- Commander Nexus
- Archetypes
- Enrage
Enrage
decks use creatures that do something every time they are dealt damage, then damage them on purpose to set it off. A card that damages every creature can set off all of them at once.
- KindArchetype
- Cards104
An archetype is a whole game plan: the way a deck tries to win.
How it plays
Your creatures have , an ability that every time they are dealt damage, and you damage them on purpose: a card that deals one damage to every creature triggers every enrage ability at once. The rewards are cards drawn, made and damage dealt to opponents.
How it wins
By turning every bit of damage, yours or your opponents', into rewards. A big dinosaur with and a way to damage it every turn draws a card every turn and grows while it does.
What beats it
and , which remove the creature without dealing damage, and cards that prevent damage. Blocking an creature helps it, so opponents learn not to.
If this is your first deck
A second deck. The idea is simple, but hurting your own creatures without killing them means watching the numbers closely.
Commanders to Start With
The most played commanders where Enrage is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryTokenA permanent that is not a card. Tokens are made by other cards' effects, and a token that leaves the battlefield stops existing. Creature tokens, Treasures and Clues are all tokens.
Open the full glossaryTriggerAn ability that fires automatically when a specific event happens, usually written "when" or "whenever". You do not choose to use it; it happens on its own.Open the full glossaryExileRemoves a card from the game entirely rather than putting it in the graveyard. Exiled cards are much harder to get back, which is why exile is the strongest answer to recursion.Open the full glossaryBounceReturning a permanent to its owner's hand. Nothing is destroyed, so it dodges effects that trigger on dying, but the owner can simply replay it.Open the full glossaryToughnessThe second of the two numbers in a creature's bottom-right corner. It is how much damage the creature can take in a turn before it dies. A creature whose toughness reaches zero dies immediately.Open the full glossary