The 1997 Magic: The Gathering Tempest expansion with this iconic red instant card, Blood Frenzy. A staple in aggressive strategies, this card offers powerful combat buffs for any collector's vault.
Blood Frenzy
1997 • Magic: The Gathering • Tempest
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Description
Blood Frenzy, card number 164 from the 1997 Tempest set, remains a recognizable piece of Magic: The Gathering history. As a red instant with a mana cost of {1}{R}, this card has long been valued for its straightforward yet impactful gameplay. It allows the caster to grant a target attacking or blocking creature a massive +4/+0 power boost until the end of the turn, with the added strategic twist of destroying that creature at the beginning of the next end step. Released by Wizards of the Coast during the formative years of the trading card game, Tempest introduced a distinct visual and mechanical identity that influenced the game's future. Blood Frenzy fits squarely into the red mana color identity, emphasizing raw power and combat efficiency. Collectors often seek out cards like this not just for their nostalgic value, but for their role in the game's evolving mechanics. The card's design and rules text reflect the era's approach to instant-speed interaction, making it a fascinating artifact for those studying the game's development. For enthusiasts building their Tempest collection, owning the base set cards is a priority. This common rarity card is widely available in the secondary market, making it accessible for both new and veteran players. Whether you are looking to complete a vintage set or simply appreciate the artistry of Paolo Parente's contribution to the Tempest block, Blood Frenzy stands as a testament to the game's rich legacy. Its unique effect of boosting a creature before destroying it creates a dynamic interaction that has intrigued players for decades.
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Card Details
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Catalog Profile
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Featured Subject
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Featured
Blood Frenzy
Game
Magic: The Gathering
TCG Attributes
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Common
Paolo Parente
Card Stock
English
{1}{R}
Instant
R
Card Text
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Cast this spell only before the combat damage step. Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature at the beginning of the next end step.
"When Torahn bellows, none survive—not even the warrior whose horns he rides." —Talruum adage











