Aurelia's Fury - why is it good?
Standard forum
Posted on Feb. 17, 2013, 7:16 a.m. by WalzY
So, why is card:Aurelia's Fury good? I see nothing particularly special about this card. So you play it as an instant at the start of the opponent's turn. The opponent has access to all his mana and his hand. It prevents players from casting noncreature spells this turn? So if your opponent has instants he wants to play, he can pretty much just shove them on the stack before aurelia's fury resolves right? If not, well you can play creatures anyway. Sure, you can't cast sorceries but that's about it? The mana cost itself is pretty poor - you have to split up the X damage for a start, unlike bonfire, and you need a lot of mana to do this. You're playing red/white, so are probably running 22 lands anyway and will be limited in your mana pool. The tapping is cool, but for the casting cost? doesn't seem that great.
Someone please explain why it's so awesome..
Think about it with Aurelia, the Warleader on the table. Two unanswered attack phases in a single turn. Not to mention you can just kill an oppnoent with it if you need to go that route. It's such a versitile card. People are calling it a "poor man's bonfire", but it really isn't even meant to be used the same way.
February 17, 2013 9:22 a.m.
You mentioned that since you are playing red/white that you would be running 22 lands. Keep in mind that in today's standard games running red and white in a deck does not prevent you from running other colors. Three, four and five color decks are every where. Running this in an aggro deck with 22 lands does sound silly. In RWG, RWB, or RWU you may be able to come up with some creative ways to use this card, most notably with more lands.
capriom85 said it... Versatile. That is what has people playing the charms. One of their abilities, at that mana cost, is a little unreasonable. Charms get three abilities and that is value. Same is true of card:Aurelia's Fury. Each of it's three abilities are not worth the mana cost on their own. Put all three on one card and you have versatility and value.
Time will tell how good the card is in the current meta.
February 17, 2013 12:16 p.m.
card:Aurelia's Fury lets you push through the last bit of damage T5 you need to win in an aggro deck and they can't block because their creatures are tapped. They also can't cast non-creature spells so they can't somehow play a card:Druid's Deliverance or something. It's amazing in aggro.
February 17, 2013 1:22 p.m.
MagnorCriol says... #8
The strength of card:Aurelia's Fury is its versatility, which is super important for aggro decks who want to cram as many creatures in the lineup as possible. It can slow them down for a turn, it can give you a win out of nowhere, it can remove a problem creature or two, and it can do so pretty much whenever you want it to - it's not just for casting on your opponent's turn, it's also for casting on your turn where you can use it to turn a stalled board into a lethal attack. It can also bait out counterspells and prevent them from casting a kill spell on your important creature the moment it lands.
You're overestimating the ability to "shove them on the stack before aurelia's fury resolves," by the way. You don't usually want to just cast your spells right at the start of the turn. It shuts off the opportunity for combat tricks, for mid-turn counterspells, and end-of-turn Think Twice s, for starters - there's others but that's just off the top of my head. It also shuts off enchantments and artifacts, both of which have examples that are getting played in Standard right now.
Denial048 says... #2
It is effective late game. Tapping down creatures, preventing activated abilities (unless they activate them in response) and them attacking, as well as stopping your opponent from playing non-creature cards. It prevents them playing planeswalkers, artifacts, enchantments, sorceries and instants. It prevents them countering your other spells, so even cast with X=1, it is great at the start of your turn.
February 17, 2013 7:24 a.m.