Temur Battle Rage
Two mana to double a creature's combat damage is the cheapest, most explosive multiplier red has, and that price is precisely why the effect lives here and not in white, where double strike usually costs more mana and asks for the permanence of a creature or an aura. The math is the appeal: a single cast on a four-power attacker swings for eight, and the ferocious clause stacks trample on top so blockers stop mattering. Instant speed is the rest of the story; the spell resolves after blockers are declared, turning a chump into a wasted card and a routine combat into a near-lethal one. The ferocious rider is the balancing weight: trample only fires when you already field a big body, so the trick scales with the aggressive board it was built to reward rather than handing evasion to any random creature. None of this advances your board or generates value, which is the trade red accepts for raw burst. The spell still needs a target creature to point at, so it is dead in hand on an empty board: not a card that creates a threat but one that converts an existing threat into a kill. That dependency is the design point. It rewards committing a fat creature to the red zone and punishes the opponent for walling it, the loud, all-in version of the combat-doubling role red's pump tricks have always filled.

Rules text
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Other printings
- Explorer Anthology 1#10
- The List#CMR-417
- Time Spiral Remastered#351
- Magic Online Promos#86144
- Commander Legends#417
- Commander Legends#671
- Double Masters#146
- The List#FRF-116








