Target creature gets +3/+0 and gains first strike until end of turn. (It deals combat damage before creatures without first strike.)
Printings View all
|Core Set 2021 (M21)||Common|
|Guilds of Ravnica (GRN)||Common|
|Core Set 2019 (M19)||Common|
|Battle for Zendikar (BFZ)||Common|
Combos Browse all
|Commander / EDH||Legal|
Sure Strike Discussion
3 weeks ago
Thanks for the comment! I'm running Spirebluff Canal because it's what I have, but Sulfur Falls is honestly a better alternative. I'll change the decklist and work on getting them. Reckless Charge is a good alternative to Sure Strike, so I'll swap that in, too.
3 weeks ago
F'ing brutal. I love it!
1 month ago
Someday will replace Renegade Tactics with a similar instant that gives me draw. But not this day. Not this day.
2 months ago
In my opinion Aurellia the warleader can find a spot in about all Boros decks going for the attack game since double combat steps are just really nice to have.
A little strange you don’t have a Sol Ring in the deck.
Brave the Sands is a good card to give your board vigilance and make them all really good at blocking.
Legion's Initiative is like a budget version of Teferi’s protection while also giving out small boosts.
5 months ago
That's hard to bear, for most. The thing I do to keep my decks cheap is avoid Shock Lands( Steam Vents and the like) and cards like Fabled Passage . I'm not denying their value, but are they really 10-20 times more valuable (in the game) than a card like Temple of Epiphany ? They both tap, and both give an add on.
Also, Sleeves exist, to protect cards. Cards can be bought cheaper when they are in a less-than-new condition. And foils are also a bit unnecessary, if your goal is to stay cheap.
Now for an actual idea. I was looking at the cards you liked at the top of this post. Pteramander and Crackling Drake are both big on instants, and getting Humongous as a result of them. Enigma Drake has already rotated, it is no longer standard legal. Two other red and blue cards that get Gargantuan as a result of instants/sorceries are Erratic Cyclops and Wee Dragonauts . Cards that help you cast such spells are Goblin Electromancer , and (sorta) Spellkeeper Weird . The instants/sorceries you want to cast with this can be damaging type, card advantage type, orcreature buff/debuff, or even the first two of these combined. (Counterspells are essential, too)
For Damage, Shock , Lava Coil and Electrodominance are good. Card-Drawing, Opt , Winged Words , and Chemister's Insight all draw and give card advantage. Infuriate , Sure Strike , and Sonic Assault both buff/debuff. Ral's Outburst both damages and gives card advantage. For a damaging deck, you may want Electrostatic Field . For a card-drawing deck, The Magic Mirror and Niv-Mizzet, Parun make a great combo. If you want to simply buff your creatures to victory, make sure to keep the pumping creatures.
Counterspells are essential, I find Quench is surprisingly useful. Ionize is great too, and everyone seems to love Mystical Dispute too, although it is pricey. Convolute is a cheaper (monetary-wise) thing to use.
I hope this helped you decide on cards!
7 months ago
7 months ago
11 months ago
This is a pretty good start!
The biggest thing to fix here is how many different cards you have and how often they are included in the deck. Your deck should be focused on how to win, and possible counters to other deck styles, like burn spells, and removal.
Let's start with creatures: Get rid of Fearless Halberdier , Fire Elemental , Goblin Assailant , and Hellkite Whelp . Those cards, especially the first three, can be replaced with others that cost the same and do more, such as Goblin Chainwhirler , Charging Monstrosaur , Marauding Raptor , and Verix Bladewing respectively. Try to focus on how you want to win, and what creatures will get you there, if they don't, throw them out. Use full playsets (4 of a card) as much as possible. It seems like you're going for a quick kill haste kinda vibe, which is good, but make sure then that your creatures all have haste, or can be good answers to threats.
Spells: You can't have a deck called Chandra's Fury without using a lot of burn spells. Glad to see you're running 4 Shock s. If you include 4 Verix Bladewing s, you should also have 4 Spit Flame . 4 counts of Banefire should also be included. Additionally, add one or two more Chandra's Flame Wave (to get Chandra more often) and remove Sure Strike and Engulfing Eruption . Replace Act of Treason with Hijack , because it allows you to gain control of an artifact or a creature for the same cost.
Throw in an extra Chandra, Flame's Fury and only use 20 mountains.
Try to keep your deck to 60 cards, that way you get the best cards most often, and your deck isn't drowned out by useless cards. Glad to help, let me know if you have any more questions!