Furious Rise

Furious Rise


At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with Furious Rise.

Browse Alters

Combos Browse all


Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Standard Legal

Furious Rise occurrence in decks from the last year

Latest Decks as Commander

Furious Rise Discussion

Mcat1999 on My hell is mono-red

3 months ago

The trick here is to stack on mass damage enchantments, then use doubling enchantments.

Impact Tremors, Warstorm Surge, Purphoros, God of the Forge, etc.

Bitter Feud, Furnace of Rath, Fiery Emancipation, Dictate of the Twin Gods, etc.

Then you want damage stacks.

Chandra, Awakened Inferno, Burning Earth, Manabarbs, Ankh of Mishra, Torbran, Thane of Red Fell, etc.

You'll want explosive ramp together everything out on curve, so this puts you in Gruul.

Don't make it complicated by adding extra colors. Just Gruul. Plenty of card draw in these two colors. Look toward impulse draw (exile and play).

Sunbird's Invocation, Outpost Siege, Furious Rise, Dream Pillager as well as regular draw like Harmonize, Elemental Bond and Garruk's Uprising.

Now you're dealing with tons of noncreature spells, so Ruric Thar, the Unbowed is off the table.

I think Klothys, God of Destiny is your best bet. She gets out early, is hard to remove and lands 6 total damage per turn with her graveyard hate trigger.

Mcat1999 on Bell Borca's Breaking Boundries

3 months ago

Furious Rise, Outpost Siege and Chandra, Fire Artisan would be wonderful for this deck to add extra power and card advantage here. I would consider removing Lukka in place of Chandra. Yes, Lukka gets you three cards but with so few creatures, you seldom will wiff on being able to get anything back. Chandra may only be one card, but you can also cast it immediately.

Neotrup on Outpost Siege and Furious Rise …

3 months ago

You are limited to playing 1 land per turn unless another card (like Exploration) tells you otherwise. If you no longer have a creature with power 4 or greater, you could play the land from Outpost Siege and wait until next turn to play the one from Furious Rise, but it sounds like you're going to need to pick one and lose the other.

Mcat1999 on Outpost Siege and Furious Rise …

3 months ago

On my previous end step, Furious Rise exiles a land. It says I may play that card until another card is exiled with Furious Rise.

At the beginning of my new (current) upkeep, Outpost Siege (Khans) also happens to exile a land. It too says I may play that card until end of turn.

Two different enchantments exiled two different lands and both say I may play them.

Am I bound by the land restrictions of one per turn, or does this subvert that rule since both enchantments give me that option to play them?

Mcat1999 on KALDHEIM!

3 months ago

Non-competitive players who prefer a bit of chaos and anarchy in their games could also have a lot of fun with Lukka, Coppercoat Outcast. You could exile the 1/1 token Nahiri gives you, wheel into a larger creature with Lukka, +1 Nahiri to get a 1/1 token and attach Colossus Hammer to it, move to combat and swap that hammer out onto the creature Lukka just gave you. Swing if you have the opening, pass to end step and use the impulse draw off of Furious Rise for your next setup.

This is relying on too many cogs now for a viable competitive deck, but could certainly be a lot of fun with friends or a relaxed FNM environment.

Mcat1999 on KALDHEIM!

3 months ago

Ah yes, but Nahiri, Heir of the Ancients circumvents this. She could normally attach Colossus Hammer onto a 1/1, which an 11/11 is great and all but Halvar, God of Battle  Flip can then move it onto something a bit better. Staying in Boros to keep curve and base easier, you'd be looking at horrifically powerful creatures such as;

And this is just the first page. There are 300 to choose from, not including what's in Kaldheim. Anything from Eldraine forward is the current Standard pallet to choose from, and this includes Kaldheim and more through the D&D expansion set.

I have a strong feeling we will probably see some sort of Boros "Nahiri, God of Battles" variant build. Probably aggro, focusing on cheap creatures and low CMC equipment to keep up on curve to help smooth out the not-quite on par draw that Boros sometimes struggles with. Though, we will have access to Furious Rise, so that helps some if need be. Probably a sideboard card for mirror matches to try and outspeed your opponent.

Monomanamaniac on Bosh throws a fit

7 months ago

So you might think if adding even more mana rocks like Mind Stone, Thran Dynamo, Hedron Archive, Worn Powerstone, Blinkmoth Urn, Everflowing Chalice, Gilded Lotus, Palladium Myr, or Iron Myr. You should be ramping as much as possible, you could even consider Extraplanar Lens if budget is no concern. You could consider cards like Myr Retriever, Goblin Welder, Buried Ruin, Goblin Engineer, Junk Diver, purphorous, bronze-blooded or Daretti, Scrap Savant to bring artifacts back from the graveyard. You could consider Mystic Forge, Planar Bridge, or Kuldotha Forgemaster for getting artifacts out of your deck and onto the battlefield. Darksteel Forge, Soul of New Phyrexia, or Eldrazi Monument so you're killing your artifacts only when you want to. Unwinding Clock it's good if you combine it with flash from Shimmer Myr or Vedalken Orrery. Ugin, the Ineffable or Foundry Inspector to reduce the casting cost of your artifacts without affecting the cmc. You could go full ham on some big artifact creatures like Myr Battlesphere, Meteor Golem, Duplicant, Ancient Stone Idol, Mycosynth Golem, Darksteel Colossus, Blightsteel Colossus, Platinum Angel, or Platinum Emperion just to name a few. Other ideas might be Hellkite Tyrant to steal your opponents artifacts Mycosynth Lattice to turn your non-artifacts into artifacts, Illusionist's Bracers or Kurkesh, Onakke Ancient to copy bosh's abilities, Swiftfoot Boots and/or Lightning Greaves to protect your big guy, Voltaic Key or Manifold Key to untap your rocks, or Mind's Eye or incidental card draw. Some lands to think about are Myriad Landscape, Darksteel Citadel, and Phyrexia's Core but not much else.

As per suggestions to take out : Catalyst Elemental, Destructive Digger, Forge Armor, Walking Atlas, Nahiri's Wrath, Wily Goblin (use Dockside Extortionist), Azor's Gateway  Flip, Furious Rise, Generator Servant, Pirate's Pillage, Scarecrone, Filigree Familiar just to name a few.

I would like to start by saying I'm not trying to say your deck is bad, just trying to give you a lot of ideas to go off of and pointing out things that don't really go with the theme of the deck, which is ramp super hard, drop a bunch of big threats, drop bosh and kill opponents. Secondly, I am not a competitive deck builder by any means, I just use the data I have and suggest the things I like. I actually like seeing gosh in the command zone.

Darkewarrior on Gruuzilla vs Kog

8 months ago

I love the idea behind this deck! Have you thought about swapping out Azusa, Lost but Seeking for a couple Arboreal Grazer? Also, I think you could run 2-3 Season of Growth (until they cycle out) in place of the Mazemind Tome and the Furious Rise and then run 2 Ranger's Guile or Heroic Intervention to try and stop some removal or boardwipes.

Load more