Temur Battle Rage

Temur Battle Rage

Instant

Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.

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Printings View all

Set Rarity
Double Masters (2XM) Common
Mystery Booster (MYS1) Common
Fate Reforged (FRF) Common

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Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Pauper Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pioneer Legal
Pauper EDH Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Temur Battle Rage Discussion

cbsmith on Greven, Magic's Cannibal [Primer]

1 week ago

I'm surprised no Cabal Coffers to really burst up the mana.

Always good to add some damage multipliers like Temur Battle Rage, Unleash Fury, Fiery Emancipation (though it's a bit pricey unless you've got Treasonous Ogre there to help you out on the costs).

Also fun to combo it up with things to copy your extra combat cards like Kiki-Jiki, Mirror Breaker, Splinter Twin.

Tentative Connection is a great ol' "one turn steal and sack" trick that synergizes amazingly with Greven, but there's one more that I throw in so I can have more fun: Act of Aggression. I'd give up some of those homespun sacrifice targets and enjoy sacrificing other people's creatures! ;-)

On the life gain side of things, you gotta want Exquisite Blood no? Throw in a Tree of Perdition and you can do horrible, horrible things to people: the Tree swaps their health down to 13, and that counts as life gain for you, and then you sack the Tree, giving up all that life you just gained, but now Greven is this unholy monster that just levels the playing field (and ironically, if that wasn't lethal, you'll get back all the life loss they get again). It also pairs similarly with Heartless Hidetsugu (though the Whip of Erebos you've got already in there makes it work well enough).

Some things are just better in graves, like Filth and Anger... and if you aren't going to have much in the way of reanimators, Necrotic Ooze comes in handy... just in case someone somehow dodged a bullet with the first use of Tree of Perdition's active ability... now you can try taking them down to 3 health! ;-)

I also like having Squee, the Immortal and Gravecrawler around to give me cheap card draw, and Rekindling Phoenix for a bit more juice in "immortal" sacrifice targets.

Pro-tip if you play multi-player games: the myriad mechanic is your friend. Banshee of the Dread Choir and Warchief Giant let you trigger any ETB effects, and then you can play politics with your opponents trading favours for which token you are going to sacrifice to boost Greven.

I love pairing Greven with Flayer of the Hatebound as you do. Even more fun is bringing in K'rrik's old man, Yawgmoth, Thran Physician, because at the cost of 1 life (yeah! Greven and Font of Agonies get even more charged up!, and a minion sacrifice, you can cancel out that +1/+1 counter so that you can keep sacrificing the Flayer each round.

One more fun thing that can add chaos into everything is Brash Taunter. Not only is he a great blocker, but If you've got Fiery Emancipation out, you can use Soul's Fire and then have Brash Taunter be the target, who then redirects to your opponent... with the damage tripling on each hop, for 9x damage from Greven's power after he's done a sacrifice... and that's not counting his actual attack damage.

forneyt on Mono red goblins

1 week ago

I think to make your deck faster and more consistent, you would need to make the mana curve lower and/or create better synergies with your cards.

First, I would address your mana curve. As a mono-red deck, you rely on speed to gain advantage, but you only have 8 cards that you can play turn one (Theoretically, you can play others with Simian Spirit Guide, but I will get to that). Legion Loyalist is an amazing 1-drop. However, to get out your 3-drops, you rely heavily on SSGs and Infernal Plunges to ramp up, both of which require you to essentially get rid of one or two cards respectively. SSG takes up a card in your hand, Infernal Plunge takes a precious creature and a card in your hand. Then, if your 3-drop is removed, then you basically get 2 or 3-for-one'd, losing a LOT of value. So, if you want to pursue this ramp style, you need to utilize more cards that give you card advantage before turn 3. Dragon Fodder or Goblin Instigator would give you a body to sac while leaving one to attack, though have CMC 2. These cards would also later take more advantage of your lords' +1/+1 because they would be 2 bodies instead of 1. Even adding one or two lands would also help with this build.

If you are not set on the sac playstyle, I would suggest increasing your 1-drops and 2-drops and lands. Goblin Bushwhacker is a great 1-drop that has advantages to playing later with its kicker, and Weaselback Redcap can be useful for its combat trick to get extra chip damage while still playing your cards. Goblin Guide is also a popular 1-drop. Some great 2-drops include Warren Instigator (which you have only one of), Conspicuous Snoop for card advantage, Goblin Wardriver for his pseudo anthem, and of course the 2-drops I mentioned earlier. Having 1 and 2-drops will take advantage of your lords right away, and adding more lands would make it simpler for playing cards each turn, thus making your deck faster and more consistent.

As for your synergies, some of the cards are interfering with other cards in your deck or not taking the full advantage of their potential, making them weaker cards. For example, Vexing Devil, while it is an amazing card, does not take advantage of the Goblin theme and is sacked right away 9/10, thereby making it not useful for both themes of the deck. The Simian Spirit Guide and Infernal Plunge, while can be useful to get out a 3-drop, are not enough to consistently get each 3-drop out of your hand, filling your hand up with unplayable cards. The Temur Battle Rage does not benefit from the Ferocious ability most of the time, and is a win-more kind of card in this deck. Even if you ramp into a Krenko, Mob Boss Turn 2, you would lose 2 cards and risk losing your 4-drop, for one or two 1/1s that can't attack for another turn. Having a ton of lords is not helpful when there are no underlings to take advantage of their boosts. Some other 3-drops you should consider would be Krenko, Tin Street Kingpin, Legion Warboss, and Pashalik Mons.

I wrote all this out because I don't want to take away your decision making as a deck builder; I want to bring up considerations for you to make your own decisions. However, I'll leave a suggestion for additions and subtractions that you can adjust to your preferences.

Take out:

-4x Vexing Devil

-3x Infernal Plunge

-3x Simian Spirit Guide

-2x Goblin Grenade

-2x Temur Battle Rage

-2x Krenko, Mob Boss

-2x Goblin Warchief

-2x Goblin Rabblemaster

Add in:

3x Mountain

1x Goblin Chieftain

1x Goblin King

3x Warren Instigator

4x Goblin Bushwhacker

4x Conspicuous Snoop

2x Krenko, Tin Street Kingpin

2x Legion Warboss

Lezen on I'm sorry, did that go too fast for you?

1 week ago

Check my Copy and Prowess deck, maybe you get some ideas, I rather use Assault Strobe than Temur Battle Rage , Use 4 Lightning Bolt and get rid of the Shock, then Opt for Preordain since it's not Modern legal, and Slip Through Space it's better than Distortion Strike.

You also need more Mutagenic Growth and Manamorphose to draw cards and Prowess your creatures.

And about Sprite Dragon, hes fast af, and uses counters not prowess, so basically you can bust him up 2 turns until you have enough mana to make him 10 with double strike unblockable.

TheVectornaut on Searing Infection

2 weeks ago

Rakdos infect is pretty tough to work around, but you have some cool things going on here. i'd try to have as few creatures above 2 CMC as possible. Hand of the Praetors is strong enough as a finisher in slow games, but the rats should probably be Plague Stinger and possibly Vector Asp. Budget permitting, Inkmoth Nexus is a fairly obvious upgrade. I'd also try to lower the cost on your instants and sorceries. This is especially helpful when playing around Livewire Lash (which should probably be at 4 copies). Reckless Charge, Assault Strobe, Brute Force, Virulent Swipe, and Temur Battle Rage are all options that work better with Lash than Footfall Crater, Dirge of Dread, and Memory Leak. Ways to protect your infect creatures can be very helpful, especially after sideboarding. Apostle's Blessing is probably the best in your colors. I really like Outmaneuver and Soul's Fire as ways to take advantage of infect in red. If you're willing to splash other colors, Wild Defiance provides nice redundancy for the equipment, not to mention the other benefits of having green in the deck.

Anyway, good luck with the deck!

Twist35 on Madness Aggro

2 weeks ago

Have you considered adding Kird Ape? I know it doesn't have a ton of synergy with the madness theme, but it's overall a very strong creature. I would probably cut Temur Battle Rage if I were you because most of your creatures are going to be winning in combat anyway, plus you have Lightning Bolt and Fireblast for those final points of damage. But overall, I really like your deck!

Lezen on Izzet Prowess - Modern

3 weeks ago

I think you should go with Assault Strobe instead of Temur Battle Rage and of course you need Slip Through Space, those 2 it's always a win on 4th turn.

For creatures Sprite Dragon works much better than Stormchaser Mage and I would change Bedlam Reveler and Young Pyromancer for Beamsplitter Mage , Kiln Fiend or Soul-Scar Mage (I run those 3 and the Dragon), then I would suggest you to try Samut's Sprint and Titan's Strength, two of each.

You can check mine in my profile.

DemMeowsephs on Plague Archer Kelsien

3 weeks ago

Of course, I'd love to help!

They almost all seem like pretty worthy cuts to me, with the exception of maybe one or two, but that is just what I think. The Void Beckoner thing to give Kelsien deathtouch is smart I really like that, so definitely add it. It's always good to have Magus of the Wheel sort of effects if you aren't in blue, card draw is very important, so add that too.

The Kaya's Ghostform and Gift of Immortality effects are also good to have in any voltron type deck, and the same goes for Reconnaissance, and Temur Battle Rage. If you like the recon ability you might like Maze of Ith too, which can also target your opponent's creatures, or just help out Kelsien. So yes those are all good cards to add as well.

Deflecting Swat is great allowing you to double Kelsiens ability and target two creatures which makes it certainly worthy. If I understand the cards rulings correctly, you could even use it to chose new targets on one of your removal spells, which is a great option, or even just stop your opponents from harming Kelsien, and instead turning their effect around back at them.

I would playtest Sword of the Animist because when I use it, it works a bit too slow for me, and plus you only run one of each basic land, and the sword only searches for basics. Yes it would be good for those three attacks (if you don't have basics in your hand or on the battlefield already), but you also have Prismatic Vista, and if you add more basics JUST for this effect it seems to me there's just way too many hoops to jump through to make it work. If you still like it definitely keep it, that's just what I think. If you don't end up adding it though, I would try using Smothering Tithe because it's an amazing card and one of the best white cards ever printed. Painful Truths is good too but if you are deciding between that and Smothering Tithe I think you should add smothering tithe first and then maybe try to add a way to add it afterwards. Read the Bones might be something to consider as well.

Now for the graveyard recursion, I am a bit confused. (Brought Back/Unearth). You don't have too many three cmc creatures, so I don't understand why you'd include Unearth, unless you are using it for Kelsien. If you do use them for Kelsien, you'd have to put him into the graveyard instead of the command zone. If you do this and someone plays something common like Bojuka Bog, Kelsien is gone forever. It could be good in some situations, but putting Kelsien in the graveyard can be pretty risky, especially with all the Bojuka Bogs running around these days. The same goes for Brought Back, but even more so. You'd have to have two mana open which is not always the case, and it would have to be something put there THIS turn, making the card worthless if it wasn't that turn. Its still a good card in some situations I suppose, but if you are using it for Kelsien its risky, and if you aren't there are much better cards to include in your deck in my opinion. If you do still like these graveyard recursion effects, maybe include Call of the Death-Dweller that way Kelsien gets deathtouch as well. Let me know if there is something I am missing.

The two final cards are the removal spells, Vindicate and Crush Contraband. Vindicate is amazing, nothing else to say there. Crush on the other hand is kind of pricy, yes it exiles up to two things which is great, but I feel like there are better things. Also keep in mind, if you exile something it does not usually count as dying, and won't trigger Kelsien IF I AM correct, which I may not be, so I would look into that. Sorry I'm not too good on the rulings :). However there are many more great effects that could replace crush, like Mortify, Utter End, etc. Teferi's Protection is AMAZING and I would run it in your deck, maybe instead of crush if you can.

In the end that is my take on the maybeboard, I'm not sure if it helps or gives any insight, but I hope it does! Let me know if it helps and what you think. Cheers.

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