Infuriate

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Infuriate

Instant

Target creature gets +3/+2 until end of turn.

Alcolitox on Mono Red Elemental

10 months ago

I'd go something amongst the lines of this, on a simpler Mono R version

Creature Base

  1. 4x Brighthearth Banneret
  2. 4x Fire Urchin
  3. 4x Kiln Fiend
  4. 4x Lavakin Brawler
  5. 4x Goblin Smuggler
  6. 4x Pyre Hound

Spells Base

  1. 4x Built to Smash
  2. 4x Brute Force
  3. 4x Titan's Strength
  4. 4x Infuriate

There's a cheeky combo you can throw in if you'd like as well with Brighthearth Banneret + Brighthearth Banneret + Grinning Ignus for infinite mana, and use Fiery Hellhound or Igneous Cur or Inner-Flame Igniter or any of those Pay : gains +x/+x

Holagod on DoubleStalk - $20 Budget Build

11 months ago

Just thought about this, what about the addition of Infuriate?

Sorin_Markov_1947 on Feather - Righteous Strike

11 months ago

With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.

Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter  Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.

Generally higher-quality spells to have that are in my deck include Infuriate, Light of Hope, Stave Off, and Rile (it may be a sorcery, but trample is very relevant).

If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.

In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.

If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.

Dual-lands are very important in my experience. Consider Alpine Meadow, Command Tower (a must in every EDH deck), Stone Quarry, Thriving Heath, Thriving Bluff, and Wind-Scarred Crag.

Hardhitta7 on Izzet Tempo

1 year ago

I agree Titan's Strength is better than Infuriate but Mutagenic Growth is better than both. I would also replace the shocks with Lava Dart . Both of those cards will allow you to get out an early Stormwing Entity . If you don’t wanna play the darts I would at least replace shock with Burst Lightning .

I think Embercleave is a bit out of place. You are usually only attacking with 1 or 2 creatures in these decks. If you absolutely want something like that I would suggest Temur Battle Rage .

Kukkakaali on Tuhmeliinit Cube

1 year ago

Version 2.5. No more oyster: - Jaya's Greeting + Young Pyromancer - Chandra's Pyreling + Risk Factor - Chandra's Spitfire + Heartfire Immolator - Spelleater Wolverine + Warlord's Fury

- Aven Eternal + Blink of an Eye - Giant Oyster + Talrand's Invocation - No Escape + Vapor Snag - Witching Well + Mistral Singer - Of One Mind + Peek

Version 2.6. Kaldheim and Strixhaven boosters: - Colossus Hammer + Access Tunnel - Camaraderie + Fall of the Impostor - Cliffhaven Kitesail + Hall of Oracles

- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement

- Parhelion Patrol + Glorious Protector - Oppressive Rays + Doomskar - Pouncing Lynx + Codespell Cleric - Inspiring Captain + Leonin Lightscribe

- Concentrate + Behold the Multiverse - Kasmina, Enigmatic Mentor + Saw It Coming

- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright  Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent

- Inordinate Rage + Infuriate - Heightened Reflexes + Claim the Firstborn - Furious Rise + Tormentor's Helm - Syr Carah, the Bold + Breakneck Berserker - Fire Servant + Rune of Speed

- Ranger's Guile + Snakeskin Veil - Reclaim the Wastes + Big Play - Scute Mob + Dragonsguard Elite - Loathsome Chimera + Regrowth

FauxFaux on Veyran deck combo synergies

1 year ago

Here are some I use, seperated by category:

Double Strike: Temur Battle Rage , Assault Strobe , Psychotic Fury , Buccaneer's Bravado , Raking Claws

Haste: Expedite , Crimson Wisps , Accelerate , Fever Charm

Evasion/Unblockable: Distortion Strike , Slip Through Space , Artful Dodge , Crypsis

Protection: Dive Down , Mizzium Skin , Glint , Shell Shield , Lazotep Plating

Power Pump: Rush of Blood , Balduvian Rage , Dynacharge , Unleash Fury , Sure Strike , Brute Strength , Titan's Strength , Rouse the Mob , Infuriate

Other than that, I run some value cards, like Birgi, God of Storytelling  Flip, Storm-Kiln Artist , and Aetherflux Reservoir to just go on, and on, and on, and on, so on and so forth. Plenty of Draw Spells to keep the gas going, and some other Spell-slinging accoutrements.

KTornado45 on

1 year ago

Ok, I see your point so I did add Shell Shield & Infuriate which means taking out Cleansing Wildfire . I also got rid of Go for Blood and replaced it with Crash Through just because it still helps my creatures, while Opt doesn't (only Sprite Dragon "synergizes" with it). If I add cards like Opt that are mainly there for extra instants/sorceries then it turns more into an "Izzit Control" deck rather than an Orvar, The All-Forming deck. Thanks for

Sorin_Markov_1947 on

1 year ago

I think having better removal will be more beneficial than a burn spell that can target face. It's pretty easy to get to a Goldspan or Sprite Dragon, which will finish people off pretty quickly. It's especially easy if you have cantrips like Crash Through or Opt , which, while not triggering Goldspan/Orvar, do let you dig for what you need and do trigger Sprite Dragon.

Shell Shield is a great protection spell. Seriously one of the best along with the protection from any color spells. Infuriate shortens your clock a lot of the time and can be used as a combat trick. Any one-mana spell creates mana for you if you have a Goldspan out, while two-mana spells are net 0. Cleansing Wildfire 's interaction with Orvar is something I missed, but it's still not enough reason to keep it in the deck, imo. If you have Orvar, you should be looking to kill your opponent within 2 turns. It's already late in the game, and Orvar looks scary so a lot of opponents will look to remove him ASAP. Cleansing Wildfire is net -1 mana (for that turn) +/-0 cards, but unlike the cantrips from before, it's not good without Orvar.

Yeah, I see the need for protection for sure, but that's why Shell Shield , Sejiri Shelter  Flip, and Feat of Resistance are maindeck.

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