|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Uncommon|
|Ravnica: City of Guilds||Common|
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Boros Signet Discussion
2 days ago
First up, you need acceleration more than lands. Cut down to 36 lands. Add Sol Ring, Boros Signet, Boros Cluestone, Land Tax, Mana Vault, Basalt Monolith, Chromatic Lantern, Mind Stone, Thought Vessel, Hedron Archive, Thran Dynamo, Gilded Lotus until you have about 41 cards that produce mana. I suggest Sol, Signet, Monolith, Chromatic, Hedron personally.
Next up, strip back everything. I go for the 10 removal, 5 draw, 35 creature, the rest value school of basic deck design. Try to pick the angels you really want and cut the chaff ones.
Also you could have a more thematic commander. Anya, Merciless Angel is a good stuff Angel for the red zone. Gisela, Blade of Goldnight is another good red zone commander but attracts more hate. Basandra, Battle Seraph is a more political commander, forcing attacks etc and turning off combat tricks and removal. Aurelia, the Warleader is just a generically good commander who helps attacks. Razia, Boros Archangel is pretty bad but is thematic.
2 days ago
I've received a deck from a friend of mine who doesn't play anymore. I feel like this could be something I really want to play (Just for fun/casual play), but I also feel like there's a lot of room for fine-tuning. Would anyone mind giving some input on this deck list?
1 week ago
No problem, I will let you know when I think of some more, like Prey Upon for example. or signets! Boros Signet, Gruul Signet, Selesnya Signet. Grab the Reins is fun too. Fall of the Hammer, Temur Battle Rage.
As for Guttural response: If he comes up against blue a lot.. maybe. If it's only sometimes.. I personally wouldn't bother, just try to kill the blue player first. (or play an even bigger creature than the one getting countered).
2 weeks ago
Sram's Expertise instead of the copter.
Also, if this is a modern deck, you have SUCH better removal available to you other than welding sparks. Bolt, Path to Exile... I would strongly recommend removing some of the various anthem effects. Jor Kadeen, the Prevailer - you're only playing 20 land. You probably should be very close to GG by the time he drops, if you manage to drop him at all. Again, a plethora of great cards could replace this.
FInally, this is an agressive strategy. The last thing you want to do later in the game is draw a Boros Signet. i really don't why you would have here. If you want to increase the artifact count - make it a cheap aggressive artifact!
P.S, the only creatures Chief of the Foundry are pumping at the moment are themselves when there are two or more on the board, and the servos you produce from the puzzleknot. I don't think it warrants the place.
2 weeks ago
So I like the signets and talismans because they ramp so efficiently, and to add all the on color ones:
Talisman of Dominance
Talisman of Progress
Talisman of Indulgence
I think you can add these to your 34-land count and be fine. These are great because they can be used for things like Reshape, Goblin Welder, Daretti, Scrap Savant, etc. as well as tapping for mana and ramping you.
I'm usually not sold on Trinket Mage packages unless you're fetching combo pieces, and in Breya colors, you have awesome removal. You aren't some mono color or colorless deck that's dying for Executioner's Capsule.
2 weeks ago
Kai-Erik, if you're looking to make a cut, based on your mana and associated total mana symbols/costs, I'd get rid of Boros Signet for an insta-win which won't generate any hate towards me lolEspecially when the win-con triggers as soon as you have 8+, not needing to wait for my next upkeep or some lame shit like that
2 weeks ago
Mass LD is always great because it hurts many decks, especially the standard midrage aggro piles with ridiculous amounts of land ramp. However, I strongly believe you are having a mass removal overkill here. You absolutely don't want to have another land removal after all lands have just been destroyed, you can't even win more with that. The question is, why do you play land destruction in the first place? The obvious answer is: to prevent the opponents from playing anything, or at least anything with a high cmc.
As a passionate Stax player I can only suggest adding more cards that interact with land removal instead of stuffing every available LD spell in the deck.
For example, you want something that deals with creatures by destryoing mana sources. A great aggro stopper is Ghostly Prison...you only need to blow up the lands and don't need to deal with the remaining creatures right away. Having a Magus of the Tabernacle on the board, turns an Armageddon into a Wrath.
You also want something that prevents people from recovering after a mass LD spell, which is best done by increasing the cost of spells. Trinisphere, Sphere of Resistance, Thorn of Amethyst, Thalia, Guardian of Thraben and Lodestone Golem are perfect in your colours. Thalia, Heretic Cathar works well against fetchlands and further slows down your opponent's recovery.
In a deck with global land destruction I would not recommend using lands as your primary mana source - go for artifacts instead: Sol Ring, Mana Crypt, Mana Vault (+ Voltaic Key), Grim Monolith, Mox Diamond, Mox Opal, Chrome Mox, Coalition Relic, Boros Signet, Mind Stone and maybe Chromatic Lantern and Lotus Petal (for additional speed) should be your basic package for that. You can easily cut back to 34 or 33 lands then.
It's also important that you keep your opponents from using the same nonland mana sources, so artifact removal is good to have! Red and white has a lot of that, you best take the ones that only blow up your opponents' artifacts and leave yours alone: Shattering Spree, Vandalblast (maybe with a Mycosynth Lattice, lol), Release the Gremlins...
You might also want to disable certain creature based abilities that you don't use yourself (maybe adjust your choice of creatures accordingly): Cursed Totem, Torpor Orb
If you find yourself to miss some card draw: Scroll Rack (maybe play quite a few basic lands and Land Tax for an awesome draw engine), Wheel of Fortune, Reforge the Soul, Memory Jar (Goblin Welder maybe?), Sensei's Divining Top and Chandra, Torch of Defiance (also great as a nonland mana source)
3 weeks ago
So looking at your creatures list, it appears a lot of them are vulnerable (due to power 3 or less) should your commander flip. You might want to think about running some spells that can let you make your creatures indestructible for turn (Think Boros Charm), a creature like Gisela, Blade of Goldnight to turn that 3 in to 1 damage to your creatures and 6 to your opponents, or white anthems (think better versions of Spear of Heliod).
You might want to reconsider cards like Chaplain's Blessing. A single instance of 5 life gain is often less helpful than other things. I'd suggest that something like Wear / Tear might provide you better value in the long haul.
Your land count may be a bit low given a lack of mana rocks or ramp artifacts. Things like Armillary Sphere, Boros Signet, Darksteel Ingot, etc. aren't uncommon to see in these decks. Also, if you're going add any more lands don't overlook decent budget lands like Temple of Triumph where the scry can be a very helpful tool. If card draw is an issue you could also look at the white and red lands with cycling on them (the setback being they usually enter tapped).
I see you have a decent set of creature removal spells. There might be better value in something like Luminate Primordial for you over some of the higher CMC spells like Stonefury or Lightning Axe. Other decent white removal that's common includes Path to Exile,Oblivion Ring, and Darksteel Mutation. Fiend Hunter and Banisher Priest are also common although they be hurt by your commander flip.
Overall it looks like you're off to a good start. Hope you can find something helpful from the comments. Commander is the MTG format I love the most, and I hope you can find that same joy from it.