Boros Garrison enters the battlefield tapped.
When Boros Garrison enters the battlefield, return a land you control to its owner's hand.
: Gain .
|Want (5)||lshv32 , bloodmoonhowler , aed339 , DawnbringerRB , agua007|
Printings View all
|Commander 2019 (C19)||Common|
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander Anthology 2018 (CM2)||Common|
|Iconic Masters (IMA)||Uncommon|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Common|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Commander 2013 (C13)||Common|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
|Commander / EDH||Legal|
Boros Garrison occurrence in decks from the last year
All decks: 0.06%
Commander / EDH:
All decks: 0.06%
RW (Boros): 5.37%
RBW (Mardu): 0.92%
RGW (Naya): 2.01%
Boros Garrison Discussion
1 month ago
Hey, your Commanders care about two types of creatures, Dragons and Knights. This is the simplest approach to consider is add more Dragons and some Knights? A higher amount of Dragons than Knights seems better with your two Commanders because double strike with Dragons who already fly is more powerful then Knights with flying.
Dragons are high mana cost creatures therefore consider more ramp? More ramp so you can cast Dragons especially Khorvath faster. Sylvia doesn't do much until you have a Dragon on the battlefield which ramp can help with.
You can't play Gruul Locket and Orzhov Locket in a Boros Commander deck. Can only play cards that are red, white or red/white because these are the color identities of your Commanders. Cards with black and green even though they also have red or white aren't legal with Boros.
What's the budget for your deck? Cards $1 or less each to consider adding:
Mana Rocks/Other Ramp
- Boros Signet
- Talisman of Conviction
- Dragon's Hoard
- Seething Song
- Mana Geyser
- Dragonlord's Servant
- Burnished Hart
- Iron Myr
- Gold Myr
Dragons/Cards that support Dragons
- Skyship Stalker
- Dragon Hatchling
- Dragon Egg
- Lathliss, Dragon Queen
- Scourge of Valkas
- Dragon Tempest: haste for Dragons.
- Steel Hellkite
- Moltensteel Dragon
- Sarkhan's Triumph: Dragon tutor.
- Tyrant's Familiar
- Hellkite Charger
- Drakuseth, Maw of Flames
- Sarkhan the Masterless
- Dragon Mantle
Dragons who can pump their own power which is called "firebreathing" are good with double strike.
- Silverblade Paladin: soulbound can change creatures.
- Danitha Capashen, Paragon
- Thalia's Lancers: legendary card tutor.
- Mask of Memory: an equipped creature with double strike who isn't blocked does combat damage twice to an opponent meaning you draw four cards.
- Rogue's Gloves: with flying it's easier to do combat damage.
The nice thing about these equipment is the interaction with double strike. These equipment can also be repeatable draw and if the equipped creature dies, the equipment isn't destroyed, can equip another creature.
I offer more advice. Good luck with your deck.
1 month ago
I have a Grixis version of this deck that I've had lots of success with online a while back. Our decks are very similar. Check mine out here: Matron Control
A creature I think you should absolutely be running is Sparksmith. This card is so powerful; if the opponent can't answer it, it will destroy many popular archetypes like Delver and Elves. I would play it over Heelcutter as a tutor target.
I ran the Frogtosser Bannerets in the beginning, but quickly cut them because they felt so bad. The discount was not nearly as relevant as I would have hoped and stopped mattering in the late game. The 1/1 haste body also wasn't impressive.
I am perfectly happy with 1 copy of Tarfire as a tutor target and would play better removal instead. I completely cut Nameless Inversion because there just weren't enough X/3s in the format to justify paying 2 mana for an otherwise mediocre removal spell. This is also why I'm playing Flame Slash over Lightning Bolt.
I feel like 21 lands wouldn't be quite enough for you deck. Hitting land drops is so important to be able to play matron and whatever you tutor on the same turn, not to mention you're playing 5-drops. I am playing 23 and also running karoo lands, which helps a lot with consistency. You should definitely think about running some mix of Boros Garrison, Orzhov Basilica and/or Rakdos Carnarium.
2 months ago
jamesmac42 something like running Darksteel because your playgroup has a lot of mana rock hate is exactly the kind of thing i'm looking to add to the primer as meta dependent considerations. I have run top before, and it really is amazing for controlling your card draw, and i find it pairs REALLY well with Experimental Frenzy. I may look to re-add it to the list at some point, but the problem i'm having right now is, everything that goes in requires something coming out lol. As for your question on basics, my mana base actually started performing better when i cut out all the slow lands. While basics wont give you both your colors, in practice ive found that land drops 2-4 are incredibly important and the amount of speed and tempo lost by having a land enter tapped here can really be detrimental to presenting an aggressive board state early on. Ive kept Temple of Triumph because it scries, but could EASILY remove it if adding top back in. Boros Garrison (and lands like it) is commonly held as a staple in multicolord decks, due to it allowing you to effectively extend your playable land drops by a turn. The issue with it is, you CAN'T play it on turn 1, and if its in your opening hand, your likely playing it between drops 2-4 when you REALLY need your lands untapped. I used to run the Zendikar full art lands (their so pretty), the snow lands are gonna let me run Rimescale Dragon when i get a copy of it.
2 months ago
First, I'd run a bit more aggressive removal package.
- Swords to Plowshares, Path to Exile, and Winds of Abandon are all fantastic cards. All three are strong removal in either the early or late game, with the final one becoming an absolutely devastating sweeper. I'd get rid of Crib Swap and Pacifism.
- If she is having a problem with noncreature permanents and needs some removal that can deal with them, Generous Gift and Chaos Warp are generally better than Banishing Light.
- Blasphemous Act is a great way to reset the board while leaving mana open to cast a new threat.
Personally, I'd lean into a group slug theme--burn everyone equally, with the hope of buffing Anya. She's already running Manabarbs, which is a great option. Burning Earth is another great option. Spellshock can be quite powerful as well in some metas, providing everyone else is casting more spells per turn than she is (she has some large angels, so that's not infeasible).
Or, if she does not want to go a hyper-aggressive group-burn route, Red and White have some great ways to slow down the game. Stranglehold and Aven Mindcensor take away a lot of other deck's primary advantages. Blood Moon can be a nightmare to play around considering how common nonbasics are in EDH. Rest in Peace is an all-around good card and can even take out players if you combo it with Helm of Obedience.
Smothering Tithe is a great option for Ramp, something Boros is lacking and this deck in particular really wants.
5 months ago
03 Nov Updates with ELD:
Bounty Agent > Odric, Master Tactician : With our reasonable amount of recursion in the deck, the agent can be a good removal against our opponent's commander or other legendary artifact, creature or enchantment
5 months ago
You're going to have to run a lot of symmetrical effects (hit all players) and then run cards to get around them yourself. In a 4 player pod, if you 1 for 1 trade cards from hand for opponents lands, you're going to be really far behind. You start with 7 cards, while your opponents collectively have 21 cards. 1 for 1 trades are not the way to go about building this deck.
Now, some ways to negate the drawback
- Boros Garrison and other bouncelands -> lets you get more from untapping just 1 land, and the bounce resets a land to enter untapped again
- Lands that tap for 2+ mana -> Ancient Tomb City of Traitors Gaea's Cradle most of these are expensive-ish. Also check out depletion lands Remote Farm its a full cycle and they cheap.
- Permanent untap effects -> Seedborn Muse and similar
- Lots of artifact or creature based mana. Signets and Talismans are great in five color budget.
Next, some cards that destroy lands or hate on lands. Armageddon Boil Choke Flashfires Acid Rain Ravages of War Destructive Force Contamination Blood Moon Magus of the Moon Tsabo's Web Omen of Fire Strip Mine Wasteland Impending Disaster Tectonic Break Ruination Wildfire
Then we run some cards that let us recur lands, or like when lands break Ramunap Excavator Crucible of Worlds Life from the Loam Terravore The Gitrog Monster Titania, Protector of Argoth Splendid Reclamation
Add some lands matter cards, some ramp, and some good beaters, and you have a deck.
5 months ago
Gideon for protection, lifegain, aggro creature, and removal if he gets that high; Zenith for fetch/ ramp with birds and other green creatures, serra ascendant is an EDH staple due to lifegain, aggro nature and synergies with other target list cards; birds for ramp, sacred foundry for boros because I hate bounce lands and this speeds up the deck.
Guildmage mana abilities are not as good as Trostani and are costly, Ascendant takes this spot. Momentous fall is too slow and don't see when I would play this over other cards; Frostfang is fantastic until tons of tokens are out and I am unintentionally milling myself; birds is a better roc egg, I am not running midrange but token focused so that is why it is out.
5 months ago
the manabase is very slow, all your duals come in tapped. I'm not a fan of that fact, but hey, it is budget, so good job making it competitive for 50 bucks. I guess what I'm trying to say is, for people willing to spend a bit more money on this, upgrading the mana base is what I would do first. get rid of all the guild gates and the life lands or what ever their called and get shock lands. upgrade the warped land scape and evolving wilds into fetch lands instead. the only lands I would keep that come in tapped are the bounce lands. Selesnya Sanctuary , Gruul Turf , Boros Garrison , Jungle Shrine , Rogue's Passage , Skarrg, the Rage Pits , Contested Cliffs and the basics are what I would keep, dump the rest for better things. This is of course only aimed at people that can afford it. Sacred Foundry for example is dirt cheap for a shock land. the others aren't expensive either. So for People that can afford them, I recommend: Sacred Foundry , Stomping Ground , Wooded Foothills , Windswept Heath , Bloodstained Mire , Prismatic Vista , Naya Panorama & Bant Panorama . These last 2 are dirt cheap, tap for a colorless and can fetch you all and 2 of your dominating colors in your deck. But if you really wanna splash the cast, replace those 2 with Arid Mesa & either: Marsh Flats for a white fetch, Scalding Tarn for a red fetch or Misty Rainforest / Misty Rainforest for a green fetch. looking at the card cost in the deck I would go for white and green for the last 2 slots, but these last lands I mentioned cost a fortune, we are talking upwards of a 100 $ a piece. Arid mesa is the cheapest @ 50 bucks I think. So my personal suggestion is to go with my original idea and go for the tri colored fetch lands (the panorama lands).