Unleash Fury

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Unleash Fury


Double the power of target creature until end of turn.

Azoth2099 on

7 months ago


Have you considered Bone Sabres here? It adds 8 +1/+1 counters if you resolve it's Ability before you resolve your Commander's Ability. Spells that double Power like Unleash Fury can OHKO opponents out of nowhere as well.


The_Biking_Viking on You'll have to toss me! (Don't Tell the Elf)

8 months ago

TheMeadiator first off, love the name. Skol! Thank you for the suggestions Stalking Vengeance is 100% going to find a home in here and know I have a copy of Unleash Fury laying around.

DreadKhan wow I really like all of these, but Rionya, Fire Dancer Windswift Slice and Two-Handed Axe i've never seen before. The slice is fun thinking of Legolas stealing kills :D.

TheMeadiator on You'll have to toss me! (Don't Tell the Elf)

8 months ago

10/10 love this list and the theme! It also makes me super happy to know I'm not the only one who runs Worldspine Wurm - a pet favorite of mine.

A few cards to consider: Unleash Fury is cheap and great just before a fight or fling. Cosmic Larva and Ball Lightning are also cheap and are excellent fling targets - though I understand they don't fit the theme all that well. Stalking Vengeance has some fun fling damage repercussions, but it's got massive cmc.

Anyway, love the list and it looks like a bunch of fun to play!

Reynan on Lightning-Butt Strikes Back!

1 year ago

I use to kill my friends with Unleash Fury.

Zungry on Super Crash Bros.

1 year ago

Wow. This is the most non-interactive green deck I've ever seen. It doesn't really matter whether you block or not because you will never be able to overcome two Unleash Fury's on a Quartzwood Crasher.

I've pitted this deck against a bunch of my own decks and the only ones that can beat it are super hardline control decks that mainboard ridiculous amounts of counterspells and creature removal. Eventually, your deck runs out of big dumb creatures before I run out of counterspells and I can slowly chip you to death. Anyone that plays this deck loses any right to complain about control :P

TypicalTimmy on What makes a deck-worthy commander?

1 year ago

I tend to look for a Commander who does one thing extremely well that I can build off of. While multi-faceted Commanders such as Kenrith, the Returned King are really nice in their flexibility, for me personally, I struggle to draw their potential in. Some of the Commanders I have built in the past are:

  • Karametra, God of Harvests as an ETB Matters theme. Because she brings out lands, Landfall was a strong subtheme of the deck, since Landfall itself is limited. And yes this includes cards with "Landfall" not under such a name, such as Tireless Tracker and Zendikar's Roil. However, because I am also casting creatures, creature ETB is important, too. So Hornet Queen and Soul Sisters had their stay. Some cards, such as Avenger of Zendikar really exploded as they drew these two elements together. Lastly, because I wanted continuous use of my ETB effects, return-to-hand was also important. So Jeskai Barricade and similar effects were in play. What resulted was a, slow, well-oiled machine that could cast multiple ETB creatures per turn and explode a boardstate from nothing.

  • Oros, the Avenger was built as a Wrath's Matters build. This is because if you put deathtouch on Oros, his activation wrath's the board of all non-white creatures. To protect myself, every single creature in my deck had to have , in part or in whole. Then, the deck used every single card available in the game to permanently give Oros his deathtouch. In this way, I never had to hold back because I didn't have an instant or sorcery to cast. Or perhaps I did, but not enough mana to cast it and activate Oros in the same turn. So auras, equipment and permanent effects such as Deadly Wanderings. While cards such as Maze Abomination might sound good, being non-white meant it died the moment Oros resolved. So it becomes a one-time deal. Now, because of the sheer volume of mana required, the deck ran an absolute absurd amount of mana sources. I think I had like 17 mana rocks alone. For filler cards, any other wrath was used. This way, against decks, I could still hit the board hard.

Sidenote: If there are 7 creatures on the battlefield that Oros can hit, and he has lifelink, you just gained 3(7), or 21, life. That's how the deck stayed ahead. After I gained +200 life and nobody has any creatures left, I essentially could not be stopped.

  • Radha, Heart of Keld was a Voltron-esque build who focused on as many land tutors as I could possibly get out, focusing on all basic lands so nothing ETB tapped. She was given ample protection. And then I topped it off with giant doublers, such as Xenagos, God of Revels and Unleash Fury. What resulted from here was a deck whose goal was to TKO any opponent in a single shot. Yes, infect was used as well. The deck name was Thick Thighs Save Lives. Lol.

So, as you can see, what I look for is a Commander who focuses on ONE mechanic or ability, and I tie in two or three supporting elements to ensure it runs smoothly. By implementing the deck construction in this way, I absolutely ensure I never draw into duds. It's either a useful land, ramp, or synergy support. No card every becomes wasted in my hand.


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