Creature — Human Soldier
Whenever Akroan Hoplite attacks, it gets +X/+0 until end of turn, where X is the number of attacking creatures you control.
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Akroan Hoplite Discussion
4 months ago
5 months ago
I think you definitely got the right idea here with the changes. Lightning Helix is definitely better than Searing Spear. Have you considered Thalia's Lieutenant? It pairs really well with the Champion of the Parish on T2.
If you're leaning more towards the battalion route, I would suggest Akroan Hoplite (pairs great with Silverblade) and Hanweir Garrison. Though the Garrison can be a little slow (unless paired with the Mauler), it does pump the Champion and Lieutenant pretty consistently.
5 months ago
You can probably afford to play a couple more two drops. Swiftblade Vindicator is a monster to deal with and Akroan Hoplite could become a threat with how wide your board state gets. I would also trade out one of your one drops for a couple copies of Thraben Inspector. It is not as aggressive and provides at least some card advantage. If you are able to recur it with Lurrus of the Dream-Den you could get some extra clues and triggers on Thalia's Lieutenant.
1 year ago
So I'm trying to make a deck for my friend for his birthday and he likes Greek Mythology, specifically Poseidon, Hades, and Zues in this order. I'm wanting to stay in the Theros block and have 3 deck ideas but I need some advice and criticism because I don't want to make him a weak deck.
Here are what I've made:
The first one is using Heliod because I made this first and forgot there is a god that looks like zues but in MTG Heliod is the "Leader" or Highest ranking or whatever.
The second one is using Keranos and white humans so its 4 colors instead of 3.
The third one is sticking to the block and theme but also sticking to heroic and scry.
I have always been bad about including a safe amount of land in my decks so that is something i really need help with. I also wasn't sure if this was the best way to show the decks or if i should've just copy and pasted each text.
Sorry for the long post. Wasn't sure how to do this.
1 year ago
Lets start with your CMC. In order for an aggro deck to be fast, the mana curve for the deck needs to be incredibly low to the ground. With that in mind here are some creatures that are all sub-three CMC:
- Anafenza, Kin-Tree Spirit
- Boros Reckoner
- Thalia, Heretic Cathar
- Thalia, Guardian of Thraben
- Tithe Taker
- Mentor of the Meek
- Ballyrush Banneret
- Haazda Marshal
- Aerial Responder
- Frontline Medic
- Consul's Lieutenant
- Bounty Agent
- Mirror Entity
- Kytheon, Hero of Akros Flip
- Thalia's Lieutenant
- Akroan Hoplite
- Champion of the Parish
- Legion Loyalist
- Metallic Mimic
- Recruiter of the Guard
- Swiftblade Vindicator
- Legion Warboss
You are also gonna need to give your creatures haste, and one of my favorite cards does just that for next to nothing; Mass Hysteria .
Here are a few cards I also think would be really good support, or are staples in this archetype:
- Unbreakable Formation
- Brave the Elements
- Teferi's Protection
- Collective Effort
- Citywide Bust
- Militia's Pride
- Brave the Sands
- Glorious Anthem
- Chance for Glory
- Spear of Heliod
Lastly... I know you said you avoided it intentionally but... I think it was a mistake... You need more ramp. The more ramp you have the faster you can play dudes the faster you can kill someone. So Mana Crypt , Sol Ring , Boros Signet , Chrome Mox , etc. I think you should play at least 5 ramp artifacts to really help you get that overwhelming force, because on T4 you now have to live in fear of WoGs
Ok that's all... he said after posting a page long comment... Sorry. <3 If you need help with cuts anything above 4 cmc should be the first things to go with the exception of Cathar's. get your CMC as close to 2 as you can.
1 year ago
Hey, so Ive actually been working on the Boros strategy guide. And you exhibit a problem of one of the first topics that Im going to be talking about. Which is trying to build aggro the same way you would for RDW in standard. This is a big issue that a lot of people run into when building Boros, and it shows up very frequently with Iroas. Anyway, ill have a whole video on that. But that main point is here that your primary damage shouldn't be coming from 1 and 2 drops. The bulk of your damage should come from 4-7 drops. So you'll need to go bigger than what you have right here. Not so big that you get blown out by counterspells and removal, but anything you land into play should have at least some impact. Your 1 and 2 drop creatures should be all about abilities, not about damage. A few examples would be cards like puresteel paladin, stone forge mystic, and grand abolisher. Awesome abilities, and although they may attack when its profitable to do so, damage isn't their primary purpose. And when you think about it, of course low cost creatures can't live up to the damage that something like an Aurelia or Gisela will pump out. So the summary, small creatures should be about value and ability, bigger creatures are more about the damage, but should still have good abilities. One last point, while it is possible to aggro out a table on turn 5 or 6 with something like Aurelia, which I've done. Its so so weak to removal. One board wipe can completely crumble a deck like this, so we want to mitigate that risk as much as possible.
What all of that means is that we want to be cutting low costed creatures that don't give us much benefit, and replace them with higher costed things that have a lot more thump. So heres what I would cut: Leonin Vanguard , Boros Challenger , Fresh-Faced Recruit , Sun Sentinel , id probably also cut the Akroan Hoplite . There are times when it can be good, but there are enough times where its not good that I don't love it.
As far as creatures to add, you can take a look at my Tajic list. I believe I got really clunky around 4 mana, lots of good soldiers there. Also like Lena at the top to protect against board wipes. 2 that I missed were the exile creatures one, and the 6 mana lord one.
You'll generally want the creature count to be between 25-30 for a swarm style deck, but if you wanted to be a bit more controlling then you can drift down to 20 or so.
As far as stopping control. here are the things to think about. You don't need to kill a control deck on turn 5 to be successful. You can kill them turn 9 or 10 as long as you keep them off whatever their plan is, which generally comes down to removal. I cant mention it enough times how much I love running wear/tear, crush contraband, and return to dust all in the same deck, usually with an austere command to boot.
Some classic control breaker cards are Grand Abolisher you have the flail already, and Price of Glory . Becareful with price of glory. Thalia is good against the free counterspells if those are an issue. Cavern of souls is pricey but helpful for a tribal deck.
Another thing to consider is that you'll generally have a lot of creatures on the ground, so you can block for planes walkers. And walkers are usually good for control. The best ones in boros are usually Chandra, Torch of Defiance , Elspeth, Sun's Champion , and Chandra, Flamecaller is very reasonable, oh and Gideon, Ally of Zendikar . Either Nahiri is also fine, but not usually overwhelming.
And one final bit of control breaking Keldon Firebombers is a soldier. You can decide if thats a route you want to go.
At the macro level, your land count will need to come up as your deck gets higher on cmc. 37 lands is the place to be. Your spell count could come down slightly, I would consolidate the artifact/enchantment removal into the 3 mentioned above, unless you have some really meta specific things you are tuning for.
Again check out my list for some interesting adds. My list isn't perfect, theres a few things I would change. I probably need to cut a few artifacts and creatures for wear/tear, crush contraband, return to dust and also just smooth out the curve a bit more. But its a very good start.
Best of luck!
2 years ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
2 years ago
Looks good man. Here's some card suggestions, mostly on the cheap:
Oblation - shuffle opponents commanders, or whatever else
Swiftfoot Boots - your commander will be a removal target, give him hexproof
Sol Ring - Every EDH deck should have this card
Illusionist's Bracers - Every time you activate your commanders abilities, this gives you the same affect a second time
Basilisk Collar - This also works with the bolt ability. Turns the bolt into "Destroy target creature, gain 3 life"
Oblivion Ring - solid catch-all removal
Gratuitous Violence - Double the damage of your bolt ability and the damage of your creatures
Temur Sabertooth - If you have 12 lands, your commander, and this guy in play you get infinite mana, meaning you win the game.
Rampaging Baloths - one of the best landfall guys
Mina and Denn, Wildborn - Play extra lands, gives trample to creatures, and lets you return lands to activate landfall more
Darien, King of Kjeldor - just an awesome white bomb I ran across
Angel of Serenity - Kill everybody's commander, or temporarily remove any other threatening creature
Acidic Slime - solid removal that serves double duty
Harmonize - great green draw spell
Grow from the Ashes, Nissa's Pilgrimage, Nissa's Renewal, Peregrination, Untamed Wilds - all solid pieces of ramp. Your 2 CMC ramping elves are pretty slow and weak to removal/board wipes. Plus, using land ramp rather than creature ramp increases your commander's utility when it comes into play and makes getting that infinite mana combo easier. With infinite mana, you win the game if your commander is out and no one can remove it at instant speed.
Some of the weaker cards that I'd suggest removing: Akroan Hoplite, Polis Crusher, Relentless Raptor, Sylvan Primordial (this card is banned in EDH), Budoka Gardener, Quirion Elves, Skyshroud Elf, Sylvan Caryatid.