T: Add R or W to your mana pool.RW: Boros Keyrune becomes a 1/1 red and white Soldier artifact creature with double strike until end of turn.
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Boros Keyrune Discussion
2 months ago
Je nachdem b du lieber uf Boardwipes gasch wri da no paar include, oder susch meh sac outlets als nume Ashnod's Altar mit steal effects. Ich glaub wipes sind meh reliable wil als stax deck dis goal isch dass niemer wirklich vil creatures het.
3 months 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.
4 months ago
I think you need to work on your mana base, ensure you have sufficient color generation, as you have a lot of lands that produce colorless (albeit have secondary effects), and you have a lot of lands that come into play tapped. This can cause you to be delayed in turns when you NEED to cast a creature or two for a winning swing.
As it stands, I would recommend removing Evolving Wilds, Myriad Landscape, and Terramorphic Expanse and replacing them for basic lands as you don't have sufficient basics to even be able to fully utilize them (I believe you needed more mountains when I thumbed through your deck, no? 20 White Mana Generation in Lands and 14 Red Mana Generation was what I counted, I believe). That being said, I'll recount it once you have your changes made, to ensure you have a stable mana base. You could remove Darksteel Citadel as well. I'm not sure about Haunted Fengraf nor Sunhome, Fortress of the Legion, as you already have multiple ways to provide double strike. There was a Red/White land from Aether Revolt, I believe, you can add it in.
Your deck seems to want to deal more damage via tokens and creatures with multiple combat steps than in other ways, so I would consider removing the direct damage spells for more utility. Shattering Spree will take care of a LOT of things that could hinder your deck, Pillage gives you a choice of busting a land as well as an artifact (and also stops them from regenerating). You could also run Incendiary Command for utility and draw.
I'm not sure Ajani Vengeant nor Nahiri, the Lithomancer are good in this deck, it can open up slots for other effects, like Wake of Destruction or Ruination. The former will single-handedly wreck decks in a muliplayer environment that run lands that are not of your colors, whereas the latter will wreck EVERY deck that is in play (including yours), unless you run more basics. You could also benefit from running Secure the Wastes or Martial Coup for token generation for both, plus creature removal on the latter.
In regards to creatures, you could also check about adding a Weathered Wayfarer, Knight of the White Orchid, and Serra Ascendant. The first two are good to net you lands while the other is an undisputed beater as a turn one drop in commander.
In your enchantments, you're already running a True Conviction, which is one more white mana intensive than Rage Reflection, but it provides you with an additional effect, which I consider is better than the Rage Reflection itself. You can open up a space for something else. Anointed Procession benefits greatly when you run Secure the Wastes and Martial Coup as well. I'm not sure that a single effect like Sphere of Safety will be necessary, and the Murder Investigation is cute, but not optimal.
For your Artifacts, I'd replace the Hammer of Purphoros. The haste effect is nice, but the secondary ability isn't worth it in my opinion. Try and get a Darksteel Ingot, Mana Vault, Seal of the Guildpact, and possibly a Gilded Lotus. A Boros Signet and a Boros Keyrune aren't a bad idea either.
4 months ago
Interesting take. This is very different from my Queen Marchesa: Politics, Aikido, and Control deck. I like it.
6 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! :)
6 months ago
Hello! I have an Avacyn deck - Judgment Day: Avacyn the Purifier EDH | *PRIMER*, you may have seen it - and I might be able to help you a bit :)
I find that 41 lands is far too high for a deck like this. Especially with your CMC hovering around 3.5, I generally wouldn't run more than 37 in a deck like this. I'd cut the ETB tapped ones first.
I built my deck to use her as a Voltron commander so obviously our strategies are different, but I feel like one of your major issues in this deck will be your own flip killing your creatures. Have you considered Mark of Asylum and Light of Sanction and Rune-Tail's Essence to protect your own board?
Either way, happy deckbuilding! I'd love to hear your thoughts on my list as well if you have a few moments.
7 months ago
7 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.