Creature — Pegasus
When Boreas Charger leaves the battlefield, choose an opponent who controls more lands than you. Search your library for a number of plains cards equal to the difference and reveal them. Put one of them onto the battlefield tapped and the rest into your hand. Then shuffle your library.
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Boreas Charger Discussion
1 week ago
Hey so I took a look at the deck. Your choices are very solid, not a bad card in the list. So that means that were talking about really fine tuning, and getting into some fairly knit picky choices. Some of this will depend on how fast your meta is, if its slower than its cool to go a little bigger, if your meta is a little faster either go faster or play removal to slow things down. But One of the first things I was looking at was just over all count cards. Creature count looks good, land count Id like to see you go up 1 to 37. I would like also like to see the enchantment count come down slightly, maybe subtract 2. I think the big change needs to be that your artifact needs to come up so that we can make sure that you always have metalcraft in the mid to late turns. On the same note Id like to see more mana ramp as well. Your ramp count is about 4 ish right now id like to see that closer to 8. Cards I would like to see added, Thran Dynamo and Worn Powerstone, are amazing sources of ramp, and Palladium Myr does a nice impression of worn powerstone plus can be an attacker late. Then Sensei's Divining Top is so good for everything that you want to be doing, metal craft and smoothing out draws. Its not out yet but Smothering Tithe looks like it will be incredible in this deck so I would add that when it comes out. Another artifact that looks very good is Shrine of Loyal Legions is an artifact that makes lot of artifact tokens, metal craft and power. Also looking at your maybe board, theres a lot of good cards in there as well. Conquerors flail is super sweet, especially if you are like me and prone to get blown out by cyclonic rift mid combat, or even just shutting off counterspells so good. A few other cards that I would add or at least think about are Windbrisk Heights, and Spinerock Knoll, also side note becareful with how many colorless mana producing lands you run it can cause problems especially early in the game. I have found myself cutting slayers stronghold of late since tapping out 3 is kind of a lot, unless its really late. Hanweir garrison is just much better IMO. Few more cards to think about White Sun's Zenith end step and hit big on your turn, and finally Gift of Estates and Boreas Charger and/or Tithe making land drops is so important, be sure not to get stuck on 4 or 5 lands. So those are the cards I would add or at least think about. Oh Cultivator's Caravan would be interesting also.
Next up cards to cut. This is generally the harder part. And as I mentioned you don't really have bad cards in the deck, so cuts will be difficult. Like I mentioned, I think enchantment count needs to come down a little. Do you find that breath of fury, and goblin assault are carrying their weight? Those might be the 2 that I would cut, though I haven't played Breath very much myself. Has curse of opulence performed well?
Lands - Do you find that you are getting value out of slayers stronghold, secluded steppe, and kher keep? Cut any that you really don't find yourself using.
Creatures - Cut 1 or 2 of your worst creatures. Has Tilonallis Summoner performed well? Firemane Avenger is sometimes awesome, sometimes not in my experience, potential cut. Are you getting value from mirror entity, I don't run it often but I feel like I never get to activate it.
Artifacts - heres my controversial picks...Do you find that sword of fire and ice and rogue's gloves are performing well? Fire and Ice is amazing but doesn't necessarily belong in every deck since 5 is a lot of mana to draw a card and shock something. Treasure Map is much cheaper and faster which may help the metal craft plan much more.
Anyway let me know what things are working and what things aren't, and about how long your games go turn wise and maybe I can help with the cuts a bit more.
1 month ago
So, you need more lands since you aren't playing green and don't have any mana ramp to help you with what is currently in your deck. These are just my suggestions for adding and removing, don't take them to heart.
Caltrops + Light of Sanction & Lightmine Field: I understand the theory/idea for this little synergy you have going here, but all your opponent has to do is get rid of your lightmine field and you won't really be able to attack with any of your creatures since most of them have low toughness.
Well of Lost Dreams: You only have four cards in your deck that gain you life so this may see barely any usage. Inheritance, Alms Collector, and Tower of Fortunes can provide possibly more stable draw usage.
Contagion Clasp + Contagion Engine : Awesome proliferate cards, sadly these appear to only be the two cards that actually give any permanents any counters and even then the payoff isn't that great when you're looking at the very amount of mana that has to be spent on them.
Spy Kit: This gives a creature the same name and not type, so it won't change whatever you equip to a knight. Oh dear lord, just realized this allows you to tutor your whole deck for each non-legendary creature with Remembrance, I mean, if that is the whole reason why you have both of these cards in there, interesting and fun combo for tutoring for any non-legendary creature in your deck, go for it, but I still think there are better cards that will perform more efficiently by themselves.
Reliquary Tower: If you possibly put more draw power into the deck based off what I mentioned in Well of Lost Dreams, you want to make sure you are able to keep your hand and not have to discard.
Emeria Shepherd: Creature version of the land, but allows you to return it to your hand if you want, and doesn't restrict to creature only.
Dolmen Gate: Prevents the combat damage dealt to your creatures.
Illusionist's Bracers: Allows you to place two training counters for your commander
Norn's Annex: Another tax card with your Ghostly Prison and Windborn Muse
Odric, Lunarch Marshal: Just an all around decent card that shares a few keyword abilities that your creatures have.
Boreas Charger: Ramp, it never hurts. Since you also have Blade of Selves and Helm of the Host you can grab yourself more land more often if you go against any sort of deck that ramps/accelerates faster then you.
1 month ago
This is a refreshing take on a Fate deck, using Triad of Fates. I have some suggestions from my own Fate deck, my Moirai deck, that you might find interesting: Blind Obedience, Tormod's Crypt, Worst Fears, Thalia, Heretic Cathar, Boreas Charger, Fate Unraveler and Hallowed Burial. Some of these will hinder your opponent greatly, and in my experience - Hallowed Burial and Tormod's Crypt have saved many a-game for me, especially against pesky graveyard decks. Elixir of Immortality will permit you to retrieve your graveyard. You might want to consider Living Death as well.
Hope these help!
1 month ago
3 months ago
I have made the following cuts:
These are just preliminary cuts and adds. I see a lot more cards I want to put in the deck from your suggestions, but I am not sure what cards to cut for at least some of the following:
I don't have a specific outlet for the Peregrine Drake combo but both cards are super powerful in blink and getting infinte mana is always helpful:) Do you think I should work some outlets in for the possibilty of comboing off or is it not worth it?
Thanks again for all your help:)
3 months ago
so i don't know why your running Trinket Mage, doesn't hit like anything in your deck.
Eldrazi Displacer can only be activated with like three of your lands, so i don't think its worth running.
Infinite Reflection is a whole lotta fun, powerful, dumb stuff
Day of dragons is insane in this deck. Basically you get a whole bunch of 5/5 flyers, hit you opponents with em, then flicker it to get a bunch of etbs from your minions, and then get the 5/5s back. Also makes you basically immune to board wipes, including your own. Angel of Despair Luminate Primordial and Ashen Rider are good high end to help you beat down your opponents with high value etbs.
if you like gonti then Jace's Mindseeker is for you.
if you can find one Blade of Selves is really good
3 months ago
Hey, man. Finally got the chance to look at it, thanks for linking it to me. Here are my suggestions:
There are a few really good upgrades you can make on the cheap. I'd say almost all the upgrades below are strictly better except Divine Visitation which is new to MtG, since it's a part of the new Guilds of Ravnica block. Trading out Sigil is just personal preference.
- Swiftfoot Boots for Lightning Greaves
- Sigil of the Empty Throne for Divine Visitation
- Prison Term for Conclave Tribunal
- Kemba's Skyguard for Boreas Charger
- Ajani's Sunstriker for Burnished Hart
- Worn Powerstone for Thought Vessel
You've got too many enchantments eating up space for things that are more important like your land base. White has a really hard time ramping and tends to be the most costly color, so you want to draw as much of it as possible. I'd aim for 35 lands minimum, but 36 is probably preferable. Every land counts.
- Angelic Gift
- Cradle of Vitality
- Curse of the Forsaken
- Ethereal Armor
- Luminarch Ascension
Six of the eight add-ins below are lands. You need a hard to deal with board wipe like Wrath of God and I'm really surprised you didn't immediately go for Riot Control, since it's a table staple. If you really don't want it, I'd go straight for the Path to Exile.
- Windbrisk Heights
- Terrain Generator
- 2x Plains
- Myriad Landscape
- Mistveil Plains
- Wrath of God
- Riot Control
Mono-colors can get some crazy mana numbers going, but white has terrible ramp, cards like Land Tax and Thawing Glaciers will help you get lands on the board, while the multiplier artifacts will keep your mana plentiful.
3 months ago
You can go aggro control. Most of the creatures do hurt (5 power) with effective etb effect/s. Flickering them reuses their etb and give pseudo vigilance.
I will raise a disclaimer that esper tends to run "good stuff" because, well, there are good spells that have little to no alternates.
From the creature list: consider keeping
--removal Angel of Despair
--draw Sphinx of Uthuun
Sepulchral Primordial -> another good one, getting creatures in opponents' gy
Vela the Night-Clad -> could be a win con, when you flicker enough
Sun Titan -> not sure if you have many 3cmc permanents, but usually great to have
maybeboard Boreas Charger
hope this helps.