
Savage Beating
Instant
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.
Entwine (1)(Red)
Trade
Have (1) | orzhov_is_relatively_okay819 |
Want (2) | Lunar_Wing , Dralnah |
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Latest Decks as Commander
Latest Decks
Savage Beating Discussion
markbeloit on
Aurelia's Army
1 month ago
Cheaper artifact ramp can maybe go in place of more expensive artifact ramp. Grasp of Fate maybe replaces Oblivion Ring, since it's almost strictly an upgrade. Maybe replace Savage Beating or Sword of Light and Shadow. It's hard for me to make the call on what are/stronger weaker cards in this deck since I've never played her as a commander.
To make your job harder, here are more cards: Hero of Bladehold (similar to Hanweir Garrison Meld, maybe better, but also higher cmc), and also Adriana, Captain of the Guard and Recruiter of the Guard (similar to Imperial Recruiter).
Good luck. Just gotta see what works and what doesn't, or what works better.
TypicalTimmy on Card creation challenge
3 months ago
A favorite deck of mine was my very old Rakdos Minotaur Modern deck. It was casual and just tribal, but it won a decent number of games. That's the one that won against a local Elfball championship deck because that player had no removal, and got cocky trying to get as much mana online as possible. Through a cluster of Terminate and Dreadbore and Unlicensed Disintegration, I was able to keep him slowed by removing key aspects as I built a boardstate out. I eventually won via a single combat round when I tapped a Rageblood Shaman, Felhide Petrifier and a Kragma Warcaller sideways.
- 2/3 + +2/+0 = 4/3
- 2/3 + +1/+1 + +2/+0 = 5/4
- 2/3 + +1/+1 + +2/+0 = 5/4
That's only 14 damage? And even with deathtouch and trample, each one being blocks removes -3 damage so that's only 11?
;) 14 hits for 11, doublestrike and blockers removed hits for +14 full so 25. Second combat phase = full unblocked 14+14 but it's even more because Kragma Warcaller adds +2/+0 globally the second time, so it's actually 20+20. So 11+14+20+20 or 55 damage to face on three 2/3 bodies. Even with blockers the second round, it'll only slough off 3 damage down to 52.
The deck focused on ramp, removal and cows but it seriously lacked draw. So here's for that, while maintaining the core value of the deck.
Bloodpainter Shaman
Creature - Minotaur Shaman
Lifelink
Whenever you would gain life, you may instead draw a card.
Bloodpainters are the most visceral of their kind, seeking prophetic messages in the carrion of their fallen foes.
2/3
The deck ran Whip of Erebos as a reanimator small engine to keep combat flowing, so that combos nicely with this. And with that costed value, it's a mere with Ragemonger.
Wouldn't be a TypicalTimmy post without a book behind it, lol.
Wild.
eliakimras on
Ghired - Precon Primal Genesis - Heavy Upgrade
4 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
Haste enablers:
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
-
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
-
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Direct damage:
-
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
-
Talking about damage, how about doubling it? Gratuitous Violence, Fiery Emancipation, Gisela, Blade of Goldnight, Angrath's Marauders and True Conviction can assist you on that.
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Boardwipes:
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Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
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Blasphemous Act/Vanquish the Horde plus Boros Charm/Heroic Intervention is a good combo that saves your creatures while taking your opponents' creatures out for not a lot of mana.
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
-
Garruk's Uprising is a better Colossal Majesty, even giving evasion to your creatures.
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I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
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Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
-
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
-
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
TypicalTimmy on Card creation challenge
4 months ago
By the way, for those unaware, the mana produced by Generator Servant can go into two different creatures, each being paid with of the . If you do this, both creatures gain haste ;)
That's how I'd win. I would ramp into a Savage Ventmaw with haste and cast something like Savage Beating from my hand, or See the Unwritten and grab something game winning, like oh I don't know, Avenger of Zendikar and Xenagos, the Reveler and +1 to dump my Savage Beating to get more mana and chain together multiple combat phases.
TypicalTimmy on Card creation challenge
4 months ago
In my early days of Magic, I played Gruul Value in Modern - casually - at the diner after work with my coworkers. I ran cards like Satyr Hedonist and Generator Servant to produce fast mana. Then I played cards such as Avenger of Zendikar, Savage Ventmaw and Xenagos, the Reveler to produce big combat and large spells. I'd chain together spells such as See the Unwritten and Savage Beating (entwined, of course) with Howl of the Horde and Reverberate. It was a brutally efficient deck that won nearly every game I was up against.
A keystone of the decks formidable power was Hydra Broodmaster for her ability to produce X x/x Hydra tokens. I fell in love with Monstrosity, but was saddened at the lack of "good" cards.
So. Here's one for my early days in MTG.
Engan the Infinite
Legendary Creature - Ooze Hydra
Trample
Engan the Infinite gets +X/+X where X is the number of permanents you control named Engan the Infinite.
Monstrosity : When Engan the Infinite becomes Monstrous, create X token copies of it except they aren't legendary.
3/3
Thaaaaaats dumb. Lmao
Repeat and explain why you chose the mechanic you did.
RambIe on Savage Beating vs Triumph of …
5 months ago
Wanted To Point Out
In ideal conditions you would need a base of 9 unblocked damage to win
with Triumph of the Hordes 9+1=10 Infect
In the same scenario of having 9 unblocked damage then casting Savage Beating Double Strike (9+9=18) 2nd combat(18+18=36)
so the deciding factor of which card would actually win more would be the creatures in the deck, if you have a few large creatures Savage Beating would win more, If you have a large number of small creatures then Triumph of the Hordes would win more
We know the answer in this scenario "48 creatures and has an overall cmc of 1.90" but its not always that simple
swing wide = Triumph of the Hordes / swing tall = Savage Beating (keep in mind would be blockers won't be around for the second combat)
with all that said i would still choose Savage Beating in this deck because of the massive card vantage ya i could have won with with horde but just wait to see what stupid things i do next turn because i used beating instead. idk i guess after playing this stupid game for over 25 years just out right winning is boring to me. jesus christ ive become a johnny
RambIe on Savage Beating vs Triumph of …
5 months ago
Agreed with bushido_man96 I would run both
If I had to pick just one, I would choose Savage Beating becouse double strike with an extra combat is alot of card draw and I love to draw more cards
plakjekaas on
Olivia, Crimson Bride Commander
6 months ago
I think this deck might benefit greatly from extra combat steps like Aggravated Assault, Hellkite Charger, Relentless Assault, Seize the Day, World at War, Savage Beating, cards like that.
Attacking more means more reanimating with your commander.