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Target creature gets +2/+2 and gains Indestructible until end of turn.
Adamant Will Discussion
3 months ago
Having 2 different spells that make your creatures indestructible has worked for me. I tend to go with Sheltering Light and Adamant Will . Sure Strike and Run Amok in place of burn spells forces you to go more aggro from the start.
Gird for Battle just seems to have a very narrow window when it adds any value to the deck. While Dreadhorde Arcanist is great for when you don't get Feather, the Redeemed out, it exiles the instants that you want to recycle with Feather. I had a look at Tiana, Ship's Caretaker but that also limits your pump spells.
The best version of this deck may well be one where each time that you cast an instant spell, you are placing a +1/+1 counter on at least one creature. Spellgorger Weird just slots right into any Feather deck. Guttersnipe could fill a gap and belongs in the side-board. At the moment, I am leaning heavily toward Ajani's Pridemate as my final creature to collect counters (with Moment of Triumph and Battlefield Promotion in the main-board).
3 months ago
If you really want an indestructible type effect, you'd probably be better off going for Unbreakable Formation than Sheltering Light and Adamant Will as it protects all your creatures and can give them a buff and a decent attack step if you use if offensively instead of defensively.
I'd also personally run more cards with afterlife or an afterlife-type effect, like Orzhov Enforcer and Ministrant of Obligation so you can get extra value when those creatures die. Then you have even more creatures to lose for even more value.
Also if you want a higher end threat, Seraph of the Scales would be another good inclusion as its a threatening body on its own and if it dies you still get some value from it.
I've been quite interested in building a deck like this one, this might be the inspiration I need to actually build it.
3 months ago
Thanks for the comment The_Dark_Adonis,
Yes there is a clear weakness here. If you play Guttersnipe late in the game, when you are re-playing 4 or 5 instants per turn (using the effect of Feather, the Redeemed ), it becomes a very strong card. It does, however, add very little value to the early game. Torch Courier is a strong first turn play that adds nothing later in the game. Skirk Prospector could work as an early chump-blocker, or give you 1 extra red mana - nice, but certainly not a game-changer.
I started this deck with Tajic, Legion's Edge and Aurelia, Exemplar of Justice in that slot, but wanted to reduce the mana curve and increase tempo. Another option that I did consider was to replace Guttersnipe with Ajani's Pridemate and try to bring in Moment of Triumph or Fountain of Renewal . That would give you a spread of creatures that collect +1/+1 counters before attacking behind Adamant Will or Sheltering Light . I suppose that the biggest reason that I didn't go down that road is that I wanted to try to keep a balance between and .
There is clearly room for improvements, which will hopefully become clear after a few rounds of play-testing at FNM's, or even in Arena
3 months ago
The thing about a Feather deck is that you want to use his effect as much as possible. Play any instant, targeting one of your own creatures, and you get it back at the end of turn to play again next turn. Sheltering Light and Adamant Will can then protect a creature every turn and cards like Dauntless Bodyguard become redundant.
Any creature with double-strike equipped with Run Amok and Sheltering Light could end up doing a lot of damage. You then have the option of aiming for a high cmc creature like Goring Ceratops , or something like Swiftblade Vindicator and more instants like Sure Strike . With Feather in the mix, I would lean toward cheap instant spells.
The idea of bringing in Battlefield Promotion is interesting. More so if you had Ajani's Pridemate or Gideon's Company on the field. The problem is that you need to fit a large number of cheap instant spells into the deck and trying to fit in too many strategies could mean that you fail with them all. Adanto Vanguard , as a stand-alone creature just seems far too risky - you have a limited number of creature spots.
How much control you build into the deck will always be a debating point. If you can quickly build a powerful indestructible attacking force, maybe you can run over a number of decks with very little control. The combination of Teyo, the Shieldmage and Shalai, Voice of Plenty could give you blanket protection, but is likely to slow the deck down considerably. Ditto for Ixalan's Binding , Prison Realm , Conclave Tribunal etc. I would tend to have some of these cards in the side-board and aim for a high-tempo, win quickly approach with an equal number of impact creatures and boosting instant spells.
Although I haven't play-tested the concept, I rather like War of the Feather M
3 months ago
Now the deck is really complete! Keep up the good work Arkheid!
I'd also suggest to add some of the available Wheel effects for compensating lack of draw spells in Boros. These also synergize perfectly with Smothering Tithe , allowing for explosive turns. These cards are:
- Wheel of Fortune
- Magus of the Wheel
- Dragon Mage
- Runehorn Hellkite
- Wheel of Fate
- Reforge the Soul
- Chandra, Fire Artisan
- Chandra, Torch of Defiance
- Chandra, Pyromaster
A question. Why do you have Twinflame ? It doesn't seem to be a good card in this deck, as copying your commander, albeit rebuying you the spell, is then shut down by the Legend Rule, thus having you sacrifice one of the two between original or copy of Feather as a state-base action.
I would kindly advise Hall of the Bandit Lord , as it allows for very good plays you otherwise would miss: its only problem is that it can work only if you are casting for the second time or more your commander and use its mana for commander tax. On the other hand, I would also suggest Lightning Greaves , as you could cast all your instants on the commander and at last equip the Greaves: it can be more of a nonbo than anything else, as it also cuts off combat tricks you could cast and is not removable from the commander unless you control another creature. You have a low creature count, so IDK, maybe not worth including.
At last, one kindof good card for ramp in not green: Explorer's Scope .
4 months ago
Thanks Mullac for the comment,
Yes, the deck does feel rather janky at the moment. You need to play Tajic, Legion's Edge early to protect your other creatures. You then want to keep Sheltering Light / Adamant Will in hand to safeguard Tajic and get Feather, the Redeemed onto the field as quickly as possible, while you have no search cards.
I just love the potential of the combos that could really produce fireworks. I will, however, need to find some way of upping the tempo of this deck if I want it to be competitive. As is, the deck will likely fold to any good aggro deck. I am just not too sure at the moment how to fix the problems in this deck, but will probably still give it a whirl and try out a few options.
Evolving Wilds effectively serves the same purpose as Sacred Foundry - sac it to search for the color land that you need most. It also has a secondary effect of deck-thinning, which is one (not very efficient) way of increasing tempo. Neither card seems to be significantly stronger than the alternative, Evolving Wilds was just the first card that I thought of for that slot.
4 months ago
Adamant Will or Sheltering Light might just work out better than On Serra's Wings . Forerunner of the Legion is great and most people with similar decks seem to have missed it. See what you think of Endless hunger M
4 months ago
OK - very janky, but great fun. I just had to get in on the discussion here.
If you are going to play Fountain, why not Ajani's Pridemate for an extra win-con?
I really feel the need for at least 9 spell counters in the deck.
All of the above changes rather cut down on the number of search cards that you can fit in, but so what? they will only get you to your win-con 1 or 2 turns earlier at best. I would go with Shimmer of Possibility as the only search card.
That leaves Sorcerer's Wand , which creates your endless loop. We really need to concentrate on protecting the wand - hence the added counter-spells.
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