostatic Pummeler and Bristling Hydra is the next in line, a couple pump spells and some energy sunk into it can win you the game it sure has for me. I'd swap Built to Smash for 4x Harnessed Lightning It's a great removal and in the past I've used it to target a creature and not pay any energy, that's a full pump!!

onover on R/G Pummeler of Power

1 month ago

What about Larger Than Life compared to Invigorated Rampage, and replace Highspire Infusion with Uncaged Fury?

Variux on You Forgot About Fling, Featuring: E Pummeler

2 months ago

Longtusk Cub and Invigorated Rampage are fantastic here. Definitely recommend playing both, especially over Uncaged Fury and Larger Than Life.

djnewellmit on All Things Pummeler

4 months ago

Is Samut, the Tested a better option than Arlinn Kord? I really like the +2/+2 and haste Arlinn provides, but I can see where Samut's double strike is also nice to have. I play Uncaged Fury in my deck, Pummeler Smash, so the haste gives me an option I'm otherwise lacking. The vigilance isn't necessary for the Pummeler, but it helps if I'm swinging in with one of the other creatures waiting for a Pummeler to appear.

I can see possibly including Samut for rotation-proofing. And her only having a single side makes her more easily managed.

Izu_Korasu on Four Colors Wins (HOU)

4 months ago

id consider dropping Champion of Wits and The Scarab God so that you can drop blue and focus more on the central theme. (maybe Earthshaker Khenra aswell)

cards that either hit hard (Lathnu Hellion, Voltaic Brawler) provide value (Glint-Sleeve Siphoner, Bristling Hydra, Electrostatic Pummeler) or help you hit harder/help your creatures survive (Invigorated Rampage, Larger Than Life, Supernatural Stamina, Uncaged Fury)

davispruisman on Heartless Energetic Vehicles

4 months ago

Thanks for the feedback and upvote, I really appreciate it.

I chose Uncaged Fury over Invigorated Rampage due to the fact that if a Consulate Dreadnought somehow doesn't get blocked, I would much rather get double strike on a 7/11 than +4/+0 with a 2 mana pump spell. I do definitely see the upside of having trample on some of the other creatures and vehicles tho. Both spells work good, each have their ideal situations.

I added Aether Hub to continue the energy sub theme, but energy isn't vital. The main purpose of it is to give lifelink to Aethersphere Harvester. It already powers itself for two turns. The Hubs could definitely be switched out with some basic dual lands to cut down on price. It is a budget deck after all.

It all depends on how deep your pockets are. Even with the downgrades, the deck is still very reliable. :)

MonochromeDisco on Heartless Energetic Vehicles

4 months ago

Awesome build. +1

I'm curious why you're running 2 Uncaged Fury when giving all your active vehicles trample more consistently with more copies of Invigorated Rampage seems better to me.

Also wanted to suggest the super cheap tapland as an alternative to Aether Hub since there's not a very consistent source of energy generation in the deck. Stone Quarry I think is the tapland, it's 15 cents.

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