Fury of the Horde MTG Card


Card setsReleased in 2 setsSee all
Mana cost
Converted mana cost7
RarityRare
TypeSorcery

Key Takeaways

  1. Generates card advantage by enabling additional combat phases, potentially surprising the opponent.
  2. Resource acceleration without mana costs allows strategic flexibility and increased battlefield presence.
  3. Extra combat phase at main phase timing can outmaneuver opponents with an element of surprise.

Text of card

You may remove two red cards in your hand from the game rather than pay Fury of the Horde's mana cost. Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.


Card Pros

Card Advantage: Despite not directly drawing cards, Fury of the Horde has the potential to generate an effective form of card advantage by providing an additional combat phase. This grants players the chance to maximize the use of their creatures on the board, potentially drawing out more resources from the opponent in the process.

Resource Acceleration: Fury of the Horde allows you to launch an additional combat phase without spending mana, effectively accelerating your resources. This is accomplished by its alternative casting cost that lets you exile two red cards from your hand instead of paying its mana cost. The saved mana can then be allocated to other strategic moves or creature summons to bolster your battlefield presence.

Instant Speed: While not at instant speed, Fury of the Horde can be played during the main phase right before entering combat. The surprise element of an extra attack phase can be just as impactful as casting an instant, creating opportunities to outmaneuver opponents when they least expect it. The agility it provides in gameplay matches well with the tactical spontaneity often associated with instant speed spells, keeping adversaries on their toes and unable to predict your next move.


Card Cons

Discard Requirement: One considerable downside of Fury of the Horde is that casting it requires you to exile two red cards from your hand. This can be a heavy toll on your hand, especially if you’re already working with a limited number of cards. It can lead to a situation where you’re sacrificing resources that could be crucial for your gameplay in subsequent turns.

Specific Mana Cost: Fury of the Horde has a specific mana cost that consists exclusively of red mana. While it can be cast for free by exiling two cards, if you choose to cast it using mana, the need for six red mana can be restrictive and difficult to achieve, especially in multicolored decks that may not have sufficient red mana sources.

Comparatively High Mana Cost: With a mana cost of seven, including five red mana, Fury of the Horde is quite expensive to cast from your hand. When considering the card’s potential impact on the game, there might be more mana-efficient ways to gain extra combat phases or to produce a significant impact on the board state, making this card a less attractive option in decks that are not highly specialized to leverage its unique effect.


Reasons to Include Fury of the Horde in Your Collection

Versatility: Fury of the Horde offers a strategic advantage in red decks, particularly for those seeking additional attack phases. The card’s ability to be played without paying its mana cost by exiling two red cards from your hand adds a level of flexibility, allowing players to catch opponents off guard during crucial moments of the game.

Combo Potential: With its capacity to initiate an extra combat phase, Fury of the Horde synergizes well with creatures that have on-attack triggers or effects that benefit from multiple combat steps. This can lead to powerful combinations that help players to turn the tide of the game and secure victory.

Meta-Relevance: Given its potential to enhance aggressive plays and amplify the pressure on opponents, Fury of the Horde can be particularly useful in a meta that favors quick, high-damage strategies. It’s a card that can be influential in races against time or when battling against decks that struggle to cope with relentless assault.


How to beat

Fury of the Horde is a powerhouse in the realm of red spells that can change the tide of a Magic: The Gathering game. Its ability to grant players an additional combat phase can swiftly escalate a game, especially when you have a surge of creatures ready to attack. This card shines in aggressive red decks, feeding off the momentum and potentially doubling the pressure on an opponent in a single turn.

To effectively counter Fury of the Horde, timing is everything. Since this card can be cast by sacrificing lands instead of paying its mana cost, players must be ready to disrupt it when they least expect it. Counterspells can be your shield here. Holding up mana for spells like Counterspell or Mana Leak when you suspect your opponent has the capability to unleash a Fury of the Horde can be critical.

Board control is another method to mitigate the impact of this card. Providing a sturdy lineup of creatures that can block or using removal spells to keep the opponent’s creature count low means that even if they do get an extra combat phase, the damage dealt may be negligible. It’s also essential to maintain a healthy life total, as Fury of the Horde decks often rely on reducing life totals to zero in one explosive turn.


BurnMana Recommendations

Dive deeper into the strategy-laden universe of MTG, where each card holds the potential to turn the tide of battle. Fury of the Horde is a testament to the cunning plays and rapid assault that define red decks. It requires precision and tactical finesse, offering extra combat phases that could clinch victory. If you’re captivated by the thrill of aggressive play or interested in optimizing your deck’s attack potential, the journey doesn’t end here. Join our community for a continuing delve into MTG strategy, card synergy, and mastering the art of war on the battlefield, ensuring your arsenal is ever potent and your tactics, insurmountable.


Cards like Fury of the Horde

Fury of the Horde is a powerful card in MTG that allows players to take an extra combat phase, which can be game-altering. It shares similar traits with Relentless Assault, a card that also grants an additional combat phase. The striking difference lies in their casting cost; Fury of the Horde has an alternative cost of exiling two red cards from your hand instead of paying its mana cost, offering flexibility under the right circumstances.

Seize the Day is another card that compares, as it too unlocks an extra combat phase. It stands out with its “flashback” ability, which permits a second usage from the graveyard. This provides a recurring threat potential throughout the game. However, it only untaps a single creature, where Fury of the Horde provides a much broader impact by untapping all creatures again.

Considering these comparisons, Fury of the Horde has unique advantages, especially for aggressive red decks looking for a surprising finisher. Its condition for an alternative cost can be a double-edged sword, requiring careful deck construction and strategy but offering potentially tide-turning effects when played at the right moment.

Relentless Assault - MTG Card versions
Seize the Day - MTG Card versions
Relentless Assault - Visions (VIS)
Seize the Day - Odyssey (ODY)

Cards similar to Fury of the Horde by color, type and mana cost

Devastation - MTG Card versions
Fire Tempest - MTG Card versions
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Collision of Realms - MTG Card versions
Devastation - Masters Edition IV (ME4)
Fire Tempest - Masters Edition IV (ME4)
Flame Wave - Tempest Remastered (TPR)
Cinder Storm - Masters 25 (A25)
Thieves' Auction - The List (PLST)
Goblin Game - The List (PLST)
Kamahl's Sledge - Torment (TOR)
Over the Top - The Brothers' War Promos (PBRO)
Brass's Bounty - March of the Machine Commander (MOC)
Searing Flesh - Onslaught (ONS)
Twist Allegiance - Betrayers of Kamigawa (BOK)
Disaster Radius - Commander Anthology Volume II (CM2)
Destructive Force - Magic 2011 (M11)
Rite of Ruin - Avacyn Restored (AVR)
Volcanic Vision - Commander 2021 (C21)
Serpentine Spike - Battle for Zendikar Promos (PBFZ)
Star of Extinction - Commander Masters (CMM)
Sundering Stroke - Throne of Eldraine (ELD)
Reckless Endeavor - Forgotten Realms Commander (AFC)
Collision of Realms - Neon Dynasty Commander (NEC)

Where to buy

If you're looking to purchase Fury of the Horde MTG card by a specific set like Coldsnap and Duel Decks: Speed vs. Cunning, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Fury of the Horde and other MTG cards:

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Printings

The Fury of the Horde Magic the Gathering card was released in 2 different sets between 2006-07-21 and 2014-09-05. Illustrated by Stephen Tappin.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
12006-07-21ColdsnapCSP 812003normalblackStephen Tappin
22014-09-05Duel Decks: Speed vs. CunningDDN 302015normalblackStephen Tappin

Legalities

Magic the Gathering formats where Fury of the Horde has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Fury of the Horde card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2006-07-15 If it’s somehow not a main phase when Fury of the Horde resolves, all it does is untap all creatures that attacked that turn. No new phases are created.
2006-07-15 If you don’t have two cards of the right color in your hand, you can’t choose to cast the spell using the alternative cost.
2006-07-15 Paying the alternative cost doesn’t change when you can cast the spell. A creature spell you cast this way, for example, can still only be cast during your main phase while the stack is empty.
2006-07-15 You can’t exile a card from your hand to pay for itself. At the time you would pay costs, that card is on the stack, not in your hand.
2006-07-15 You may pay the alternative cost rather than the card’s mana cost. Any additional costs are paid as normal.

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