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.

Browse Alters

Trade

Have (1) Azdranax
Want (1) Miehen

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Common
Mystery Booster: Convention Edition (MYSCON) Common
Fate Reforged (FRF) Common

Combos Browse all

Legality

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

Temur Battle Rage occurrence in decks from the last year

Modern:

All decks: 0.13%

Commander / EDH:

All decks: 0.01%

Red: 0.14%

Temur Battle Rage Discussion

NoopyNolife on Beamsplitter

3 weeks ago

Your list looks sweet! I do thinkTitan's Strength does more for the deck then Brute Force does.

Also, since you run bigger creatures and have a more effcient mana base, you might prefer Temur Battle Rage over Assault Strobe.

loricatuslupus on Risen Elementals

1 month ago

Alright, so right off the bat it's a pretty strong deck with lots of synergy but is lacking big payoffs or interaction which means you'll struggle to do much against combos. As a creature-based deck you're also naturally weak to board wipes and removal.

We can start by improving the mana base: 24 is probably the right number considering the Reefs, and looking at the stats it looks like what you want early are Forests and Mountains. I'd definitely recommend Cinder Glade/Sheltered Thicket due to their having the basic subtypes, so can be utilised alongside both the reveal (Game Trail)) and check (Rootbound Crag/Hinterland Harbor) lands. Unclaimed Territory gives you all three colours but will get slightly worse if you start including more non-creature spells, while Lumbering Falls seems pretty good for you what with being an Elemental and all. Finally there are the shock lands and a strict upgrade to Evolving Wilds in Fabled Passage but they cost money. Ps you want to put "ZEN" in the square brackets after the lands of you want them show up as those lovely original Zendikar ones.

Ok, with that out of the way, we can take a look at the creatures. I maintain that a single Omnath, Locus of Rage is the best top end you can have here, as he'll do silly things with all your lands entering and if anyone tried to wrath your board they'll probably just end up killing themselves! Also two copies of his latest incarnation (Omnath, Locus of the Roil) again gives you some damage to ping around and some card draw. Undergrowth Champion is a beast, and the Cavalier cycle might be worth looking into as well. I think you can easily afford to cut some creatures in order to get other spells in - maybe down to 28? Stuff I'm thinking of would be Temur Battle Rage, Growth Spiral, Neoform, Hadana's Climb  Flip, and Retreat to Kazandu.

Finally there's your sideboard, if you want to get into that for the paper version. Here you'd probably want to consider Plasm Capture, Broken Bond, Cindervines, Shapers' Sanctuary, Rhythm of the Wild, 2 Pithing Needles or Sorcerous Spyglasss and maybe a single Chandra, Awakened Inferno.

Monduck on Shadow Zoo "Shadowcat"

1 month ago

I haven't actually cast it many times so far (new deck, and haven't drawn it all the time when bringing it in), but on paper it's there for pretty much any Noble Hierarch or Aether Vial deck.

For those matchups you'd normally need a sweeper or Temur Battle Rage effect to have any chance of winning since they can usually go wider than you and easily chump large Shadows etc (maybe less of a problem in this build with more threats though). In this build TBR and most sweepers just don't work since some of our creatures are smaller (eg Pyroclasm or Languish which normal Shadow decks could run), but Justice is a nice solution that most decks don't have color access to.

It's generally a straight swap for Tribal Flames since it's at odds with the 'gain 5' clause on Justice.

OmegaV4 on Red/Green

2 months ago

Kazierts - Really appreciate the insight. Glad that someone has had the same issue I'm currently having lol!

Akroma, Angel of Fury - I'm with you on this one. I recently threw her back in there just for fun. I have no problem taking her out, as generally by the time she gets out, the game is already over, or I've casted her for her morph cost, and she's dead already, so that's an easy one there.

Blitz Hellion / Reality Smasher - I've always personally been a fan of the Blitz Hellion, it's seem to have served me well when I've played the deck before, so I'm kind of on the fence. You do raise a good point regarding the lack of protection. I like the Reality Smasher as well, however, sometimes I do feel that I am starved without the Rogue's Passage, and thus renders them useless, so those may come out as well.

Kiln Fiend - I've never had any issues with this card previously, and it always tends to get big based on the proc from instants and sorcery cards in the deck. One Temur Battle Rage and it's a 4/2 with Double Strike and Trample.

Rakdos Shred-Freak - I'm curious to see what your reasoning behind this card is. Personally I can take it or leave it. I do have some other suicidal bombs I can put in it's place, such as Hell's Thunder / Hellspark Elemental

lonesentinel on PEDH spellslinger voltron

2 months ago

Sure, but equipment voltron builds tend to want to aim for the long game, and is less efficient in 1 or 2 shot killing a player before they start killing your commander or building flying chump blockers. The mana investment in casting and then equipping is more than a single burst spell.

Spellslinger voltron can 1-punch kill a player with aggressive spells like Temur Battle Rage and Brute Force , then refill your hand again since you are in blue.

vortical42 on Every Day I'm Pummelin'

3 months ago

I would love to mess around with this, especially since the most recent bans mean we don't have to worry about our pummler getting elked. A couple of thoughts on the list:

  1. Rhonas the Indomitable is pretty much a straight upgrade over Ghor-Clan Rampager. Don't leave home without the snake god if you want to pummel faces.

  2. Become Immense is cute, but this deck just doesn't have the tools to support it. It doesn't provide trample so most games you are going to need a second card to actually get the job done. That said, I could possibly see it as a sideboard card against control where the extra power outweighs the lack of trample.

  3. Speaking of trample, Embercleave feels like a card that should at least be tested. Permanent Temur Battle Rage is big game in a deck like this and the fact that it has flash gives you the potential for massive blowouts in combat.

  4. There are a TON of planeswalkers out there that have potential as either sideboard or maindeck material. Both recent versions of Domri (chaos bringer and Anarch of Bolas), Vivien, Arkbow Ranger , various flavors of Chandra, take your pick.

Silverdrake on Dreadhorde Arcanist Spell-slinging

3 months ago

Fun idea! I agree with Darth_Savage, but I have a few other ideas too: you could try Stormchaser Mage as an evasive threat that benefits from your gameplan. Temur Battle Rage would kick ass in this shell, and your tons of cantrips mean you can run just 1-2 and expect to see them reasonably often. And my last thought is more of a meme one since it's probably too slow, but you could try 1-2 Shu Yun, the Silent Tempest .

Whatever you decide to do, good luck and have fun!

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