: Add or to your mana pool.
, , Sacrifice Boros Cluestone: Draw a card.
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Boros Cluestone Discussion
1 month ago
First up, you need acceleration more than lands. Cut down to 36 lands. Add Sol Ring, Boros Signet, Boros Cluestone, Land Tax, Mana Vault, Basalt Monolith, Chromatic Lantern, Mind Stone, Thought Vessel, Hedron Archive, Thran Dynamo, Gilded Lotus until you have about 41 cards that produce mana. I suggest Sol, Signet, Monolith, Chromatic, Hedron personally.
Next up, strip back everything. I go for the 10 removal, 5 draw, 35 creature, the rest value school of basic deck design. Try to pick the angels you really want and cut the chaff ones.
Also you could have a more thematic commander. Anya, Merciless Angel is a good stuff Angel for the red zone. Gisela, Blade of Goldnight is another good red zone commander but attracts more hate. Basandra, Battle Seraph is a more political commander, forcing attacks etc and turning off combat tricks and removal. Aurelia, the Warleader is just a generically good commander who helps attacks. Razia, Boros Archangel is pretty bad but is thematic.
1 month ago
First thing first. The deck needs to be 100 cards. No more no less. (I figure this is a wishlist deck atm where you are trying to cut but I wanted to mention it)
R/W is challenging for ramp and card draw. Most of the ramp is probably going to come in the form of mana rocks.
Some of the cards I would recommend for ramp that you have not included yet: 1) Land Tax - There is almost always somebody running green so its almost always useful.
2) Burnished Hart - Burny is just value generally. Especially in colors where ramp is hard.
3) Pilgrim's Eye - Can you tell I like things that put lands on the battlefield over mana rocks?
4) Boros Cluestone - speaking of mana rocks, cluestones just generally have value, ramp and card draw if necessary.
I hope this helps some.
1 month ago
Also, you couldn't add green to this deck unless you had a commander with green in it's casting cost or abilities. Like with Alesha, Who Smiles at Death, you can have Since she has in her abilities. Just a rule of normal commander, if you didn't know :-)
If you'd want to check out my Commander deck, that would be much appreciated! :)
2 months ago
I will share my thoughts on your brew and hope that they prove useful to you.
At first glance this deck has one, very apparent and very serious problem, which will cause it to be super slow and clunky: It is very mana intensive, in R/W, and it's featuring 35 lands. Your colours are the worst when it comes to accelerating your mana and anything less than 37 lands is usually reserved for much lower curves (avg CMC < 3.5, yours is 4.5). So I would suggest that you add at least 2 more lands and 4-5 mana rocks (Sol Ring, Commander's Sphere, Mind Stone, Boros Signet, Everflowing Chalice, Thought Vessel, Darksteel Ingot, Boros Cluestone, Prismatic Lens, Worn Powerstone and many others) in addition to the 2 medallions you already have. You could also opt for more cost reduction cards such as Cloud Key, Semblance Anvil, Seal of the Guildpact and Urza's Incubator. Then, to glue your mana together and make certain you hit every land-drop, every turn, I would also suggest you replace some creatures that are out of place/not offering much to the deck (e.g. Sungrace Pegasus, Viashino Firstblade, the walls, Lose Calm...) for these little beauties: Weathered Wayfarer, Knight of the White Orchid, Oreskos Explorer and Kor Cartographer.
Problem number 2 - and this is a problem you can do little about and which banes almost all R/W decks - you have very, VERY limited options for card draw besides wheel effects (e.g. the namesake Wheel of Fortune). There are some available inclusions such as Staff of Nin, Mind's Eye, Seer's Sundial and a few of the mana rocks already mentioned can replace themselves, but that's that. Just be aware of this when you march into battle!
Problems with individual card choices do exist as well but I think they come second to the ones mentioned above. In general, life gaining is even less important in EDH than it is in other formats. Also, big X-spelss for burn are rather weak, especially considering your weak mana base. You also need some more premium spot removal (Swords to Plowshares, Chaos Warp) and your boardwipes are lacking. Most of your creatures are flying, so include cards like Fault Line and Molten Disaster! They can be real gems in such a deck. Lastly, and this is just a slow pitch, have you considered running Kaalia of the Vast as your commander? Access to black means better card draw, and she can cheat your angels into play (dragons and demons too, if you so wish it).
It's always a pleasure looking at new decks and I find the community here to be very helpful! Try posting on Advertise your commander as well, for more help, suggestions and comments.
PS. I wasn't taking budget into account so some cards may or may not be affordable. Don't worry about that! If you are working on a limited budget, your deck can still be very strong! Ah, the joys of multiplayer! ;D
2 months ago
Alright, let's do this...
I see you are playing lots of heavy creatures and heavy cards in general.
Modern is a fast format. You need to be able to do something relevant or at least wipe the board clean by turn 3-4 (and again about 2-3 turns after) if you want to play these big creatures.
One of the ways to play big creatures without having to worry too much about playing Wrath of God to survive the game is by ramping with green.
Right now your build is messy. There are some angels that are easier to cast and still good enough for modern: Sigarda, Heron's Grace, Angel of Invention, Archangel of Thune, Archangel of Tithes, Baneslayer Angel, Avacyn, Guardian Angel, Guardian Seraph are all creatures that would still be nice in a modern angel deck and would be able to finish off the game without some urge to ramp them.
I recommend you try better to hold out your game. You could give Green up and try for a Boros Angels. This way you'd be able to ramp with Boros Signet or Mind Stone and run Anger of the Gods. Anger of the Gods would mostly kill only the opponent's creatures since angels have 4 toughness usually. Aurelia and Gisela are nice angels, but you don't need them. Because a Baneslayer Angel or an Archangel of Tithes can smash your opponent if you give them the support of Lightning Helix, Path to Exile, Lightning Bolt etc.
Dude, in general... Try to stick with 1 theme and give it a bit of support. Add about 3-4 sweepers like Anger of the Gods, add Lightning Helix, Lightning Bolt, Path to Exile and maybe Roast/Blessed Alliance in order to hold out against faster aggro decks. Ramp a little bit with MindStone/Boros Signet or something of the sort... if you need mana filtering, try Boros Keyrune/Boros Cluestone. And only then try to add some angels and planeswalkers as finishers. But keep in mind that a finisher that takes too long to enter the battlefield will end up giving your opponent time to recover from your board control and won't close the game as efficiently (that's why finishers should have mana cost of 5... maybe 1 or 2 at 6 mana cost at most)
Take care and good luck.
3 months ago
you have 2 myriad landscapes
Tithe, Gift of Estates, Boros Signet, Worn Powerstone, Mind Stone mana rocks that hit the field before your commander. It seems like once your deck is going you'll never draw another non-ally again. so get your ramp on before your commander comes down
5 months ago
I run a Boros deck myself and card advantage is really hard to get in these colours. The problem I see is that a lot of your creatures have low CMC. While that isn't a bad thing, you probably have emptied your hand in turn 3/4. Here are some suggestions I would make without altering your strategy too much.
For carddraw you will have to resort to artifacts.
If your idea is to flood the board, you're better of with tokens than with lots of lowcost creatures that empty out your hand.
Assemble the Legion, Knight-Captain of Eos, Captain of the Watch, Darien, King of Kjeldor, Elspeth, Sun's Champion, Hero of Bladehold, Launch the Fleet, Martial Coup, Militia's Pride. These will fill your board nicely, while some can also be used as removal. Some of these cards will bring your opponents in trouble if they don't have removal ready.
For removal (instant/sorceries) I wouldn't rely on damage too much.
First, you are playing way too less instant to decently run Sunforger. That card is not used for +4/+0 but for the solution tutoring it provides.
Condemn, Swords to Plowshares, Path to Exile, Return to Dust, Boros Charm are all must haves. If you're playing a lot against blue players throw in a Pyroblast and/or Red Elemental Blast, because I find them to be most disruptive to aggressive playstyles.
You play a lot of small creatures, meaning your opponents can't block them all. So why not attack multiple times via Aurelia, the Warleader, World at War, Savage Beating, Breath of Fury. Godo, Bandit Warlord doesn't really give you an extra combat, but tutors you an equipment.
Hope this helps.
5 months ago
Okay, let start with your mana ramping concerns. Unlike green, which can just put a lot of lands onto the battlefield, red and white generally have to rely on artifact ramp (although there are some white land rampers, the most ubiquitous are quite expensive). You might be interested in cards such as Boros Cluestone, Boros Keyrune, Boros Signet and possibly Sol Ring if this is a kitchen table deck, as artifacts that help you get access to more mana quickly. Nykthos, Shrine to Nyx on the other hand might be less useful than you think in multicolored decks.
Next, we should look at a few possibly problematic cards. Akroan Crusader for example relies on having spells cast on him to be effective. Your deck, however, only runs two cards (both one of's) that can trigger his heroic ability. You might be better off with a more effective red one drop like a Rakdos Cackler, Vexing Devil, or Stromkirk Noble. Another card that doesn't seem to be doing much work is Angelic Accord. You only have one card (Warleader's Helix) that gains you 4 life, and not many cards that gain you life at all.
What I might recommend as a strategy for working with this deck is to clean up the strategy a bit. Right now you are split between smaller creatures with an aggro build, and large angels with a mid-late game focus. Assuming you want to keep your angels as the main deck theme, you might consider keeping your big bad angels, and throwing out the little guys entirely. Then, in their place, put in some red and white control aspects. Cards like Shock, Lightning Strike and Searing Spear are good removal and damage dealers while cards like Banishing Light and Immolating Glare are good spells for removing creature threats.
Throw together those red and white control spells, a few mana-rocks, and your big bag angels, and you have yourself a cohesive deck. Plus your theme shines through, in the early game you have the divine wrath of red/white angels as seen my their spells, then later in the game the angels themselves show up to finish things off.