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Moxonomy

Vampiric Fury

Instant1 generic manaRed mana

A tribal Overrun built for a token-light, evasion-forward strategy rather than a wide one. The +2/+0 is the smaller, redder cousin of the green pump effects that flood a board, but the first strike is where the real math lives: a tribe that already swings with menace, lifelink, and conditional flying suddenly trades up in every block and survives the swing back. The combination turns marginal attackers into ones opponents cannot profitably stop, and at instant speed it works as both an alpha-strike enabler and a combat blowout, ambushing a blocker that walks into a now-larger first-striking body. What pays for that ceiling is the narrowest possible target: it does nothing in a deck that is not built around a single creature type, and a Vampires deck that has stumbled draws it as a blank. The card asks for tribal commitment up front and returns it as a finisher that punches through stalled boards, the slot a focused aggressive Vampires deck wants when the ground gums up and raw power alone will not close.

Vampiric Fury (isd)
ISD · #167common
Pricing
Normal: $0.10
Foil: $0.71
Oracle Text

Rules text

Vampire creatures you control get +2/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

2 sets
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