Play Savage Beating only during your turn and only during combat.
Choose one - Creatures you control gain double strike until end of turn; or untap all creatures you control and after this phase, there is an additional combat phase.
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Savage Beating occurrence in decks from the last year
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Savage Beating Discussion
1 week ago
I played a 3 player game with this list just to get a feel for the commander which means some of this should be taken with a grain of salt because I don't know how some of the cards would work in a different situation with only one game to base my experience on.
Out of several attack triggers from Velomachus, most of the free spells were a bit underwhelming. I think one I got Mana Geyser as my free spell and had nothing to spend the mana on during combat. I did manage to win the game, but primarily because one opponent had trouble getting lands early on and fell behind, and also because that player cast Song of the Dryads on the other opponent's Golos, Tireless Pilgrim which shut him down from getting lots of card advantage from activating his ability. Justice Strike unfortunately didn't feel useful, most of the creatures I wanted to kill had more toughness than power. Probably replace it with Path to Exile .
I felt like the deck could use another spell or two that give extra combats. That would be a great thing to hit off of Velomachus triggers. Akroma's Will would also be a nice thing to hit off of his trigger. Also you have a lot of token producing cards, but nothing really to pump the team. Maybe consider Cathars' Crusade , Shared Animosity , Intangible Virtue , or Balefire Liege to make your tokens more threatening. Another neat card that can also be used politically to buff an opponent's attacker is Duelist's Heritage .
Other cards to consider:
1 month ago
Neotrup hit the nail right on the head. Of the 18 cards that create additional combat steps, 16 untap some or all creatures as part of the same effect that creates the combat. This means that they untap the creatures immediately when the combat is CREATED. The only two that do not untap creatures immediately when the combat is CREATED are World at War and Moraug, Fury of Akoum . They untap creatures when the combat they created BEGINS.
I was making the distinction because if you Fork World at War you will be able to swing with all creatures on both combats. If you Fork any of Fury of the Horde , Relentless Assault , Savage Beating , Seize the Day , or Waves of Aggression the creature(s) will be untapped twice before the first additional combat is taken and will not untap between the first and second additional combat.
My comment about steps and phases being taken in the reverse order of what they were created was trying to be super exact because the same is true of additional turns. Steps and phases added to a turn will still have the same active player, so as Neotrup said the distinction hardly matters in most cases. Players taking additional turns may have different active players and it matters to keep track of who takes what additional turn.
1 month ago
As for your point about Moraug, Fury of Akoum and World at War being the "only two" cards that untap at a time other than "immediately" when combat is created, this is not technically accurate. Moraug states "At the beginning of that combat, untap all creatures you control." and WaW states "At the beginning of that combat, untap all creatures that attacked this turn."
If you mean for cards that untap your creatures BEFORE combat is reinitiated, then Combat Celebrant is an example. Your creatures untap before the second Combat phase begins. They untap when Combat Celebrant Exerts for the first time each turn. Fury of the Horde also untaps before combat is reinitiated.
Perhaps I am misreading or misunderstanding your post. Merely wanted to give my thoughts on how I am seeing it.
Hope I didn't come off rude. I can be stern and mono-toned very often. Just how I speak / type.
1 month ago
The word Ükhlees means "From death" in Mongolian, which is important as Ukhlees, Rage-born is a creature set on Tarkir, which was molded and developed around Mongolian culture and warring practices. In fact, there are two design philosophies for world-building: Top-down and Bottom-up. A Top-down structure is where you take an over-arching theme and build beneath that theme. Consider it like an umbrella where everything must be contained under that dome. A Bottom-up theme is like a tree; It starts with a few basic ideas and blooms and flourishes upward, spanning and sprouting outwardly from its central position as it grows.
The former is used to restrict creative exploration in order to hone in on appropriate themes, sub-themes and story elements. The latter is used to promote creativity, flexibility and exploration. For reference, Eldraine is a Bottom-up theme where "Anything fairy tail goes" was the core root of the set and you can grow outwardly from there in all directions.
Ravnica would be more of a Top-down theme: 10 guilds, each under strict color rules. Follow the rules.
Tarkir was a Top-down theme in which the developers asked what a world divided into warring Wedges would look like. Each wedge was given unique properties they could not stride from, and the overtheme was a war between mankind and Dragons. Add in some time manipulation and you've got your set.
Mardu is known for their aggressiveness, perhaps none more-so than Ankle Shanker for Goblins, and our queen Kaalia of the Vast . I have always wanted a Mardu Goblin deck, and I am just itching for the day I can utilize the card Dralnu's Crusade properly, that was I can do some horrific stuff with Goblin and Zombie population. With Amonkhet's Anointed Procession , the obvious route is a very strong token-leaning deck with ETB burn effects and aristocrats as sub-themes as we hammer out the opposition in relentless Waves of Aggression .
And so I present to you, Ukhlees, Rage-born - aka "Rage is born from death".
Legendary Creature - Goblin Warlock
Raid - When Ukhlees, Rage-born enters the battlefield, add for each creature you attacked with this turn. You don't lose this mana as steps and phases end.
At the beginning of your upkeep, create a 1/1 red Goblin creature token for each opponent you have.
Sacrifice X Goblins, : Return target creature with converted mana cost X from your graveyard to the battlefield. It's a black zombie in addition to its other types.
Elements of card:
CMC: 5 as there is a lot of power on the card.
Subtypes: Goblin is obvious. While Tarkir does not have Warlocks, a Wizard more-so implies casting spells through schools of training and magic. A Warlock, as from Eldraine, is more-so someone who uses dark and foreboding magic from often-times dark or Demonic sources at the cost of great sacrifice.
Flash? Yes. This way you can take advantage of many combat tricks such as Savage Beating , Hellkite Charger and Warmonger Hellkite . You'd also have combat tricks such as Brutal Hordechief and Master Warcraft . Also Atarka Pummeler .
Haste? Yes. While you'd already be into your combat step as Ukhlees, Rage-Born enters the battlefield, what this allows for is the ability to return a creature who just died during combat. For example, you attack with a Grave Titan and your opponent declares blockers. Grave Titan is about to die so you flash in Ukhlees, Rage-Born. Add some mana and do what you can to disrupt the boardstate. Grave Titan lands in the bin and you sacrifice some creatures to bring him immediately back. Additionally you are able to attack with Ukhlees, Rage-Born during additional combat steps if you'd like.
Raid? Why are we adding mana? Well, we are adding mana to incentivise attacking. Mardu wants to attack. Mardu thrives on combat. We want to give ourselves the option to by rewarding us for doing so. We also retain the mana, albeit mono-red, for our second main phase if we don't have a combat trick in play. This means we can swing with whatever we've got and immediately dump it into something such as Goblin Offensive or a Chancellor of the Forge , generating value out of loss and rage.
Now you see the plays here. Attack all-out, Flash in Ukhlees, Rage-Born, trigger Raid, creatures die, bring out Goblins, bring back Zombies. A boardstate that rebuilds itself in a way Mardu wants to play. Alternatively, attack full-swing and create rage from death .
Wait, what about the pseudo-Eminence ability? Well, easy. We want to attack and we want to sacrifice. This gives Ukhlees, Rage-Born both options. Three little 1/1s are nothing and can be used to grab something much better back from the yard.
The design was meant to be self-sustaining and all-inclusive. One of those decks where the Commander pilots the deck, not the other way around. Similarly to Urza, Lord High Artificer and The Gitrog Monster , Ukhlees, Rage-Born IS the engine. The deck functions AROUND him.
Hope you all enjoy the design. Leave comments if you'd like, but please keep in mind the essay I wrote to explain it. That is why he is designed the way he is - each aspect was carefully considered for efficiency and value. We aren't aiming to make a busted Commander here, nor a lack-luster one. More of a gut-punch Commander to win the game.
2 months ago
You got to take advantage of what boros gives you to be aggressive. The biggest thing boros gives you that no other color pairing gives you is extra combats. Take advantage of that with cards like Combat Celebrant, Aurelia, the Warleader, World at War, Scourge of the Throne, Seize the Day, Savage Beating, Relentless Assault, Moraug, Fury of Akoum, Waves of Aggression, Response / Resurgence, Breath of Fury Hellkite Charger, Aggravated Assault, Fury of the Horde and Port Razer. Along with that you need to speed up the damage output. Boros gives you damage doublers, with cards like Fiendish Duo, Goblin Goliath, Gisela, Blade of Goldnight, Insult, Furnace of Rath, Gratuitous Violence, Dictate of the Twin Gods, Curse of Bloodletting, Bitter Feud, Angrath's Marauders, Overblaze, Inquisitor's Flail, and Fiery Emancipation.
Also consider other things boros gives you that will speed up damage like double strike. Boros gives you haste, trample, and evasion. You need to consider all of those. All while staying low on curve and fast in ramp. If you do this you'll have a good aggro deck.