Creature — Human Soldier
Battalion — Whenever Bomber Corps and at least two other creatures attack, Bomber Corps deals 1 damage to target creature or player.
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
Combos Browse all
|Commander / EDH||Legal|
Bomber Corps Discussion
1 year ago
Red Elemental Blast is not modern legal.
You want the full 4 Lightning Bolts, and likely 4 Boros charm and 4 Rift Bolt. If Goblin Guide is within budget, include it, or Monastery Swiftspear.
Cartouche of Zeal is likely not good enough for modern, as auras are bad, excluding Bogles.
Bomber Corps also seems slow. Earthshaker Khenra performs a similar role in removing blockers but is better on its own.
1 year ago
Another suggestion regarding your 1 and 2 cmc creatures. Keep in mind that many of those creatures will be outclassed very quickly in a multiplayer game. Some of them, such as Grand Abolisher, Imposing Sovereign, and even Boros Guildmage have great effects that scale well into the later stages of the game, but cards like Loyal Pegasus, Bomber Corps, and the like become dead draws after the first turn or two. You might consider cards like Mother of Runes or Selfless Spirit as early creatures that scale well into the late game. The same can be said about many of your 3 cmc creatures as well, though you're a bit more solid there.
2 years ago
Here are some suggestions off the top of my head. You are at 63 cards. And I'm fairly sure we've had the 60 card discussion before. :D
Consider the following changes:
-1 Bomber Corps
-1 Lightning Strike
-1 Thunderous Wrath
That drops you to 60 without any major changes to the the deck.
Here are some other cards I want you to consider:
Crash Through and Faithless Looting for card draw.
You are going to need a sideboard for more competitive environments. And the sideboard also works for testing maybe cards. Take a look at Legion Loyalist, Stonewright, Tormod's Crypt, Electrostatic Bolt, Smelt, Shattering Spree, Shattering Blow, Monastery Swiftspear, Skullcrack, Collateral Damage, Barrage of Expendables, Pyrite Spellbomb and Searing Blood as either main or sideboard cards.
3 Tormod's Crypt
2 Searing Blood
2 Shattering Blow
3 ???, not sure on this one.
Let me know what you think.
2 years ago
A deck in this style needs the lowest possible mana costs to be effective. as it sits, you have too many cards in the deck with mana costs 4 and higher. it's ok to have some lategame finishers just in case you dont get through, but right now your early game is weak, and that needs to be your strongest point. also, you need removal. sticking to the theme of being aggressive, Lightning Helix is pretty good, and Lightning Bolt is the most played card in modern for a reason.
now for creatures. you could and should cut the following from the deck. they dont advance your plan, and are too expensive, anyway.
Bruse Tarl, Boorish Herder - he doesn't do anything good for your deck, only slows down your hand.
Gisela, Blade of Goldnight - she advances your gameplan, but realistically you wont be able to cast her until turn 10 or later, and you should be winning your games before then.
Heartless Hidetsugu - he's too slow. cutting an opponent's life total in half sounds cool, but by turn 5, that's probably only 4 or 5 damage at the most.
Tajic, Blade of the Legion - this one is finicky. he's actually not bad, i just think we could do better.
I really like Boros Elite, Legion Loyalist, and Boros Charm in this strategy. they are super fast, and just make your deck a nightmare to deal with. Boros Reckoner is pretty solid too, and Firemane Avenger can clean up games very fast.
here's my recommendations:
Goblin Bushwhacker and Reckless Bushwhacker are insane in a deck like yours. with the ability to double your damage out of left field, I HIGHLY recommend these two cards as 4 of each. um, if you have the money, Goblin Guide. if not, i totally understand.
a personal favorite of mine is Keldon Marauders. they provide a lot of pressure, with the potential for 5 damage for 2 mana.
last, lose the Wind-Scarred Crags. this deck cannot afford to have lands entering tapped. you're better off running Plains and Mountains. although, Contested War Zone and Slayers' Stronghold could be fun to run one or two of. if you want multicolored lands, Inspiring Vantage is still pretty cheap, and im sure you know about Sacred Foundry.
Let me know i you have any questions =) I played this archetype for the better part of two years, so im happy to help you out
3 years ago
Going wide in Boros? Soldier tribal? I'll suggest some cards to cut in your current list. Keep in mind these are suggestions and I don't expect you to accept them without thinking (saying regarding the battleshaper particularly; he's more okay than the others).
These cards are generally too small scale to make a difference. You need to be thinking larger scale than this.
- Bomber Corps
- Boros Battleshaper (very expensive, can be played around by opponent)
- Boros Elite
- Conclave Phalanx (expensive, one-time ETB)
- Duergar Assailant
- Razia, Boros Archangel (incredibly expensive for her effectiveness; you are likely to not be able to play her when she'd matter)
- First Response (small effect, controlled by opponent actions)
- Boros Cluestone (much better alternatives exist for <50 cents)
- Captain's Call
- Even the Odds (small, controlled by opponents - note because of the phrasing, you likely can't use it at all when some low creature decks are present)
- Raise the Alarm
There are some other iffy ones but seems like a good start.
At base, I'd look to increase boardwipes a lot. Should have at least four. A fast Boros deck throws threats at the board fast; it should be able to recover from a boardwipe quickly. If someone is actually faster, you can open with a cheap boardwipe on T3-5 and THEN start playing the real threats, letting everyone's Llanowar Elves and Serra Ascendants bite the dust.
4 years ago
Borborygmos Enraged: Turn lategame lands into advantage
Chaos Imps: Huge Flier
Chromatic Lantern: Best Mana Fixing
Death's Presence: Capitalize on Big Creatures
Explosive Impact: Removal
Giant Growth: Combat Trick
Glaring Spotlight: Lethal Swing
Hellkite Tyrant: Big Flier
Maze Behemoth: Gives Commander Trample
Mizzium Mortars: Board Clear
Molten Primordial: Removes big blockers, gives additional attackers, and can act as removal
Rogue's Passage: Gives creatures unblockable, like your commander that has to keep attacking
Skarrg Goliath: Combat trick that kills defenders and players
Sylvan Primordial: Ramp and Enchantment/artifact/planeswalker/land removal.
Thespian's Stage: With being limited to RTR lands, why not get out of set lands?
Utvara Hellkite: Wins games on its own
Viashino Shanktail: Firststrike Combat trick (also called SHANK tail)
Weapon Surge: Combat trick/mass combat trick, turn trades into chumps
Worldspine Wurm: 15/15 that spawns 5/5's
Wrecking Ogre: Combat Trick Doublestrike
Bomber Corps: Doesn't do much, the battalion isn't reliable, and ping isn't useful
Experiment One: your deck doesn't spam creatures with ascending power/toughness.
Foundry Street Denizen: Doesn't do much of anything, wasted slot
Spire Tracer: 1/1 faux flier doesn't help
Skinbrand Goblin: small combat trick, weak creature
Gatecreeper Vine: defender in an aggressive deck that searches out a single card in deck
Skullcrack: a useless card, even for an aggressive deck, burn is used for creature removal
4x Mountain: Too many lands
5x Forest: Ditto
Mending Touch: Regen isn't worth a card
Pyroconvergence: too expensive, Shocking on multi-color doesn't help much
Skylasher: counters a single faerie a turn, doesn't do much else
Tablet of the Guilds: lifegain doesn't matter, wasted slot
Gruul Charm: doesn't do anything
Hellraiser Goblin: Gives all creatures haste
Racecourse Fury: gives any creature haste
Seek the Horizon: Ramp
Street Spasm: boardclear
Tower Defense: anti-fliers if you are concerned about that
Zhur-Taa Ancient: ramp for all, also really cheap big guy