Fury can remove several small creatures or deal a concentrated four damage to one threat. Its entry ability divides that damage among creatures and planeswalkers as you choose. Casting it normally also leaves a double-striking creature, giving a red deck removal and future combat pressure in the same card.
Evoke lets you exile another red card from hand instead of paying five mana. The entry trigger still happens, then the evoke sacrifice normally removes Fury. That can be a useful emergency exchange when clearing an opposing board matters more than preserving cards in hand. It is less efficient against a single low-value target when you have time to use ordinary removal.
Blink effects can preserve the creature if used before the evoke sacrifice trigger resolves. A returned Fury is a new object, receives another entry trigger, and is not sacrificed by the original evoke trigger. Ephemerate is a useful example in a deck that supports white. Reanimation and other creature recursion can also repeat the damage later.
Choose the damage division when putting the trigger on the stack. Each chosen target must receive at least one damage, and the split does not automatically redistribute if a target disappears. Double strike makes the remaining body a useful Equipment carrier, but the entry damage is usually the first priority. Fury fits decks that value a flexible creature-based answer and can make good use of either its alternative cost or repeated entries.






