Warlord's Fury


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Warlord's Fury


Creatures you control gain first strike until end of turn.

Draw a card.

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Warlord's Fury Discussion

DwaginFodder on Guttersniped

11 hours ago

I've built something similar that relies on Runaway Steam-Kin to start on a playstyle akin to Storm, using Warlord's Fury and Crash Through to generate counters, mana, and card draw. They also trigger Guttersnipe. You might also want to consider splashing into blue: Goblin Electromancer and Ionize are pretty good incentives, and Niv-Mizzet, Parun is an incredible finisher.

FastIsFaster on Lazer Zap - Turn 4 Win (Post-Rotation)

1 day ago

Just my opinion, but I feel like Adeliz, the Cinder Wind is best in a hyper aggressive build. I would rather have something like Warlord's Fury or Crash Through than Ionize in almost every case with this deck, as it allows you to cast a low cost spell, and draw a card to potentially draw another. Just think, on you turn would you rather spend three mana on Crash Through, draw a card, lets say Opt, cast that, and opt into a Wizard's Lightning, or would you rather hold up 3 for Ionize? Given you can sac Siren Stormtamer, you don't really need to worry about countering your opponents spells unless they target your creature, which is what the tamer is for.

Orion93 on U/R Wizard deck Rotation proof

1 week ago

Hey. Good idea over all but it does need some refining.

First a couple tips: 1- It's always important to focus on your late game plan even when you have an early game deck. Other wise you will build a glass cannon that won't perform without perfect conditions. A strong late game finisher is already in your Sideboard. Banefire is one of the best sorcery speed spells in standard because it allows you to finish a player that you can no longer attack or damage otherwise. You can push it out at 5 damage and there is nothing your opponent can do to stop it. Perfect.

2- Try to recognize what would create a situation where you have either no cards or unplayable cards in hand. 4 copies of Adeliz, the Cinder Wind is okay because you need her for your synergies and for her potential board presence over all. But. 4 copies of Naru Meha, Master Wizard will most likely just over fill your hand with a legendary creature that is very expensive to cast on top of another instant or sorcery. I know the appeal of her capability is enticing but truly she is only worth 2 of in a deck because in a standard game, unless its between two control players, won't allow enough time to capitalize on such a high Converted Mana Cost (cmc for short) creature multiple times unless you're playing it as a win condition like Torrential Gearhulk. The gearhulks only worked so well because you could focus on playing strictly on your opponents turn to recast spells from your graveyard freely. Naru Meha is more tricky because it requires 2 cards in hand that can be cast at instant speed to become effective. This is somewhat true with most creatures. Ideally a creature played from your hand will gain you more than just a body on the field. It will draw a card or counter an ability or force your opponent to act differently from how they had planned.

All of these things give you the advantage. When a creature or another permanent enter the battlefield and they are doing.... Nothing? You will lose. A body is terrific. A body with abilities is better. Same with spells. Functional spells are cool. Counter, burn, draw, what have you. But utility spells are better. Anything that will allow multiple options or will have multiple effects is so much better for keeping your game moving how you want.

3- Magic is always changing and that means so are we as Magic players. We constantly adapt our decks to our local Meta, which will tend to flow with the competitive level of magic such as Protour or Grand Prixs. Find new and interesting changes to try in your free time. If you've always been a turn behind in recent matches then either find a way to play more quickly, sacrificing power usually, or put in a strong tempo piece that will reset the board in your favor.

I love tribal and I love synergy. You are so close to having the right set up in your deck. But how it is now, you most likely won't win anything competitive. The reason? You're playing sub par spells. There are better options for your creatures and much wider variety for your other spells. Find the cards that will most actively affect the field for an aggro base and find the cards that will most reactively protect the field for control.

I'm done with criticism. Now for suggestions.

Drop 4x Naru Meha and 4x fanatical firebrand and replace them with 4x Goblin Electromancer and 2-4x Guttersnipe and 0-2 copies of a spell that either helps balance the field or draws more than just 1 card. Opt is great but you might do better with additional cards in late game scenarios.

I would suggest the new enchantment Firemind's Research but it is very very hand dependent. You could run 4 of them with 4 Goblin Electromancer and I really think you'd go off with several explosive turns. But you also have to live long enough to see them. Meaning way more removal and less wizards. So.

Lavarunner is fine. But he caps out as a hasty 2/2 with no additional strength to add. So maybe slide out 2 of them for the other 2 Guttersnipes. Its equal in strengths but with a much more impactful long term presence.

I like the idea of Siren Stormtamer but I think he is side board material for anti control or removal match ups. That does mean your turn 1 slot just got crushed though and I don't really have an alternate yet beyond Runaway Steam-Kin and that's still a turn 2 play. With Electromancer and guttersnipe fighting over your turn 2 spot I dont think its viable. It is however fun. Just imagine 3 of these as 4/4 and then just dump all of those counters into a Banefire for the win. Oh man.... Well now I'm gonna do it. Sorry. Called it. Haha.

I think you could benefit from Ionize in your main board. I know that Warlord’s Fury is an extra draw spell but it could drop to 2 for 2 Ionize in main. Promise.

My wife wants me to talk to her instead of you now though. So I'm all wrapped up.

Good luck! And never stop Brewing your own decks. Its so rewarding.

OberstHati on Standard (GRN) Counterburn

1 week ago

Banefire instead of Warlord's Fury is a good idea tho,...

FastIsFaster on Standard U/R Wizards

2 weeks ago

I would run Viashino Pyromancer over Guttersnipe. It gets the buff from Adeliz, the Cinder Wind which is one of the main reasons to run wizards. Wizard's Retort seems a little redundant when you have Siren Stormtamer, as the Siren Stormtamer can be sacrificed to protect you or your creatures, and the most effective iteration of U/R Wizards (in my opinion) play very aggressively. You are mush less worried about your opponent's side of the board, because you are looking to almost 'storm' off and swing for 12+ damage off spells and buffs. I would consider something like Anticipate, Crash Through, or Warlord's Fury as replacements for the Wizard's Retort, as they will draw you cards (which this deck needs to close games out), and they are low cmc, so it doesn't take many spells on turns to draw a lot of cards, trigger Adeliz, the Cinder Wind a few times, and swing in with some big fliers.

FastIsFaster on Ral’s Controlled Burn

2 weeks ago

I feel like Guttersnipe and Enigma Drake are somewhat at odds with one another. Guttersnipe is considerably worse if drawn late and you have spent most spells trying to keep your opponent at bay. Enigma Drake is nothing but a big (big-ish I guess) blocker until you get enough spells in your graveyard for it to really start swinging out, and that whole time it is a prime target for removal. Given the other spells in your deck, I think you are better off running Enigma Drake and Mirror Image to give you extra copies of the drake. I think Guttersnipe is more at home in a deck running 1 cost spells like Warlord's Fury, Crash Through, Rescue, etc where 5 mana can be 10 damage (plus any damage the spells might do). If you are trying to go for a more controlling route, Enigma Drake rewards you for countering your opponent and filling up your graveyard will spells, but every spell you cast without a Guttersnipe on the field is one less trigger. In the case of Ral, I think his first two abilities work much better with Enigma Drake, and it isn't until the third ability (very difficult to actually get to) that you have synergy with Guttersnipe, and the emblem plus Enigma Drake will win you the game too. Just a few thoughts.

Zarathoustra on Guttersnipe's Burning Rage

2 weeks ago

No I haven't, was focused on straight damage to be honest. I had Tormenting Voice in main at first, is it still necessary with Bomat Courier ? He already gives me some options. I agree I could benefit for drawing extra cards but it also means to slow things down a bit, because I'll have to remove some potential damage to find room for these cards...

Cathartic Reunion and Wild Guess both look good, but they also force you to discard... and appart from an extra Reverberate I don't see any card I would not want in hand by turn 2/3.

About land discard... why not. Haven't thought about it at all. But there is many cases where you just need them to cast the combo. I rarely have a land in hand by turn 4. The mana curve is really low so I could try that, but having 6 lands allows Insult+Shrine of Burning Rage's sacrifice. And it could be problematic with Searing Blaze, right ?

I was considering Warlord's Fury, but the only creature supposed to attack there is Kiln Fiend, so it doesn't make sense.

Rushsilver on UR Nivmagus Instants (Vers. 2)

2 weeks ago

ok SO it's looking better, but definitely still needs some changes. Correct me if I'm wrong but it looks like you're new to competitive modern and deckbuilding (no offense intended. I built a lot of bad decks before I built any coherent decks) so I'll go back to a little bit of the basics l. The sideboard should NOT be cards that just aren't good enough to be in the mainboard. All sideboard cards should be for making certain matchups better. For example, Kiln Fiend and Nivmagus Elemental being met with an opposing Fatal Push, Lightning Bolt, or Path to Exile can be game-losing. To prevent this from happening, sideboard cards like stubborn denial, spell pierce, and apostle's blessing work great! Many of the cards in your sideboard don't perform that duty (desperate ritual, Mutagenic growth). Stubborn Denial is a great card but apostle's Blessing is better in your deck; I would have 0-2 in the mainboard and 1-2 in the side (Apostle's Blessing is pretty amazing as a 1 or two of mainboard due to the fact that it deflects removal and makes the creature unblockable to the chosen color). Also, the omission of Mutagenic Growth is definitely a mistake. It's a free spell which is exactly what your deck wants. Easy 4 of. Manamorphose is a must-have for the same reason. Crash Through and Warlord’s Fury are ok since they draw a card, but Distortion Strike is way better and basically draws you a card since it's 2 in 1. You have too many creatures too. Guttersnipe is too much mana, Soul Scar Mage and Swiftspear are too many creatures. Kiln fiend is your best card, so not having 4 is weird. Thing in the ice, Nivmagus, and Kiln fiend should be your 12 creatures.

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