Unleash Fury

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Legality

Format Legality
1v1 Commander 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
Tiny Leaders Legal
Vintage Legal

Unleash Fury

Instant

Double the power of target creature until end of turn.

Zungry on Super Crash Bros.

1 month 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?

2 months 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.

^-^

mlequesne on Lightning Cajones

7 months ago

Hi, it's me again. I have come with a few new ideas for the deck:

Flinging balls: you can throw your balls at your opponent with Fling, Kazuul's Fury  Flip or the cheaper version Thud.

Double balls: balls and arcrunner have high power, doubling it's damage with Temur Battle Rage or Unleash Fury might be a good idea.

Key to the City can be a tetsuko replacement, and also may help you dump balls to the graveyard to reanimate with Thunderkin Awakener in some situations.

See you around :) good luck with this fun deck

1C4RU5 on DRACARYS! [Velomachus Primer + T1]

7 months ago

The deck looks really fun overall! I'm building on a own Velomachus deck and lookig for some ideas to add. I also thought on cards which double the power like Unleash Fury. Actually i think Insult / Injury and Onward / Victory only works when Velomachus already got a power boost. The cmc of split cards in all zones except the stack are the combined cmc of both halfs. Therefore Velomachus need power 6 or more.

Sorin_Markov_1947 on Feather - Righteous Strike

8 months ago

With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.

Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter  Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.

Generally higher-quality spells to have that are in my deck include Infuriate, Light of Hope, Stave Off, and Rile (it may be a sorcery, but trample is very relevant).

If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.

In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.

If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.

Dual-lands are very important in my experience. Consider Alpine Meadow, Command Tower (a must in every EDH deck), Stone Quarry, Thriving Heath, Thriving Bluff, and Wind-Scarred Crag.

Still_In_Exile on Riku beat down

8 months ago

Chaos Warp is a little over your budget, but a solid addition.

Growth Spiral is fun to copy.

Crop Rotation fetches non-basics.

Hunter's Insight is great card-draw.

Your elves should give you the mana for Hunting Pack.

Increasing Vengeance or any other copy effect is always fun to copy.

Sprouting Vines is great for grabbing your basics.

Unleash Fury is a straight upgrade (costs 1 mana less, and no sacrifice) Fatal Frenzy and Rush of Blood.

Mirari is a replacement for Riku’s first ability if he gets to expensive to cast.

Swarm Intelligence is a nice bonus if you end up running enough instant/sorcery to make it worthwhile.

Wilderness Reclamation is a little over-budget as well, but a great investment for this type of deck.

These suggestions all come from my Kalamax, the commander-damage, hence the instant heavy suggestions. And the commander himself could be fun in this deck as well.

QuestionMarc on Vadrik's Discount Spell Emporium

10 months ago

Looking over the deck and playtesting it a few times I have what I consider a pretty exhaustive maybe list with some cards being worth considering and discussing and a few being real treasures! Here is the full list and if I did it right hopefully all the cards are links.

  1. Call the Skybreaker
  2. Capsize
  3. Cascade Bluffs
  4. Champion's Helm
  5. Clockspinning
  6. Coalition Relic
  7. Commander's Plate
  8. Contagion Clasp
  9. Darksteel Plate
  10. Deflecting Swat
  11. Door of Destinies
  12. Drown in Dreams
  13. Elementalist's Palette
  14. Expanded Anatomy
  15. Expansion / Explosion
  16. Fanning the Flames
  17. Fatespinner
  18. Fierce Guardianship
  19. Finale of Revelation
  20. Fists of Flame
  21. Flux Channeler
  22. Force of Will
  23. Galazeth Prismari
  24. Haze of Rage
  25. Illuminate
  26. Insurrection
  27. Izzet Boilerworks
  28. Jaya's Immolating Inferno
  29. Jeska's Will
  30. Leyline of Anticipation
  31. Lonely Sandbar
  32. Lunar Frenzy
  33. Mana Drain
  34. Mana Geyser
  35. Metallic Mimic
  36. Midnight Clock
  37. Mikokoro, Center of the Sea
  38. Mystic Remora
  39. Mystic Sanctuary
  40. Oona's Grace
  41. Opal Palace
  42. Prismari Campus
  43. Reality Ripple
  44. Reality Shift
  45. Reiterate
  46. Rhystic Study
  47. Ring of Evos Isle
  48. Riverglide Pathway  Flip
  49. Runechanter's Pike
  50. Sage of Fables
  51. Scour from Existence
  52. Sea Gate Restoration  Flip
  53. Seething Anger
  54. Shatterskull Smashing  Flip
  55. Spark Double
  56. Storm-Kiln Artist
  57. Swiftfoot Boots
  58. Sword of Truth and Justice
  59. Temple of Epiphany
  60. Tezzeret's Gambit
  61. Tyrite Sanctum
  62. Unleash Fury
  63. Valakut Awakening  Flip
  64. Vandalblast
  65. Vedalken Orrery
  66. Volcanic Island
  67. Volcanic Vision
  68. Wandering Archaic  Flip
  69. Whispers of the Muse
  70. Zaffai, Thunder Conductor
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