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, , Sacrifice Boros Cluestone: Draw a card.
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Boros Cluestone Discussion
1 week ago
You have a lot of cards that grant keywords to your cretures but a lot of your creatures already have the same keywords so i would look into that and maybe find some cuts.
You are also very land light in this deck considering your curve is higher than average and you are running less than the average land count.
2 weeks ago
Ok, starting with the lands... In my experience the karoo lands are bad. I decided to cut them down of my decks. They're good if you're playing landfall, nothing else. So, Boros Garrison could be the Battlefield Forge or Arid Mesa depending on budget.Besides, your deck has a very low mana curve. I'd reduce it to 37 lands + 4 mana rocks. One of those lands would have to be Temple of the False God while the other would have to be Buried Ruin. For mana rocks the regular Sol Ring, Boros Signet, Boros Cluestone and Worn Powerstone if available.We're talking 41 mana producers. 1 more than you're using. That's ok because you can't use Cranial Plating (it has black mana in the abilities, making it a card you can't use in a Boros deck). Off with it and we're back at 100 cards.
Sunforger is fun... But you don't have a build to take advantage of it. I'd swap it for a Loxodon Warhammer. I might also remove some of your less sturdy creatures (you might have too many of them and they tend to be quite small) to add better equipment. Batterskull comes to mind (living weapons might be quite helpful in such a deck!). As does Argentum Armor. And stuff that gives equipped creature double strike.I might have missed something... But I don't see what use are your Illusionist's Bracers.
Something else that you're missing are removal spells. Be it either mass or spot removal, you need it. Swords to Plowshares, Path to Exile, Condemn, Oblation, Chaos Warp are all great options. And Boros Charm would also be good. If you add these you can easily keep your Sunforger. More so if you add Mistveil Plains in place of a regular plain.
I'd also add Sun Titan...
Well, this might be enough food for thought right now. :)
2 weeks ago
That is a lot of creatures. Cutting the least impressive ones for better general utility cards is a good start.
With Depala you can run a nice selection of wraths since your vehicles will survive them. I do suggest adding 3-5 of them. Some hard 'destroy all' effects like Fumigate and a Mizzium Mortars or something.
I think Oketra the True and Hazoret the Fervent may help. They're hard to kill, and if they're not 'alive' they still can make tokens, burn opponents, and crew vehicles (why I'm suggesting them over Theros gods - Iroas, God of Victory may be nice though). Sun Titan is another just very good value creature. These aren't 100% need to adds by any means, just some alternative ideas.
A more generic suggestion is more mana rocks. Boros Signet or Fellwar Stone or Boros Cluestone; just some nice, cheap ways to accelerate your deck more. If you are drawing a lot of vehicles or dwarves, more ways to cast them is good! It will also help you look deeper in your deck. One nice thing is your deck average card cost is really low right now.
I'm also a fan of effects like Cranial Archive/Perpetual Timepiece/Elixir of Immortality. You can use them to mess up opponents gy strategies, or to recycle your cards if there's a wipe and just try to Depala them back into your hand.
1 month ago
If you're looking for faster damage, Quest for Pure Flame might be a card you're interested in.
I would cut Kaalia of the Vast, she's a great card, but you only have 3 cards which she can cheat into play, so she's not very usefull. I'm not a big fan of Charging Cinderhorn, it's only got 2 toughness and no evasion, so it's easy to kill and it can also damage you.
Maybe play some more ramp so that you can play your big creatures faster, for example the signets are very good Boros Signet Rakdos Signet Gruul Signet Golgari Signet (a slower alternative are the cluestones like Boros Cluestone). A very nice artifact to have in multi-color decks is Sword of the Animist as it ramps you very fast and also fixes your colors.
Regarding your question to drop black, I think black adds more to the deck (for example recursion with Alesha, Who Smiles at Death and Ravos, Soultender and some nice removal) than meets the eye. I would keep it. My main reason being that even IF your meta is quite slow, if you aggro fast but cannot kill the table before they stabilise, it will be very hard to win the game because everyone guns for you.
I also have a Saskia deck, which you can find here
Maybe you'll find some ideas in it for your own deck.
Good luck with your build!
3 months 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.
3 months 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.
3 months 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! :)
4 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