|Commander / EDH||Legal|
Printings View all
|Commander 2016 (C16)||Uncommon|
|Commander 2013 (C13)||Uncommon|
Combos Browse all
Choose one —
- Boros Charm deals 4 damage to target player.
- Permanents you control are indestructible this turn.
- Target creature gains double strike until end of turn.
Price & Acquistion Set Price Alerts
|Have (33)||REV666 , maR2307 , Bovine073 , sonnet666 , TehDelta , almeidafabio , thetechzombie , machiavelli2081 , Espi14 , ironax , , Justinaut , Pyre_Vulpine96 , the.beanpole , buildingadeck , Psycheretic , MonoRedBomb.Com , JAT0 , bakunet , TheAlmostHero , Swamy , DrLitebur , , The_Munchkin , , Sparky41 , mazrimtaim , PhotogenicParasympathetic , tlhunter07 , rockleemyhero , rakdos24 , RubyStrings , bustinchops|
|Want (3)||xpsychovampx , Bulldawg1310 , Sun_Djinn_Kari|
Boros Charm Discussion
14 hours ago
Something I've been thinking too, in the back of my mind I was thinking Phyrexian Reclamation can just bring them back but that's only one card and keeping the board up is better. I'll playtest with Kindred Boon, Boros Charm and Teferi's Protection back in and see how it goes. Thanks
14 hours ago
A problem I see with your deck is you dont have any way to face boardwipes. Boros Charm, Rootborn Defenses and the excellent Teferi's Protection are cards that could help you with that. If a boardwipe happens and you dont have any of those cards, you need card draw. Tbh, in this format aggro decks need card draw or they will run out of gas.
2 days ago
with this deck, you'll never be able to get your Emrakul or Bruna onto the board. it just won't happen. not even with Nahiri because you don't have enough ways to protect it or yourself. i don't really see a point to Cloudshift in your deck. Wrath of God does not have synergy with Archangel Avacyn or Boros Charm because its very unlikely you'll have enough mana to cast both Wrath of God and Boros Charm and you definitely won't have enough to cast both Wrath of God and Archangel Avacyn in the same turn. your description mentions akroma but the deck doesnt have one.
2 days ago
Treacherous Pit-Dweller is technically speaking a 4/3 for 2 mana. Do you want to play it? ok, not a serious suggestion.
3 days ago
One artifact that I've found that most equipment voltron players overlook is Inspiring Statuary. Because you run a healthy balance between artifacts and non-artifact spells, this is very useful and will ramp you like crazy!
4 days ago
I am shifting from standard to modern which as many of you know can be a slow transition as most modern decks run about 500-1000 dollars. Burn decks really haven't changed in a while and I'm running pretty much everything you'd expect Goblin Guide, Lightning Bolt, Boros Charm, etc.
What makes the burn deck pricey is the lands. My question to other users is how necessary do you believe all the fetch lands are? I have 3 [arid mesa], 4 Wooded Foothills, 4 [battlefield forge]] and the rest are basics, 2 plains, 1 forest, and the rest mountains.
The only real benefit I can find is they get me what i need when i need it but then again so does running basic lands when you consider that almost every card in the deck is a 1 - 2 drop.
I do benefit from decreasing the size of my library, but then again it only does that by about 2 or three cards.
At first I only ran basics as that was all i had, but i recently bought those fetch lands and really haven't seen a change in my play style. I suppose grabbing the Lightning Helix and Boros Charm is easier, but those are usually my end game spells, and by then i already have the white mana.
I only cast the lands i need as Burn is really easy to predict so i try to keep my opponent guessing by having as many cards in hand as possible.
But all in all I really haven't noticed a change in my speed as i implement those fetch lands. I got rocked by affinity and Grixis with and without the fetch lands. Game for game My record has not changed in the format.
I do enjoy playing with them. It feels more "modern" but as far as gameplay goes, do you guys believe they are 100 percent necessary?
5 days ago
I'm a red novice myself but I'll do what I can. Red is a very fast, combat centric color. A lot of red vamps, like Bloodcrazed Neonate, Erdwal Ripper, or Falkenrath Marauders reward you for hitting your opponent's face. Since red is one half of Rakdos colors, there are also red vamps that encourage you to discard cards, like Furyblade Vampire, the above mentioned Olivia, Mobilized for War, or any of number of them with the "Madness" keyword, which lets play them for a special cost if you would normally discard them.
As for non-vamp cards to toss in, I've already discussed damage amp. Most vamps reward you for either hitting face or killing creatures, and damage amp will make both easier. Another nifty trick in red is extra combat phases with cards like Relentless Assault, Aggravated Assault, or Fury of the Horde.
In essence, Red and all its subsidiaries are all about one thing: swing. Swing hard and Swing often.
This all seems like basic info to me and I'm not sure it helps, but it's what I've got for you. I hope you get something out of it.