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.
|Have (2)||gildan_bladeborn , Taki117|
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Guilds of Ravnica (GRN)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Boros Challenger occurrence in decks from the last year
All decks: 0.11%
Boros Challenger Discussion
1 month ago
First of all I call this deck humans is because the most key cards to this deck are the humans, the knight tribal is just used to push it to be faster and add an extra level of protection to my creatures.
Everything mentioned I have tried in the deck has ended up being to slow, or simply didn't fit the aggro I was going for with this deck. Giant Killer was a hard cut but I ended up cutting it because I wanted the consistency in the main board, its in my side board for a reason. The skyknight helps with pushing in that extra bit of damage, I have won games with just skyknight and an Embercleave, I will admit it needs support to be good and it is the card I'm most iffy on but its proven useful in games for its evasion. General's Enforcer isn't very helpful in this deck, since I am only running Kudro as a legendary human and since I would only ever run Tajic, Legion's Edge in this deck along with Kudro it still doesn't quite get there. Boros Challenger is a great card that I wanted to run but since I wasn't sure where to fit it, I kind of just let it sit.
The land base is something that I wasn't sure what to do with for a long time so I just kept trying different things till I ended up with this; triomes are to slow for an aggro deck so I wouldn't run them (unless in a commander/4+ color deck). when I was running 12 shock lands I ended up just dying to them, so I cut down on them ever so slightly.
Note: I am aware of how winota works and I have a deck built around the card.
1 month ago
This is more of a knight tribal than a humans... If you want to lean more on the human side of things, go for General's Enforcer, Tajic, Legion's Edge Judith, the Scourge Diva and this kind of stuff. The Enforcer is low key one of the best cards of the deck. Giant Killer is also a great option to have some more removal and is just a decent card for the stats, quite easy to get it to be a 2/3 or even more with Tajic, it should be in the main deck ALWAYS, since this deck is really light on interaction. I really dont like Hero of the Nyxborn in this deck, it lacks synergy, if all you want is two humans for one body, there are way better options out there Skyknight Vanguard is cute and all, it can make you some wide boards (not probable tough, we all know it is removal bait) but even if it does, there is a HUGE problem with it. It doesnt create humans or knights, and a bunch of 1/1 just dont cut it in this format. If you are thinking about it for a Winnota combo, just dont. The token it creates does NOT trigger Winnota when it is created, because it doesnt techncally "attack" on that combat, it is created already attacking For the manabase... IMO just dont get fancy... 12 shock lands, a couple of triomes if you want and fill the rest with basics, this deck doesnt want to lose a single turn to tapped mana, SPECIALLY during the first 3, so I think that Passage is just a waste, and helps decks that want to use your grave for something (not common, but it is just a drawback). The Tournament Grounds lose a lot of value if you are not full on knights, so I cut them in my list Other two cards I would suggest you look into are Boros Challenger and Whisper Squad, they may look like not that much, but they are surprisingly helpful
10 months ago
I was originally going to say yes, but that guildmage saved a lot of damage in two games by tapping down a big attacker a lot, and enabling Nahiri, Storm of Stone . I might drop the Boros Challenger since most of the creatures in your deck already have two power, or at most you will get one trigger.
Also, Legion Warboss generally doesn't add much value in my experience. The one goblin it makes often gets chump blocked, then he gets removed. I would say overall: -3 Legion Warboss and -3 Boros Challenger for +1 Tajic and Aurelia, and +4 Hero of Precinct One .
I feel Like Solar Blaze should be a 3-of in Side Board, not a 1-of in main. Given your creature costs, do you often find it is killing them? Deafening Clarion might get you further, giving you a lot of lifelink and a small scale boardwipe if needed. I might do -1 Solar Blaze and -1 Response / Resurgence for +2 Deafening Clarion in mainboard to keep up with some options.
Lastly, this deck needs some deck filtering/card draw. I recommend 3x Revitalize in the Sideboard against Aggro to keep ahead. I also recommend 2x Light Up the Stage . I would remove 1x Mountain and 1x Plain, and go 22 Lands. This deck tops out at 4, so you don't need a lot of mana late game. If that makes it harder to use the Guildmages, then maybe you drop them for some similar prison effect that is less mana intensive, like Prison Realm (which I like for the Scry). As you develop your rares, I would drop the Nahiri's for Experimental Frenzy or Chandra, Fire Artisan . Again, no more running out of gas.
Note on Sideboarding: I know sideboarding can be a pain, but with White, you have the best sideboard color in the game, and learning to use it can be very important. If you just do 1-ofs in Arena, I guess Nvm. If not, get some Disenchant and Revitalize in the sideboard, along with Lava Coil to start.
Hope this helps!
1 year ago
I'm about to make something similar, love the idea of boris with hero of P 1 after putting together a boros feather deck.
One suggestion would be to replace Clamor Shaman. I think Truefire Captain may be fun, Swiftblade Vindicator can become awesome with pump spells. Boros Challenger can mentor up your tokens as well as swiftblade. Justice Strike can make enemies off themselves, Assure / Assemble give a counter. All of these hit Hero of P1's token generation machine. Fun stuff!
1 year ago
For that price perhaps go some sort of budget boros aggro. I've seen some Boros aggro at my LGS and it runs fairly well with Boros Challenger as you have mentioned. For faster wins perhaps add Chance for Glory and then cast Response / Resurgence . Chance for Glory can give your creatures indestructible for the rest of the game which can help with boardwipes. If the deck is aggro enough you shouldn't need to worry about the other half of Chance. Legion Warboss can fit in and if Chance is too scary for the negative side you could just run Make a Stand to get around boardwipes. I run a deck with some of these features and they work fairly well. I love Deafening Clarion as well.
1 year ago
Gotcha. I'll use my playset I just found of Theater of Horrors for another deck then haha.
I've been scouring for awhile tonight and found a few cards of note that might be fun the I could maybe get some playsets for under $20.
As some midrange mentor pay offs.
Card draw in Risk Factor ?
Maybe upping some removal in cards such as Justice Strike ?
Boros Challenger 's for some early game presence?
Integrity / Intervention for the hard aggro match ups?
These are just a few cards I've found.
1 year ago
Interesting take. I have a similar but different Mardu aggro/tokens deck, but I ended up going much heavier on white and red, and using cards like Tajic, Legion's Edge , Boros Challenger and Swiftblade Vindicator for 2 drop aggro/utility.
I also only have Glass of the Guildpact as my "maybeboard" card. I see a lot of people running Benalish Marshal in this deck but it's kind of color restrictive for a multicolor deck. Glass of the Guildpact is a bit cheaper and to the point.
On the other hand, I have four Unclaimed Territory in the land section, and that is very helpful with mana fixing and curiously missing from your deck here. Unbreakable Formation also makes a good sideboard card at the least due to this type of deck's weakness to removal and burn, and the issue of getting through blockers. I actually ended up mainboarding it because of this.
The other major weakness of this type of deck seems to be a lack of card advantage or draw engine. There isn't a whole lot I thought of to address that other than a few sideboard options like Consecrate / Consume and Priest of Forgotten Gods .
Here is/was my take on Mardu Humans/Tokens: https://tappedout.net/mtg-decks/27-02-19-tajics-legion/
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!