|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||None|
|Promo Set (000)||Uncommon|
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Creature — Human Soldier
Mentor (Whenever this creature attacks, put a +1/1 counter on target attacking creature with lesser power.)
: Boros Challenger gets +1/+1 until end of turn.
Boros Challenger Discussion
1 week 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!
3 weeks ago
Hey man! Nice idea. A suggestion for you and some cards to consider.
- I would try and make this more focused and have more 3 and 4 copies of cards, and less 1 and 2 copies. What is your main goal? How does your deck win? Right now, it's a bit all over the place. If you want to, I could remake this deck into a deck that can stand its own at FNM, taking into account things such as sideboard and budget restrictions. If you don't want me to do that, I completely understand. Having someone else make a deck for you is kind of boring, and takes the fun out of deckbuilding.
Cards you might want to consider:
3 weeks ago
Hey, if you want to be aggressive with Judith on a budget then consider primary Boros colors and splash black for Judith? Hero of Precinct One , Boros Challenger , Venerated Loxodon and Heroic Reinforcements are good aggressive cards who can benefit from Judith. Go with a Human creature type sub-theme so you can use Unclaimed Territory as a rainbow land to help to consistently make , and Human casting costs.
You said it yourself in the description without a free sac outlet you'll have to make due with Pontiff and Artist. The problem is both these sac outlets aren't good enough to build around a strategy of sacrifice. Judith is good enough to build an aggressive strategy around her and there's plenty of good aggressive creatures in Standard especially in white. In my opinion that's the direction to expand on and cut down on the sac theme.
Good luck with your deck.
4 weeks ago
Hey, please don't hub Standard brews competitive :) Just looking at the manabase this deck is not competitive :( If playing three colors then you need lots more dual lands especially Shock lands: Godless Shrine , Sacred Foundry , etc. If you want to be competitive have to be willing to spend some for the manabase...
Consider this direction with Mardu? Judith is good with Hero of Precinct One . Hero is good with: Boros Challenger , Pitiless Pontiff , Imperious Oligarch , Heroic Reinforcements , Teysa, etc. A strategy around Hero making tokens can benefit from Judith's anthem effect, has synergy with Teysa and Reinforcements can be a win condition.
With Hero, Reinforcements puts six power of creatures onto the battlefield with haste (three 2/2s) and gives all your other creatures +1/+1 and haste; that's a lot for four mana. Add Judith's anthem and damage effect and it gets nuts. Pontiff is a good sac outlet who's multicolored.
Here's an example to consider:
- 4x Witness
- 4x Hero
- 4x Challenger
- 4x Pitiless
- 4x Judith
- 4x Reinforcements
Main deck support cards to consider: Dauntless Bodyguard , Imperious Oligarch , Fireblade Artist (difficult with manabase), Midnight Reaper , Teysa, Elenda, Legion's Landing Flip, Mortify , Dedevil (difficult with manabase), Conclave Tribunal .
A manabase that can support the example:
- 4x Godless Shrine
- 4x Sacred Foundry
- 2x Blood Crypt
- 4x Isolated Chapel
- 4x Clifftop Retreat
- 2x Dragonskull Summit
- 4x Plains
You'll need minimum of 12 sources of each color from lands for consistency of playing the multicolored two drops turn two. The one drops are white therefore need a minimum of 12 sources of white from lands that can ETB untapped turn one. You could make this deck including the lands for $200 and since you already have 4x Judith that's a big part of the cost.
1 month ago
Did the Sky Terror change work well? I had some other thoughts moving along with the build you were starting with.
It seems a bit overdone on the red mana since none of your red costs more than 1 red mana+(other), and most of your deck is white. I'd drop the 2 guildgates at a minimum and put in plains, and I'd also add another plains to your deck, as it looks a little mana light.
If you'd like the mentor thing to work out a bit better, you need to beef up your Aurelia and "possibly" Boros Challenger in order to get their buffs going for you. Consider dropping another mountain or two and adding a couple Guildmages' Forum for a free buff for Aurelia. I would consider Candlelight Vigil, or some easy cast equipment to help out... Jousting Lancegets first strike with that too, good for mentors who often have more power than toughness. Dowsing Dagger FlipForebear's Blade are other decent options.
I also think the History play is neat, but has it really been changing the game for you? If it is, keep it going, but if you want to tweek with the deck a bit, I think this is another good place to do it. Your saying it combos with your Legionnaire, but even if you had 2 out, that would only mean an extra 4 damage, nice, but I think you can make your deck more powerful with another combo using your mentors, or even just going straight red spell damage. Hopefully at that time you would have out one of your bigger fliers, or add another big one like Light of the Legion(also a mentor), or go for an earlier cheaper rout with some more buffering using Parhelion Patrol.
It really depends what to add depending how you are losing. If you are losing to a sweep of your smaller guys before they get bigger, you might need to go Tajic, Legion's Edge (another mentor as well as combo too getting buffs from the guildmage land) to prevent black and red spells killing your creatures. On the other hand, if you're getting behind early in games to a more aggro deck, the change in mana will likely help, but so will having your own quick damage to take out early trouble. Lightning Strike etc instead of the big spell casts like Intervention, but easy quick for early, and still a little helpful later on to finish off a blocking creature, planeswalker, player... They are getting out more creatures than you, and you have to leave your big fliers back to defend, Sigiled Sword of Valeron or Forebear's Blade, and put the Parhelion Patrol in for sure.
Once you have a good base, you can sideboard these different sets of cards depending what types of deck you're playing against. You will probably recognize some of the people, and if you don't, you will know which deck it is after the first game.
Keep playing around with it, and have fun. It looks like you have a fun deck that can really be tough to deal with. Please keep us posted if you get it running how you'd like, and what you did to make it happen. I had fun thinking through the possibilities. Best of luck
1 month ago
3 months ago
Playing 3 colors on budget is difficult just because of the lands. Gruul as a guild will get its cards in the next expansion, so I would hold off on that for now at least. That leaves you with Izzet or Boros. You could do Izzet with burn, some counters, and finishers like Enigma Drake and Crackling Drake. For Boros, you can put together an aggressive mentor-based deck for cheap. Cards like Boros Challenger, Goblin Banneret, Sunhome Stalwart, etc. are all cents and form the core of the deck. Both of these decks see competitive play once they're fully pimped out too, but you can make due with some budget options. If you're a decent player, you can probably go 50% at FNM once you master the decks.
Boza on Bushmonkey
4 months ago
Just to mention, the situation 2 from Argy's post will not happen as described.
If you have a Goblin Banneret and a Boros Challenger and 0 available mana, while you control a 1/1 White soldier token with lifelink, you will not get the mentor trigger from the goblin (because of reason 3 described below). Mentor needs the following conditions:
1/ A creature with mentor with power > another creature.
2/ Both to be attacking.
3/ If 1 and 2 are true, mentor will trigger and target the smaller creature.
4/ If the smaller creature is still smaller than the mentor upon resolution of the trigger, it will get the +1/+1 counter.
For the same reason, mass pumping like Make a Stand will not help mentoring as they do not create power imbalances - the difference in power between the mentor and any other creature remains unchanged.
To enable mentor, you need combat tricks like Pack's Favor to be cast prior to attackers being declared. For example, if you have a 1/1 without mentor and a 1/1 with mentor, and cast Pack's Favor on the mentor prior to attacking, you will trigger it and attack with a 2/2 and 4/4.
Boros Challenger occurrence in decks from the last year
All decks: 0.4%
RW (Boros): 2.48%
Commander / EDH:
All decks: 0.0%