Force of Rage
Force of Rage
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost.
Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
illus. Clint Cearley # 124/254

Oracle Text
If it's not your turn, you may exile a red card from your hand rather than pay this spell's mana cost.
Create two 3/1 red Elemental creature tokens with trample and haste. Sacrifice those tokens at the beginning of your next upkeep.
Seems decent for taking out the attackers of fair midrange and human decks and it can zoom in for damage if you're on the aggressive. I'm down for this thing.
So if its upkeep, they survive your turn and, if they have vigilance, they can block? Could be some utility there but I doubt it.
But hey, this is a technically possible turn 1 win if you draw all 4 and no lands, so ... there's that...Edit - I've already realized what's wrong with that statement, no need to say it.
Yes, YOUR next upkeep. As in, you cast this on your opponents turn, their turn ends. Your turn starts: Untap, upkeep - tokens are gone.
The base card feels like a 2-for-2 ambush at the best, but maybe there's a nice elemental tribal deck where 6 power of fast attackers for 3 is going to be fantastic.
Here we have a card design that seems dazed and confused in comparison. I'm playing RDW. The cards in my hand and the mana I have available to me each turn are precious commodities, because I'm burning through my hand to get as much damage out for as cheap as possible, as consistently as possible. My goal is to reduce my opponent's life total to zero before they (pulling a matchup out of a hat here) resolve their Neoform and lock me out of 85% of my game with Iona.
What matchup is being able to make suprise 3/1 ground blockers (while NOT reducing my opponent's life total) relevant in? Such that it's worth pitching another red burn spell, which can also no longer help do it's job of reducing my opponent's life total?