Boros Cluestone

Boros Cluestone

Artifact

: Add or to your mana pool.

, , Sacrifice Boros Cluestone: Draw a card.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

TCGPlayer.com Price Cardhoarder (O) Price
Low Avg High Foil Normal Foil
$0.04 $0.16 $0.8 $0.35 0.01 TIX 0.01 TIX
Have (5) Kamotz , saj0219 , JoshebBasshebeth , Murrack , Yawkcorb
Want (0)

Boros Cluestone Discussion

Entari0 on The Titans of Theros

2 days ago

I'm not very familiar with boros, but I'll give it a shot.

Firstly, your mana curve is erratic. In my experience, you want a spike in the 1-4 drop range, and then a taper thereafter. This makes it more likely for you to have those early game plays that help set up the rest of your game. I would also suggest some more mana rocks, Thought Vessel and Boros Cluestone jump to mind for that. Nothing else really jumps to mind in terms of what to change, looks like fun to play.

Entari0 on Advertise your COMMANDER deck!

2 days ago


ALL IS SACRIFICE EDH

Commander / EDH* Entari0

SCORE: 2 | 1 COMMENT | 518 VIEWS | IN 1 FOLDER


@Faytl, I'm not very familiar with boros, but I'll give it a shot.

Firstly, your mana curve is erratic. In my experience, you want a spike in the 1-4 drop range, and then a taper thereafter. This makes it more likely for you to have those early game plays that help set up the rest of your game. I would also suggest some more mana rocks, Thought Vessel and Boros Cluestone jump to mind for that. Nothing else really jumps to mind in terms of what to change, looks like fun to play.

I'm also putting this as a comment on your deck's page.

Gidgetimer on Why does this deck suck?! ...

3 weeks ago

I would consider finding room for at the very least Sol Ring, Boros Signet, Mind Stone, and Boros Cluestone. Four rocks would mean you see them more often and it would really help with you feeling you are getting stuck at certain mana levels. As a side note T1 Sol Ring into a signet into 5 mana turn 2 is a great feeling when it happens.

Gidgetimer on Why does this deck suck?! ...

3 weeks ago

You have too few lands for not having any mana rocks. I think the solution is actually more rocks, not more lands. I personally like starting with 40 lands and dropping one for every two rocks as a base point. If you find this ends up giving you too much mana you can always drop cards later. Without further ado here is a list of mana rocks at or under and $5 that are legal in your deck.

Sol Ring

Boros Signet

Coldsteel Heart

Fellwar Stone

Fire Diamond

Fractured Powerstone

Gold Myr

Guardian Idol

Iron Myr

Manakin

Marble Diamond

Millikin

Mind Stone

Plague Myr

Prismatic Lens

Star Compass

Thought Vessel

Alloy Myr

Boros Cluestone

Boros Keyrune

Commander's Sphere

Darksteel Ingot

Foriysian Totem

Heart of Ramos

Honor-Worn Shaku

Kyren Toy

Magnifying Glass

Mana Prism

Manalith

Opaline Unicorn

Palladium Myr

Phyrexian Lens

Pristine Talisman

Scuttlemutt

Seer's Lantern

Sol Grail

Spectral Searchlight

Thunder Totem

Tooth of Ramos

Unstable Obelisk

Vessel of Endless Rest

Warden of the Wall

Worn Powerstone

As you can see I went with creating a comprehensive list instead of picking which ones are playable. In addition to these there are a few more cards that have to do with creating mana that are't strictly mana rocks you may want to think about. The first two are the mana producing altars Ashnod's Altar and Phyrexian Altar. They provide a sacrifice outlet and allow you to turn your opponent's creatures that you have stolen into mana for casting your own spells. Ventifact Bottle allows you to have a big turn by tapping down any unused lands and transferring that mana to your next turn. Basalt Monolith does something along the same lines. It can only "store" exactly 3 mana, but can be use once after casting without further investment; does not "lose" any mana, and keeps the mana stored over multiple turns. Admittedly the last two cards I mentioned aren't very good, but they are interesting.

Omeros on Why does this deck suck?! ...

3 weeks ago

As the others have said, RW is a weak pairing in Commander. But! You wanted advice on improving this deck and saying "change commanders" isn't particularly useful for the deck you want to play.

Here's what I would do:

  1. You're in poor colors for ramp, but you want to have ~something~ to speed your game plan. I saw you said you couldn't afford Land Tax (although you have a Plateau? Huh.) ...so here's a list of cards that are on the cheaper end. Colored mana ramp: Boros Signet, Boros Cluestone, Boros Keyrune. Land ramp: Expedition Map, Wayfarer's Bauble, Solemn Simulacrum. Colorless: You have no Sol Ring. Also, Mind Stone, Thran Dynamo.

  2. Additional card draw will keep you from running out of gas. Unfortunately, you're in terrible colors for this as well. Red does have a number of looting effects, though (draw, then discard) which you can take advantage of to at least sculpt better hands. Here's a Gatherer link to what should be every looter or cycling effect at CMC 0-4 in your colors. Also, Browbeat is not the card draw you want. Five damage is something people will be entirely willing to take to prevent another player drawing 3, yet it's little enough that it doesn't represent a real threat either.

  3. Your mana curve is really, really high - and this is made even worse by how little ramp you're running. I recommend trimming about half of all the cards you have at CMC 4 or higher in favor of CMC 1-3 cards. I'm not going to recommend exactly what to do here because we're talking something like 20 cards as you have 38 cards at CMC 4+. I think you'll find things going very differently when you build the deck to support and synergize with a small number of haymakers rather than trying to make so many.

  4. Removal. Creature, artifact, and enchantment. You want more than you're currently running. In a scan of your list I could only find Purify, Wake of Destruction, Oblation, maaaaybe Ajani Vengeant, Weight of Conscience, Grasp of Fate, Banishing Light, Duergar Hedge-Mage. That's not a whole lot. Judging by your deck I'm going to assume you're in a "battlecruiser" meta. Everybody plays it slow for a few turns and then casts all their favorite fatties turn after turn and beats each other down. About right? If that's the case, then having choice removal for your opponent's big creatures will effectively give you free turns. Things like: Oblivion Ring, Stasis Snare, Swords to Plowshares, Chained to the Rocks, Journey to Nowhere, Suspension Field.

Whatever else you do, remove Wake of Destruction unless most of the people you play with are using either mono-color decks or a ton of basic lands of the same type. Against decks with even budget dual lands it becomes the most expensive Stone Rain ever. If you really want to get spicy with land destruction go in for Armageddon.

God_of_Thunder on Zurgo the Analogous

1 month ago

REMOVE:Boros Keyrune, Bitter Feud, Gift of Orzhova, Holy Mantle, Pestilence, Retreat to Valakut, Unquestioned Authority, Untamed Hunger, Pestilence Demon, Mortuary Mire, Shambling Vent, Dirge of Dread, Extinguish All Hope, Necromantic Selection

POTENTIAL ADDITIONS:Burnished Hart, Orzhov Signet, Rakdos Signet, Boros Signet, Thran Dynamo, Gilded Lotus, Skeletal Scrying, Utter End, Day of Judgment, Lightning Greaves, Swiftfoot Boots, Crux of Fate, Sword of Vengeance, Inquisitor's Flail, Argentum Armor, Savage Beating, Phyrexian Arena, Temple of the False God, Rogue's Passage, Promise of Power, Greed, Gods Willing, Brave the Elements

NOTES: I would definitely swap the keyrunes for the signets bare minimum. Signets are cheaper to play and they give you the same effect essentially. Heck, I'd even play the cluestone cycle (Boros Cluestone, Orzhov Cluestone, and Rakdos Cluestone) over the keyrunes because if worse comes to worst you can sacrifice the cluestones to draw a card, which wont be the worst thing considering how light you are on card draw and the abilities on the keyrunes are pretty much useless in Commander. I realize my list of adds are longer than what I would remove, but I'm leaving the final list up to you. Also, I would aim for 38 lands in the deck. You don't have hardly enough ramp to play less than 38 lands.

ChiefBell on April 2016: Shadows over Innistrad

2 months ago

Most reasonable mana rocks only come online turn 3. Chromatic Lantern, Boros Signet etc, Boros Cluestone etc., Abzan Banner etc.

The common thread is that they're only really usable on T3

Femme_Fatale on SirFowler

6 months ago

Oh, don't worry about that, your post on yeago's page. That's me constantly changing my requirements of what constitutes as "additional colours" as I add cards to the database. A card like Lingering Souls would have black as an additional colour because of the black flashback cost. However, for cards like Azorius Signet or Noble Hierarch we have a "mana produced" field. Now for EDH, the mana produced field and the additional colours field function as the same thing ruling wise, but they don't show up the same on deck lists. Which gets me confused, especially with things like Boros Cluestone.

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2015 Common
Dragon's Maze Common

Latest Decks

EDH 8 / 11
EDH 1 / 0
Load more