Temur Battle Rage

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.

Icbrgr on Death's monkey shadow (post ban)

4 months ago

I absolutely love Deaths Shadow decks! any reason for not running Temur Battle Rage?

Shorketh on $20 Sack of Elementals

6 months ago

Corpse Explosion and Supernatural Stamina are two cards that would go really well with this deck. Pull out a Nova Chaser, make it a 12/2 with a free revive. With all the cards like Thud, Temur Battle Rage and Corpse Explosion as follow ups or additions, you get a likely game-ender. Not to mention being able to sneak in the Chaser for no mana with the other suggestions in the comments.

TypicalTimmy on Card creation challenge

8 months ago

Rule 510.4 on Combat Steps

  • "If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step."

Cited rule 702.4b on Double Strike

  • " If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step."

This appears to be a timing restriction.

At the beginning of the combat step, our cows would definitely have first strike. So that is checked off and we now understand that there will be "two combat steps", one in which first strike combat damage is applied, proceeded by one where non-first strike combat damage is applied by anything who did not already have first strike.

The question is, if after the first strike damage is applied, the Angrath card should immediately give all cows double strike as long as 5 or more damage was dealt (And assuming no other sufficient damage was dealt previously in the turn to trigger this preemptively). So since we know for a fact that Angrath will benefit all of the cows double strike, do they proceed to deal additional combat damage AFTER the first strike combat damage step has wrapped up?

In other words,

We all agree that the Minotaur have first strike, and we all understand that the Minotaur will be dealing their combat damage during the "First strike combat damage step".

The question becomes, will they then proceed to deal ADDITIONAL damage during the follow-up "combat damage step", because they now have double strike?

From what I am reading, the answer is YES.

Why?

Since we know for a fact that the Minotaur have first strike, we know for a fact that the "First strike combat damage step" will commence. After our Minotaur deal sufficient combat damage (5 or greater), they gain double strike.

When we then move to the "Primary combat damage step", our Minotaur currently have double strike. They BEGIN this combat damage step with double strike.

So I guess the internet is torn on their blogs about it, but it is actually quite clear.

  • If you enter a second combat step WITH double strike, you will deal secondary combat damage, even if that double strike was gained between the first and primary combat damage steps.

It would effectively be no different from casting a Temur Battle Rage on your Neheb, the Worthy after he has dealt his first strike damage. He gains double strike, he deals double damage.

eliakimras on Wyleth, Boros Voltron

8 months ago

Hello fellow Wyleth, Soul of Card Draw player!

I'm glad you got both Wyleth's and Aesi's precons for a good price. They are reeeeally explosive in gameplay with a few upgrades.

I play a lot of this bad boy, and I want to suggest some swaps below 3 USD for you to take it to a higher ground:

First of all, the ramp. I found out that 2 CMC, untapped ramp is the best for Wyleth. Since he draws so many cards, he can chain rocks and voltron pieces in the same turn, so his next turn is even more explosive than the last one. I almost always have more mana than the Green decks in my pod.

You should run boardwipes that hits your stuff the least:

Also, you can streamline your removal package. All of those are fetchable by Sunforger:

More/better auras and equipment

Cheating equip costs

If you really need to protect yourself against attacks, Ghostly Prison is a way better Palace Guard.

More utility lands

jonjonhholt on Gruul Sandwiches...

10 months ago

Hey I love the idea for this list! I think the deck would really benefit from running Temur Battle Rage instead of Assault Strobe. Althought I love strobe's cost, it comes down at sorcery speed meaning your opponent knows that it is coming. Meanwhile, battle rage is an instant so you can wait until after you have pumped your creatures with bloodrush and your opponent has had a chance to respond before committing to the kill. Additionally, battle rage gives trample which althought most of your creatures already have, there will 100% be games where you can win with an 8 power Slaughterhorn bashing your opponents face in twice. (even if that isnt game plan #1, 2, OR 3)

jdogz32 on Hello Mother, Hello Fodder

11 months ago

This deck seems extremely aggressive. I think you should add Temur Battle Rage it gives you some form of trample

DreadKhan on Kresh of the savage horde

11 months ago

Board wide damage effects seem pretty good with your Commander, Pestilence, Pyrohemia, Chain Reaction and Blasphemous Act all jump out as good enough cards. Mandate of Abaddon is probably well beyond good if Kresh is at all beefy, he'll suddenly be even bigger on an empty board if all goes well. As long as your Commander has at least 4 toughness Ezuri's Predation would be hilarious, even if a bunch of 4/4s bite the bullet your Commander just gets bigger.

Rite of the Raging Storm seems almost unholy with your Commander, I normally love this card but here you are going to be farming 5 power creatures over and over, and they're never attacking you.

They're both small and random, but Temur Battle Rage and Tainted Strike can both turn your Commander into a 1 shot fairly easily.

If your Commander is fairly big then Return of the Wildspeaker, Rishkar's Expertise, Soul's Majesty, Momentous Fall (also good if your Commander is going to die, as is Greater Good), Grothama, All-Devouring, and Mask of Griselbrand can all draw you a decent number of cards. Overwhelming Stampede and Fungal Sprouting both seem very good with your Commander.

I like Fight effects if I suspect I'll have the biggest body on the board, Ulvenwald Tracker, Domri, Anarch of Bolas, Kogla, the Titan Ape, and Thorn Mammoth are pretty good sources you can repeat.

Thunderfoot Baloth, Siege Behemoth, Kamahl, Heart of Krosa, Blossoming Bogbeast, and Goreclaw, Terror of Qal Sisma are decent sources of Trample that are stapled to a body, and they're all fairly budget. Keep an eye out incase Pathbreaker Ibex goes down in price, that's a very good effect with your Commander. Just a heads up, but if you run lots of sources of Trample for your Commander, then anything that provides Deathtouch looks a ton better, with Deathtouch you just deal 1 damage per creature and Trample over the rest. Bow of Nylea, Saryth, the Viper's Fang, and Ohran Frostfang are all very good sources afaik, there are others kicking around if you look!

DreadKhan on ʜᴏᴡ ᴄʜᴇᴀᴘ ᴄᴀɴ ᴀ ᴅᴇᴄᴋ ʙᴇ ᴡɪᴛʜ ᴏᴜᴛ ɪᴛ ʙᴇɪɴɢ ʙᴀᴅ?

11 months ago

Is Sandstone Needle over your budget? Also, are the cycling ETB tapped Red lands too pricey? I'm thinking maybe Desert of the Fervent, Smoldering Crater, and Forgotten Cave would give you some 1 and 2 drops that 'do something' while still being a land.

Just a thought, but I think Temur Battle Rage is cheaper than Spirit Guide, and I think it has a way bigger impact if you draw it after putting 10-20 counters on your Giant, what do you think?

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