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|Guilds of Ravnica (GRN)||Common|
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, , Sacrifice Boros Locket: Draw two cards.
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Boros Locket Discussion
2 weeks ago
I'm just going to make suggestions for cutting and adding, but they're more suggestions on what I would do if I was building it. OrientSuperior might have some good feedback. He's good at going wide and tribal too.
Not a lot to say here. I'd probably cut some of your higher CMC creatures for more low CMC knights. You probably want to treat your dragons like my Sunhome's Finest deck treats angels: sprinkle them in there, but don't make them a main attraction. Their CMC is usually fairly high.
Sunhome's finest generates a lot of 1/1's to bide time for a big angel to come out, but Knight's aren't quite as good at that as soldiers are, I'd add some more mana rocks and cut a big boy or two. Right now you're running about 22 Knights out of your 29 creatures, with three ways to get a limited number of tokens from what I'm seeing.
You might consider cutting Door of Destinies if you end up being more of a hybrid Knight-Dragon tribal, otherwise it's probably fine for now. I'd probably cut some equipment for commander protection and mana rocks.
Main Cuts: I'd cut these for sure, but there are a few more I'd lop off for other things.
- Bloodforged Battle-Axe: It's a mana sink and you're going to be strapped for mana in Boros.
- Godsend: This card isn't very useful in commander. If you exile a card it's gone, since they can't run multiple copies. If you hit their commander they'll just return it to their command zone instead of exiling it.
- Sunforger: It's really just not that great. It's a mana sink and I actually cut it from my own deck.
Extra Cuts: I'd probably cut Forebear's Blade, Mind's Eye, and Obelisk of Urd as well. Obelisk is worse than Door of Destinies, so keep that latter if you're cutting one of the two. Mind's Eye is a good card, but I barely manage to take advantage of that in a mono-White deck crafted to ramp fast. Forebear's Blade is just so-so, it's not bad, but it's not great.
- MindStone: Great mana rock with draw in case you really need it.
- Swiftfoot Boots: You've got two commanders. Run swifties and greaves?
- Worn Powerstone: It's a tap for two mana rock. Could be more than worth it for you.
I don't have a lot to add here. I'd probably want more instants in general, and I'm not a huge fan of Dawn Charm.
I would cut Arch of Orazca and replace it with Terrain Generator. I'd find space somewhere in your artifacts to cut a card and add in a Reliquary Tower too. The 36th land is more important for your colors and you're more than likely to have a build up of cards with a big CMC in your hand at some point. Arch is a cool land, but you're going to rarely have that much mana on hand outside Green. If you're super set on having a card draw outlet like that, go for the Vanquisher's Banner.
I'd probably cut Quest for the Holy Relic for a copy of Honor of the Pure, but that's just me. I feel like the deck is built to go tall, but the tribe is made to go wide. If your deck wins because of commander damage, it's probably because you have two commanders, not necessarily because one of them got beefy.
4 weeks ago
That's exactly some of what I was looking for, I just can't decide if I want to cut a chunk of the artifacts (such as Blinkmoth Urn, Planar Bridge, Boros Locket ,and Darksteel Ingot. I have been looking around for some red and/or white instant for Sunforger. And I'm need to swap or scrap some of the creatures. (I blanked and forgot about momma Sheoldred, Viscera Seer, and Blood Artist.) And the mana base.
1 month ago
With all the Instants you run, I would suggest running a Sunforger package as well. Some additional good cards that I would suggest for the package if you choose to run it would be Wear / Tear, Silence, Faith's Reward, Chaos Warp, Swords to Plowshares, and Boros Charm. The curve is also a bit high in that regards to all your spells so I would recommend tuning it for more mana rocks to accelerate your game plan. Cheap mana rocks that I would recommend would be Mind Stone, Boros Signet, Boros Locket, Commander's Sphere, Fellwar Stone, and maybe Chromatic Lantern. Aurelia can also abuse Sword of the Animist since you get two combat steps you can trigger it twice, I would highly recommend this card.
Some additional lit cards to consider are Legion's Initiative it protects and buffs your creatures, spicy! Strionic Resonator allows you to have 3 combat steps! I know your trying to go with an Angel theme, but I see some non angels in there soooo Etali, Primal Storm with extra combat just wrecks face. If you aren't against infinite combos, Aggravated Assault + Sword of Feast and Famine is infinite combat steps.
Hope that helps and feel free to ask for any advice! I play regularly against a tuned Aurelia deck so I know how downright disgusting she can be :P
1 month ago
2 months ago
Hey the deck looks pretty solid. Ramp count and land count both look good. Creature vs spell count also looks good. Theres a few small changes I would make. I'm not a big fan of Winds of Change since it actually loses you a card. I'm not saying its necessarily the best, but it certainly has a lot of abilities is Chandra, Flamecaller since you don't lose the card when you wheel. But if the main goal is card draw, I am going to be exploring Treasure Map Flip, and Sunset Pyramid as options in some of my decks. Have you had a chance to test Bonfire of the Damned? The ability is certainly useful, but I tend to prefer Blasphemous Act. Boros Locket may be another option to explore, and will be really good if you have sun titan out. Keep an eye on Gilded Lotus, it tends to be a little clunky sometimes but it also depends on the speed of your meta. If its a bit slower it will be better, but if you find it too slow take a look at Dowsing Dagger Flip or the locket.
2 months ago
I played the deck a lot this last days. Your exact list and sometimes with other very minor changes. It is a fair deck, I really like it. But it is also kinda frustrating when you end up turn 4 or 5 with still 3 mana and/or only 2 drops minions with 0 draw to help you getting out of problem. And at some point, I think midrange deck need at least to have some. Here's what I've done.
- It is an instant so it permit to clean the way so you can attack with your small 2 drops.
- To finish most of planeswalkers like Vraska, or Tefeiri which, at this point because you've played agressive early will most likely use their 2nd ability ending up at 1 or 3 loyal points.
- It permits me to finish my opponents more than 50% of time (I have the feeling that it is more than 70% actually). And just that is insane. The problem with Lava Coil is that because you have no hexproof or whatsoever, a lot of time I find myself in a position where my board has been cleaned up, or is entirely blocked and my opponents only have less than 5 HP and I have no draw to kinda recreate a decent board. Golgari will Block you kinda easily, Controls will not let you finish, And it's hard to spend 4 life to keep Adantos on board vs aggro deck because you'll loose more life than him early. And in that last case, Lightning strike has way more value to deal with cards like Goblin Chainwhirler. So my strategy is, be as aggro as possible against control deck and finish him off with Lightning Strike or manage the biggest aggro threat the time I have my Angels. It really works better, at least for me.
Since I cannot be less aggressive vs control and I can take a bit few time vs Aggro, I'm only playing 3 copy or less of each 4+ drops. Aurelia, Lyra etc. to make some place to try some draw card and especially Risk Factor. I tried almost every draw card and it seems that it is this one that works better amongst all others. Why though ? Because first, it is an instant. WITH JUMP-START. And it is.. absolutely amazing to play with. Let's take my previous example. I'm playing vs control and I'm stuck with 3 land and only 1 or 2 2drops here. Well, at least I have a board that dealt some damage early game and I can manage to play this card even if it's countered. Because if he greed these 4 damages too much, you'll kill him with Lightning Strike anyway. And I'm not afraid of discarding an Aurelia, or a Lyra, I can't play them anyway and since I'm stuck at this point, It is preferable to commit into searching for that next land that will give you possibilities. I'm not saying it works 100% of time eh, but it definitely unlocks a lot more potential.
The other problem I have is that, even game I could have curved perfectly until turn 5, sometimes it just stops because, well, no more mana for Resplendent Angel , not enough control to manage opponents board so...well, you know at this point you have to tighten your butthocks until you draw an other land or something. I'm sure you've already encounter this frustrating position. Where you curved everything perfectly but you need, a slightly bit more options. It's not about power, it's about options.
Just to finish with most serious drawer I tried.
Mentor of the Meek: easily countered, easily managed. Doesn't rly works since it slow your deck more than it looks. It even sometimes prevents you to keep mana for Response / Resurgence or Justice Strike if you run it or else. The only good interaction i found is when your 0/1 phoenix token pops or Phoenix to rebirth, during the second phase of Benalia or with the -2 of Ajani. It's not THAT bad. It's just not that good.
Dismissive Pyromancer: Well, that one is not bad at all since it's only a 2 drop. But still, it's a creature that easily get shocked away by anything. So I often use his ability only once or zero. Since Adanto is most likely not targeted, the only other logic choice to kill a creature on board is this one. But maybe I'm playing it bad. I'm not sure.
Boros Locket: Nope !
Arch of Orazca: Not bad, still wondering how many to run in the deck. (1 or 2).
Dawn of Hope: Well ... if only it could apply any kind of pressure that would have been good but. Early game it's a dead card, and in midgame you most of the time have better option. 4 mana for a 1/1 lifelink is deadly expensive. It would have been a 2/2 knight vigilance that might have been better actually. Let's be honest, you prefer cast Ajani, Aurelia or anything else for 4 mana. You don't have a lot of lifelink source in the deck until end of midgame so. It's meh. I thought of pairing it with Fountain of Renewal which is a drawer I still didn't try. But I guess It's the same problem. Doesn't really help early, and doesn't help in lategame.
I'll try it a bit more in the next days, I still don't know if I should run 3 or 4 copy of Risk Factor, but maybe you should give it a shot.
Last but not least, Chance for Glory won me a lot of game. I just played 1 to test it. It seems that I very underestimated the card. It is also this kind of 'option' that unlock your board when you can't just finish your opponent.
2 months ago
What can I say, call me SynergyBuild, master of being bored and annoyed at clickbait to write up random stuff.
Onto the deck, it seems really on theme, but doesn't really look well-tuned, great on a budget though, so props where props are due, but it seems to try to do what Simic colors do, when you are in boros.
I mean, card draw and ramp are in all colors, but when you sacrifice speed and efficiency, and just start running cycling lands, you know you are too deep and need to go back.
In white-red, I like Tithe, Gift of Estates, Oreskos Explorer, Weathered Wayfarer, Land Tax and other such effects along with red looting/rummaging in the form of Rummaging Goblin, Faithless Looting, Tormenting Voice, Cathartic Reunion, etc to gain a lot of advantage, as well as fast mana rocks such as Mind Stone, Boros Signet, etc. and even Hedron Archive/Boros Locket for card advantage as well. The rocks can allow you to even break parity with an effect like Armageddon, Ruination, a cycled Decree of Annihilation, Impending Disaster, and other anti-sultai cards, as land ramp is their forte, you must combat it instead of trying to copy it badly.
I understand that Land Destruction isn't popular due to a social contract, but that social contract is specifically bad for boros colors only, if Green and Black get to ramp lands, and blue repeatedly untap them, the clear answer is to destroy lands, as if they were literally any other card type, but the social contract is built against boros.
Ocelot44, two issues with your comment, not that it is inherently wrong, but that you also have only responded to my comments with further provocation up until now, so I find it hypocritical, and also that it feels like you were simply diverting a situation you had gotten into with no out. You had said stuff that was clearly wrong and back-pedalled to save yourself, its a douche move not to admit failure in that sly of a way.
2 months ago
Mindus_Dew I haven't been able to play EDH all semester so nothing definitive, but I've swapped out Marble Diamond, Fire Diamond, Mizzix's Mastery, and Breath of Darigaaz for Deafening Clarion, Boros Locket, Dawn of Hope, and Risk Factor. Hoping to improve draw and cut under-preforming/situational cards.
DespairFaction awesome! Was it an exact copy of this list or some changes? If so, what changes?
You will see in the changes mentioned above 3 new ways to potentially draw cards. So I have been working on that.
Pyramid doesn't do enough. Tutor too expensive(I've basically stopped buying singles), inferno too high CMC. Maybe Treasure map though.
Thanks for the comments, please continue the discussion!