Warlord's 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Warlord's Fury


Creatures you control gain first strike until end of turn.

Draw a card.

Balaam__ on

4 months ago

As Jim…James? (Jimmithee?) mentioned above, the verbiage on the card is actually very important here. Spells like Crash Through and Warlord's Fury don’t actually target anything. The card itself needs to explicitly use the word ‘target’ for your creatures’ abilities to trigger.

Yogie on Vampire Deatheaters

1 year ago

lhetrick13 - Warlord's Fury is a great card, I've looked at it many times when building red. What's nice about Stensia Masquerade is that it's a permanent. Expedite and Crash Through are similar cards to Warlord's Fury.

lhetrick13 on Vampire Deatheaters

1 year ago

Yogei - I was doing some research for my vampire deck and I know you do not have Vampiric Fury in the deck anymore but thought I would throw out a similar card Warlord's Fury. Generally with your Deathtouch + _first-strike strategy, gaining additional attack is not required and Warlord's Fury provides a draw all that for 1 less mana. If you decide that Stensia Masquerade is a bit to slow do not like how its offensive only perks, this may be a good replacement.

GrimlockVIII on Izzet Defender Idea (Pauper)

2 years ago

Heyo, Im trying to make a Defender aggro deck for Pauper. It's weird, I know, but lemme explain. Basically I got creatures like Prismari Pledgemage, Nivix Cyclops, and Piston-Fist Cyclops acting as very strong attackers relative to their mana value while Thermo-Alchemist and Vent Sentinel sit back and deal damage. I just need to figure out good instants and sorceries that can turn my beefy defenders into insane attackers, but I'm having trouble figuring out which ones are best suited for the job. I'm definitely including a playset of Lightning Bolt, no question about that, but what else would work? Im thinking of tapping down my opponent's creatures while buffing my own with first strike and the like, so I included Warlord's Fury, but yeah I'm kind of at a loss since Im still new to Pauper. Any suggestions?

Grubbernaut on

2 years ago

I like the idea; I'd cut Banefire, Simic Ascendancy, Fists of Flame, Warlord's Fury, and maybe some of the cantrips - you definitely need more creatures to ensure having 1, or preferably 2 in the early game (probably 12ish), and probably want an absolute minimum of 16 lands (or more likely, 18, especially if you use some Canopy lands). I also think Strike it Rich is pretty medium, though probably worth it if you stick with 3 colors.

Some options to consider: Lava Dart, maybe Mutagenic Growth (though it isn't red), and the usual suspects of prowess creatures; cutting blue could let you play white for Clever Lumimancer, though keeping blue for Sprite Dragon would let you stay on-theme with Hardened Scales and counters. Honestly, Dragon is absolutely perfect for this deck.

I think 2 or 3 of any given mana sink will be sufficient, since your main plan will probably be to win via combat damage (and not the mana from Steam Kin), which could be something like Hexdrinker or Fury. Maybe even Pact of the Titan if you want to go all-in; exile it if you're in on Nivmagus, or let it resolve if you have mana from Steam-kin.


Kukkakaali on Tuhmeliinit Cube

2 years ago

Version 2.5. No more oyster: - Jaya's Greeting + Young Pyromancer - Chandra's Pyreling + Risk Factor - Chandra's Spitfire + Heartfire Immolator - Spelleater Wolverine + Warlord's Fury

- Aven Eternal + Blink of an Eye - Giant Oyster + Talrand's Invocation - No Escape + Vapor Snag - Witching Well + Mistral Singer - Of One Mind + Peek

Version 2.6. Kaldheim and Strixhaven boosters: - Colossus Hammer + Access Tunnel - Camaraderie + Fall of the Impostor - Cliffhaven Kitesail + Hall of Oracles

- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement

- Parhelion Patrol + Glorious Protector - Oppressive Rays + Doomskar - Pouncing Lynx + Codespell Cleric - Inspiring Captain + Leonin Lightscribe

- Concentrate + Behold the Multiverse - Kasmina, Enigmatic Mentor + Saw It Coming

- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright  Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent

- Inordinate Rage + Infuriate - Heightened Reflexes + Claim the Firstborn - Furious Rise + Tormentor's Helm - Syr Carah, the Bold + Breakneck Berserker - Fire Servant + Rune of Speed

- Ranger's Guile + Snakeskin Veil - Reclaim the Wastes + Big Play - Scute Mob + Dragonsguard Elite - Loathsome Chimera + Regrowth

9-lives on

2 years ago

Hello, itsbuzzi!

How about for drawing power an extra 4x Defiant Strike or 4x Warlord's Fury ? I already have 4x Renegade Tactics , which is incredibly useful. Transmogrify would be best to get my creatures onto the battlefield, yes, but I would have to run like 4x of them just to get the right creature, and not only that, it costs 4 mana. And my combos only cost at most 5 mana, not counting the creature cost, as generally if I draw a creature I'll play it as soon as possible and then use the combo, especially if the creature ETB with summoning sickness, then attacks next turn with damage dealt to it which triggers the combo, or if I'm lucky, it is dealt non-combat damage.

One spell I have for ramp is Sword of the Animist . I know it's not much, but regardless.

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