Avatar of Fury

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Avatar of Fury

Creature — Avatar

If an opponent controls seven or more lands, Avatar of Fury costs less to cast.

Flying

: Avatar of Fury gets +1/+0 until end of turn.

halanvaina on Mono Red Control/Mill (Premodern)

10 months ago

Look dude, I'm really trying my best here to make a somewhat competitive mono red deck that's not one of the three deck archetypes. It really feels that I'm never going to win you over with this deck. I did take out Avatar of Fury, but I know even with all of the attempts at mana reductions and technically ramp it's still going to be slow. There's no ritual effects since that's not in the card pool, and we all know mono red can't do land ramp. Mono red can't draw cards good either, yet I feel like your acting like there's infinity better options in the card pool. Instead, can you suggest new cards instead of saying every change I make doesn't matter and is way too slow? Mono red is a difficult color to work with outside of aggro. There is a couple control cards, like Stranglehold(which is not even in the card pool), but it's not much. I know you're trying to help, but at this point it feels irritating and not really helping. Also I'll admit that Kamahl, Pit Fighter is kind of a pet card. But I could switch it out with a different card.

I know that I could put Gamble in the deck, but I feel that the list is tight enough. What I find odd about your arguments is that you note the use of sac lands, yet say that using Feldons Cane is no use. The point of Devastating Dreams is to draw cards to use it well. You also say that opponents will typically never get to seven lands, yet say it will hurt me more somehow. It does damage to each creature, and makes the both of us sac ideally all of our lands. Its also two red, which doesn't mess with the mana curve much. There is also a combo with that card and Mogg Maniac, but i already know you're going to say its not significant enough to do anything since theres no winning with you. It really feels like I'm talking to a brick wall. I know it's a flawed deck and I'm trying to do my best with it. With no ritual effects for red, no ramp, no decent card draw most of the time, I'm doing what I can. But I don't see you helping much other than saying how the mana curve sucks (which I know and trying to fix, yet you don't like it anyway.)

wallisface on Mono Red Control/Mill (Premodern)

11 months ago

Again, i’m not familiar with premodern, but to reply to your comment:

  • I did look through the deck and check the mana-costs. 6 one-mana cards is on the low side and means a decent chunk of time (46%) you’ll have nothing to do turn 1, meaning you’re effectively starting a full turn behind your opponent. Having 12 cards above 3 mana seems like a LOT - that’s 20% of your deck! In both the formats i’m familiar with (pioneer and modern) I wouldn’t dare run even half this number of high-costing cards.

  • yes Dwarven Ruins and Sandstone Needle add a little more mana, but at a pretty high cost of not sticking around. You need whatever they cast to be extremely high-impact, or you’ll end up losing the grind. Personally, having 8 of your 23 lands being extremely temporary makes me skeptical the deck could survive any game that goes long.

  • Avatar of Fury’s cost reduction might as well not exist. How often will an opponent have 7 lands? Assuming an average deck runs around 22, it’s not until sometime after turn 11… I don’t know any format that goes that long.

  • i’m not sure how letting your opponents choose modes on cards is anything other than them controlling you… you have no say in how your cards resolve and they have all the power. That feels like the opposite of control.

I get you’re trying to make something new. I am only offering an unbiased opinion - which is something you can take-and-build-on, or ignore (or something in-between). I will say, as someone who does a lot of brewing myself, that any brew typically has to go through a LOT of iterations, playtesting, and feedback, before it’ll be in a state where it can reliably compete with the meta. Good luck on your journey!

wallisface on Mono Red Control/Mill (Premodern)

11 months ago

I’m not familiar in the premodern format, but this list seems to be doing a lot of things that feel weak/wrong.

Crumbling Sanctuary feels very weak, in that its basically saying to the opponent “hey you know how you had 20 life… now you effectively have around 45-50”. I get this impacts your own life total as well, but with no cards in your deck to profit from being in the graveyard, and no other cards that naturally mill (outside of Book Burning) before you drop this 5-mana arifact, i don’t see how this card helps you… it’s much more likely to benefit your opponent.

Cards that let your opponent choose an option are considered pretty-universally terrible. This is because the opponent will always choose the option that benefits you the least, meaning the card will always be doing the weakest of its effects.

Your mana curve feels excessively high. I don’t know the format well but it feels adjacent to modern/pioneer, and in that regard your mana curve is far too high. Your quantity of 4-5 mana spells is excessive, but also I see no way you’re ever realistically casting either Butcher Orgg or Avatar of Fury.

Coward_Token on Modern Horizons 3

11 months ago

No actual leaks in the thread, people!

Where to find...


Kudo, King Among Bears seems pretty fun, although I hope there's going to be more bear kindred support. Since he affects all creatures, stuff like Alpha Status and OG Norn works. And They Shall Know No Fear is Heroic Intervention at home, and Roaming Throne works for all of your creatures. Go-wide tokens seems like it would work, as would 0/0 creatures like Kalonian Hydra. Might be worth looking into the EDHREC cards for the two selesnya cat legends from Lost Caverns of Ixalan?

Herigast, Erupting Nullkite Kinda feel like an Emerge commander would be black and/or green instead? IDK how to abuse this either, red doesn't have that many good "overcosted" creatures like Avatar of Fury.

Null Elemental Blast: yeah this is really good in EDH, where every random utility land taps for .

Final Act: playable experience counter hate in EDH.

DreadKhan on thantis and the boys

1 year ago

I don't think Thantis should leave home without Rite of the Raging Storm, this way everyone has stuff to swing as your opponents, but nobody has extra vs you, but it also should work with Garruk's Uprising. Akroan Horse is another so-so source of bodies that get better with supporting buffs. I am always surprised at how much work War Cadence can do in a meta with lots of attacking, it can even play like a Stax effect if the board is pretty big, because you can turn any swing into an unblockable one at instant speed. Mask of Griselbrand is a pretty impressive equipment in practice, Flying is great evasion, Lifelink is a great ability on a large creature and that much card draw can change a game's outcome very easily.

If you're looking seriously at cards like Assassinate, I feel I should point out that it's a Sorcery and has targeting limitations. If you want to run sorcery speed removal then I strongly recommend Make an Example and Phyrexian Purge, both of those are quite a bit better. I think you could also look at Beast Within and Road / Ruin, both are very useful spells, offering versatility of effect.

Have you drawn Nikya in many games yet? I feel like with only 31 creatures in the 99 that you'll not want to cast him very often, it'll interfere with your other spells.

I'm not sure that Dragon Whelp is a very reliable Commander card, it's not that much less mana than a Shivan Dragon, and it's a much worse card. I would note that most people who play Shivan Dragon in Commander are playing it as a pet card, there are other better cards you could play. I think you could just play something like Avatar of Fury even, it's janky but it's very easy for it to cost 2 mana later game, or maybe Cavalier of Flame if you want something pricier.

Since Thantis can get pretty big, I suspect anything like Return of the Wildspeaker or Rishkar's Expertise would be pretty solid in here.

I'm not sure how much of a target Thantis ends up being, but Angel's Trumpet is a nice back up option that does something similar.

multimedia on Zagras and the Dethtouch Party

4 years ago

Hey, you're welcome.

There's 12 rogues here for the party, but only 5 clerics, 4 Warriors and 1 Wizard. These ratios of party members will make it difficult to have much mana cost reduction for Zagras especially Wizards. My advice is make these numbers more even to give you more chances to have different party members on the battlefield at once. Changeling Outcast is a budget one drop party member who can be any creature type you choose for party and it's unblockable which has good interaction with several tribal combat damage effects.

Budget Wizards to consider adding:

There's some party members who could be upgraded to better budget creatures especially the Warriors:

Blood Beckoning could be upgraded to Nullpriest of Oblivion who is a two drop Cleric or if you cast with kicker you can reanimate any creature in your graveyard. Beckoning doesn't reanimate it recurs the creature/creatures to your hand which is a big difference. Searing Barrage could be upgraded to any Wizard party member because this removal spell is not needed as it's the least good and costs the most mana for what it does.


Some cards to consider cutting:

Pump spells that only pump one creature one time such as Infuriate are subpar in Commander especially when you can only cast them once. If the spell pumped all creatures you control, protected the creature from removal or it made the creature have huge power with evasion then that's different, but the pump spells here don't do that. More draw is more impactful than pump.

eliakimras on Vial Smasher & Thrasios

6 years ago

You might consider some cheap replacements: Vivid Creek , Vivid Marsh , Vivid Crag and Vivid Grove instead of Dismal Backwater , Jungle Hollow , Rugged Highlands and Swiftwater Cliffs for extra mana-fixing (which is needed in a 4-color deck). Also: Llanowar Wastes , Yavimaya Coast and Shivan Reef are cheap untapped lands. // You might consider Farseek , Sakura-Tribe Elder , Explosive Vegetation and Circuitous Route for further ramp. Farseek can grab Sunken Hollow , Smoldering Marsh or Cinder Glade , while Circuitous Route can search for Simic Guildgate , Izzet Guildgate and Golgari Guildgate . // You might run Fact or Fiction , Steam Augury and Ancient Excavation for early card draw and graveyard filler for delve cards, like Murderous Cut , Dig Through Time and Tasigur, the Golden Fang (they all got reprinted). Brainstorm and Painful Truths are also great draw spells. // Izzet Charm , Crosis's Charm and Sultai Charm are really versatile removing threats. They could replace Scour from Existence . // Zendikar Resurgent is a mana-doubler, which can fuel big Comet Storm , Blue Sun's Zenith , Pull from Tomorrow , Exsanguinate and Curse of the Swine . // Since you are playing expensive spells, Deep-Sea Kraken , Combustible Gearhulk , Avatar of Fury , Avatar of Woe , Primeval Protector , Sunbird's Invocation , Metallurgic Summonings are great ways to deal a lot of damage.

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