|Commander / EDH||Legal|
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|Gatecrash (GTC)||Mythic Rare|
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Aurelia's Fury deals X damage divided as you choose among any number of target creatures and/or players. Tap each creature dealt damage this way. Players dealt damage this way can't cast noncreature spells this turn.
Aurelia's Fury Discussion
1 month ago
You need to play cards that punish control players. Ruric Thar is a good example. Also cards that protect you against counter spells like Vexing Shusher . Cards that increase cost of spells like Sphere of Resistance , Defense Grid , Thalia, Guardian of Thraben , Thorn of Amethyst .
As you can see I know alot of anti control cards. That's because my playgroup is ridden with filthy control players. We're good friends but they just love to play some sort of control.
2 months ago
In Boros colors there are quite a few infinite combos, but to go along with your theme of angel tribal, there is only one I could think of and that is the Sword of Feast and Famine + Aggravated Assault. The cards by itself is strong already and when combined it leads to infinite combat steps, provided you have 5 lands on the battlefield. Here is also some staple cards in Boros color that are great with interaction:
Hope that helps!
2 months ago
As what eliakimras mentioned in deck building an average deck will consist of 35-36 lands, a lower curve deck will run about 33-34, and a control type deck will run between 36-38. Boros in EDH is a bit different as you will have to put in a little more effort to take out everyone if you play in a multiplayer pod.
Ramp is important as well as interaction spells, here is a list of some common staples in Boros as well as being budget.
Boros also has a way to be fairly awesome, and that is adding in a Sunforger package in the deck. A card to invest in as well would be Sword of the Animist as increasing the amount of mana is important.
If you need any further help on card selection for creatures and what not feel free to ask, always happy to help people in refining their decks!
2 months ago
Here might be some good cheap removal and 'card draw'
Hope that helps!
2 months ago
@shyachi33: No worries about the length, I appreciate your thoughts. Doubling Cube is actually great with all the doubler's I'm running. Plus, with Mana Reflection it becomes a tripler. Shapers' Sanctuary actually usually nets me an average of 3-6 draws. And no one really messes with it too much because of the other threats. Most of the time, I'm not dropping my doublers until I get the most out of them (on my turn), they also eat some hate from people that know what my deck does. Otherwise, it's a way for me to sneak my commander out without them realizing what happened until it's too late. I've been looking at Traverse the Outlands, and Seasons Past. I have an Eternal Witness on the way.
Depending on the game, I will typically use Plea for Guidance to go get Food Chain + Mana Reflection unless I have enough doublers out, then I'll grab Myth Unbound. Food Chain is great. I was running Abundance, but found I don't really need it now.
I like the lands that give haste, and Whitemane Lion.
I'm also waiting on a Tooth and Nail.
Thanks for the ideas!
2 months ago
wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.
My thoughts on your artifacts:
Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.
Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.
The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.
after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.
thoughts on Enchantments:
Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.
Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.
Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.
Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.
please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?
Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.
Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.
other than that, i'd recommend more ramp spells and tutors:
Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.
Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.
As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.
Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.
Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.
Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.
Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.
Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.
also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.
Kessig Wolf Run is just another quality land.
3 months ago
They will stay tapped. The words "those creatures" refer to "all creatures target player controls" from the previous sentence. If Sleep were meant to only lock down creatures that were tapped by the first part of the effect, the second sentence would instead be written to say something like "Creatures tapped this way don't untap..." Compare it to the way a card like Aurelia's Fury uses "each creature dealt damage this way" in part of its effect.
Boza: Strictly speaking, you can't tap a creature that's already tapped. Any creatures that are already tapped will be skipped by the first part of Sleep's effect, since that's an impossible instruction.
3 months ago
I listened to the CMDR podcast and that brought me here. I play a boros deck however it is a more control style iroas build the list is here http://tappedout.net/mtg-decks/10-06-15-wifes-boros/ . Wanted to reccomend a few cards and see what you think.
Unlike CMDR central I am a big fan of a sunforger package espically in your deck as the +4/+0 on Aurelia, the Warleader can make a huge difference on your clock and be removed to blink her.
I would like to recommend the following additions to your Sunforger package:
- Mistveil Plains, This allows you to reuse one of you sunforger targets by putting it back into your deck from your graveyard
- Comeuppance, I consider this an upgrade to Safe Passage as it still prevents damage but also reflects it back to the source of the damage.
- Expedition Map, This does not ramp the land out like Wayfarer's Bauble does but it allows you to find any land you need not just a basic
As for other cards to think about for your deck I would consider these Creatures: (I went with an angel theme)
- Angelic Page
- Blinding Angel
- Voice of All
- Angel of Serenity, Please note you can exile cards in a graveyard with this, and when it leaves they go back to a players hand
- Angel of Sanctions
- Angel of Condemnation
Non Creatures: As I went with the Angel theme Urza's Incubator to amke all your angels 2 cheaper, I agree with CMDR central to play Pearl Medallion, also might want to consider Seal of the Guildpact, Lastlythink about Sudden Demise it is similar to Aurelia's Fury but kills the creatures instead of making them not able to block.
Aurelia's Fury occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
RW (Boros): 0.23%