Boros Garrison

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
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
Planechase (HOP) Common
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Boros Garrison

Land

Boros Garrison enters the battlefield tapped.

When Boros Garrison enters the battlefield, return a land you control to its owner's hand.

: Gain .

Boros Garrison Discussion

TypicalTimmy on Ajani Vengeant, and his signature ...

2 weeks ago

Commenting here rather than on your page.

I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.

Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:

  • T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
  • T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.

The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.

Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .

Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.

Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .

So overall I called out Boros Garrison , Dormant Volcano , Karoo , Temple of the False God , Crystal Vein , Dwarven Ruins & Ruins of Trokair . So let's find some replacements!

This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.

I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?

Cut out the following, for their listed reasons:

As mentioned before, you want more artifacts that produce mana. You currently have the following:

Remove both.

We added in Heart of Ramos and Tooth of Ramos . We also added in Boros Cluestone and Boros Signet . We now need to look for stones that cost less than . Here is what you add:

Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:

We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.

We still have two slots open. Use these to fit in draw spells. Keep in mind that with Mind Stone and Boros Cluestone , you already do have two cards that can draw if you need it.

  • Faithless Looting : Because it can be played twice, due to Flashback
  • Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.

As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?

There is also Curse of Bloodletting , which makes your Form of the Dragon deal 10 damage instead.

You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .

This took me like 40 minutes, so I hope it helps.

PhotogenicParasympathetic on Turn 1 Lotus Field?

3 weeks ago

More closely related would be the Ravnica bounce lands, like Boros Garrison - if you don't have a different land to bounce (or in this case, sacrifice), you must bounce/sac the land that just entered.

xantyr on Gisela's burn

1 month ago

I would take out some land. That's a lot of basic and some of the special lands are really expensive. I would recommend as alternatives Temple of the False God , Boros Garrison Boros Guildgate Stone Quarry Command Tower

eliakimras on Huggles

1 month ago

You may play around Kynaios and Tiro of Meletis 's ability. Tatyova, Benthic Druid will give you extra card draw whenever you get a land on the field. Reliquary Tower is cheap now, and works wonders. You surely will have 5 lands on turn 4, so Temple of the False God is really good.

You should also consider Azorius Chancery , Boros Garrison , Gruul Turf , Selesnya Sanctuary , Simic Growth Chamber , Izzet Boilerworks . You play your untapped land for the turn normally, then play one of those with K&T's ability. You get ahead of mana since these lands tap for 2 mana.

Krosan Verge , Myriad Landscape and Blighted Woodland are good for ramping when you have nothing else to do.

I suggest removing Azorius Guildgate , Blossoming Sands , Boros Guildgate , Gruul Guildgate , Izzet Guildgate , Simic Guildgate , Tranquil Cove , Vivid Grove , Haunted Fengraf and Unstable Frontier for the lands above.

Do you want to see chaos happen? Hive Mind , Knowledge Pool , Thousand-Year Storm , Eye of the Storm , Shared Fate , Gate to the AEther , Possibility Storm , Ruhan of the Fomori , Perplexing Chimera , Dictate of the Twin Gods , Furnace of Rath , Gratuitous Violence , Mind's Dilation , Sunbird's Invocation .

Do you want to make people interact more with you? Fact or Fiction , Steam Augury , Avatar of Slaughter , Goblin Spymaster , the Tempt with Vengeance cycle.

Do you want to give more resources to them? Eladamri's Vineyard , Dictate of Karametra , Zhur-Taa Ancient , Heartbeat of Spring , Heartwood Storyteller , Intellectual Offering , Keeper of Progenitus , Well of Ideas , Rites of Flourishing , Ghirapur Orrery . Zendikar Resurgent and Mirari's Wake .

eliakimras on Jurassic Park Adapted

3 months ago

Gishath, Sun's Avatar requires kind of an aggro strategy. You'll almost never win by casting dino after dino and swinging. Your goal has to be cast him as soon as possible then swing for cheat dinos into play. Extra combat steps really help with that. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // These are some ways you can get to 8 mana: Nature's Lore / Farseek / Rampant Growth / Sakura-Tribe Elder + Explosive Vegetation / Circuitous Route / Skyshroud Claim + Temple of the False God (or just wait a turn). Cultivate / Kodama's Reach + Hour of Promise (grabbing Temple of the False God and Boros Garrison ) will also do the trick. // You can take off some cards that don't synergize with the deck: Rootborn Defenses , Unbreakable Formation , Eerie Interlude ( Boros Charm and Heroic Intervention are enough protection), Onward (they can see it coming), Reinforcements (this is only useful when Gishath connects, otherwise is a dead card). // Gishath, Sun's Avatar requires kind of an aggro strategy. Your goal is to cast him as soon as possible. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // Eladamri's Call is better than Congregation at Dawn (if you have 11+ mana to cast both Gishath and Congregation, you should already be winning the game). But I don't think you should bother with tutors, since this is not a combo deck. You should focus on connecting with Gishath, and keeping your board state for the next swing. // Harmonize is never a bad card in decks without blue or black. You might need some cards when you don't have a creature. // Austere Command , Cleansing Nova , Blasphemous Act ( Akroma's Memorial protects your creatures from B. Act), Harsh Mercy , Mass Calcify , Solar Tide and Rout are better boardwipes than Wrath of God in this deck, since mana is never a problem for Gishath. Catastrophe , Armageddon and Decree of Annihilation if you feel like swinging without oposition.

eliakimras on Jurassic Park Adapted

3 months ago

Some land choices you might consider: Path of Ancestry , Fortified Village , Scattered Groves , Sheltered Thicket , Sungrass Prairie , Terramorphic Expanse , Blighted Woodland (ramp on a land), Opal Palace . Clifftop Retreat is good if you already have it. Gruul Turf , Selesnya Sanctuary and Boros Garrison allow you to go further on land drops and ramp. Sometimes, you will have to pay 14 mana for your commander, so be ready for that.

Load more

Boros Garrison occurrence in decks from the last year

Modern:

All decks: 0.06%

Commander / EDH:

All decks: 0.06%

RW (Boros): 5.37%

RBW (Mardu): 0.92%

RGW (Naya): 2.01%