Boros Signet

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful 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
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2015 (C15) Common
MTG: Commander (CMD) Common
Planechase (HOP) Common
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Boros Signet

Artifact

, : Gain .

Boros Signet Discussion

VarietyBlack on General Beatdown

3 weeks ago

At first glance, I noticed a couple things about the deck. One is that the mana curve seems very high for the amount of ramp you play. Talisman of Conviction , Mind Stone , Boros Signet and Boros Locket all seem like they could really help pump your mana production up and reduce the number of lands in the deck, which also feels like it's a little high. Mind Stone and Boros Locket - as well as Sunbaked Canyon , the new Boros canopy land - also act as card draw, which I think the deck wants.

The second thing I noticed is you're playing a heavy count of Legendaries, and, therefore, Historic spells. Cards like Board the Weatherlight and Weatherlight help you to dig for your powerful creatures, and they can dig for artifact ramp if you decide to add more. While not Legendary, Seasoned Pyromancer can draw you cards and develop a bigger board state, as will Cavalier of Flame from Core Set 2020. Jhoira's Familiar makes all your Legends and artifact spells cost 1 less. And with a high legend count, Urza's Ruinous Blast hurts your opponents much more than it hurts you. In fact, I think leaning into Legendary or Historic tribal could really work here!

Third and final: targeted removal and combat tricks. Some of the removal spells you have here are great; others are overcosted. Rather than Into the Core , why not play Vandalblast or Wear ? What about Swords to Plowshares and/or Path to Exile for problem creatures? These are staples of Red and White decks for a reason. Boros Charm helps you survive combat and wipes a little easier, and a pet card of mine for Adriana is Cosmotronic Wave , which makes every one of your creatures unlockable for a turn.

I like Adriana a lot, too, and I'm not telling you how you have to play her, but I think some of these offerings can help tune the list up just a little bit.

TypicalTimmy on Ajani Vengeant, and his signature ...

3 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.

austintayshus on 2 Minotaurs who could really use some help

1 month ago

Looks like a fun deck! And Welcome to tappedout!

Mana ramp and card draw are where Boros struggles the most, but you do have some options.

I would recommend a few more mana ramp cards to help you cast your 6-drop commander. Perhaps Smothering Tithe and Boros Signet . And Mana Geyser could net you a ton of mana if you deploy it at the right time, I'd add that to the mainboard.

As for card draw, you might make good use of Dawn of Hope and Neheb, Dreadhorde Champion .

Some other cards that I think would be fun in this deck are Stuffy Doll and Aetherflux Reservoir .

Hope this helps!

Dark_Paladin on Boros Alliance

1 month ago

A couple other staples I enjoy are Sword of Feast and Famine (which will mesh perfectly with Najeela), Angel of Jubilation (anthem + strategy interference), and Comeuppance (almost as good as Teferi's Prot, sometimes better...).

I would also suggest replacing Wind-Scarred Crag as its just a bit slow for marginal value. The new Sunbaked Canyon should do well.

For ramp, im a very vocal advocate of Boros Signet and the new Talisman of Conviction

Last_Laugh on I Play For Free, You Don't Get To Play!

1 month ago

Way too many lands and your ramp package needs some major tlc (aka drop EVERY rock that costs 3 and only adds 1 mana).

Boros Signet , Azorius Signet , Izzet Signet , Talisman of Progress , Talisman of Conviction , Talisman of Creativity , Fellwar Stone , Pentad Prism , Basalt Monolith , Worn Powerstone , and Coalition Relic should ALL be in here. Don't drop any of the above rocks, add more if your budget allows Lotus Petal , Mana Vault , Moxes, etc.

Generator Servant and Crystal Vein are worth running also.

Feel free to check out my list for inspiration. It's got a gross overall price tag but still plenty of affordable options (i.e. GET Strionic Resonator IN HERE). Upvotes on any of my decks are appreciated. Narset, American Beauty

multimedia on B/W ....angles??

1 month ago

Black can also be for reanimation and tutors. Angel of Despair is a good Orzhov Angel and Rune-Scarred Demon is a good Demon. With Kaalia you play a lot of high CMC creatures because her ability lets you cheat these creatures onto the battlefield. There's however a drawback when playing so many high CMC creatures, it can make your overall deck's mana curve clunky to play, but you'll have this problem with any Angel deck because many Angels have high mana costs. If Kaalia is getting to attack and you're getting to cheat creatures onto the battlefield then you're in a good position. This is however not always the case thus want back-up plans, other ways to take advantage of high CMC creatures without Kaalia. Build your deck in a way that you're not completely relying on Kaalia in a game.

Reanimation can be a back-up plan. Ways to get high CMC creatures out of your hand/library into your graveyard and then onto the battlefield. Or ways to reanimate your dead creatures or even Kaalia since she will be a prime target for opponent's removal. Some options are:

Another back-up plan is ramp especially Signets and Talismans. High CMC creatures have high mana costs which ramp can help with to cast them without needing Kaalia. Low CMC mana rocks (0-2 CMC) also help to ramp into Kaalia which is good. Some options are:

Other back-up plans can be other ways to cheat high CMC creatures onto the battlefield or combo finishers. Some options are:

With Kaalia you want lots of protection and haste enablers because you want to be able to attack with her the turn you play her and you want to be able to protect her so she can do this. Some options are:

Kaalia can provide a lot of value especially if you can successfully cheat a high CMC creature onto the battlefield the turn you play her then you're in a really good position in a game. For instance with Kaalia cheat Aurelia, the Warleader onto the battlefield. Aurelia gives you another combat phase thus another creature can be cheated onto the battlefield with Kaalia because she gets to attack again.

Spirits on Kaalia, Mirror Breaker EDH

1 month ago

Hi DrkNinja,

It's not that a Orzhov Signet is bad (in my deck), or Rakdos Signet , or Boros Signet (No is worse).

It's when you compare to it's direct replacements:

T1 Swamp + T2 Plains + T3 Orzhov Signet (No ) to activate, turn is over.

Now consider: T1 Swamp + T2 Plains + T3 Talisman of Hierarchy + Vampiric Tutor for the same CMC as the Orzhov Signet .

Talisman of Hierarchy is a CMC

Orzhov Signet is CMC + CMC = CMC

Both give you 4 mana on T4, so does a Fellwar Stone for CMC.

Also, the Orzhov Signet tells you what colors you get, what if you have a Swamp and need , instead you spend to get .

Signets are a CMC mana rocks that created colored mana at a net cost of but still requires .

Talisman are a CMC mana rock that create colored mana at a net cost of , only requires .

They are far less efficient than their direct replacements, unless you want to get to 10 or 12 mana rocks in your deck, I don't see any need for the signets. Next to Talismans and and arguably Fellwar Stone it's a second best option only.

Hope that makes sense?

Last_Laugh on Marchesa Theft Deck

1 month ago

Ramp: Boros Signet , Talisman of Indulgence , Talisman of Dominance , Talisman of Ingenuity (when it comes out...), and Fellwar Stone .

Non Combat Win: Metallic Mimic with any sac outlet and Vindictive Lich , Kokusho, the Evening Star , and/or Gray Merchant of Asphodel . These ETB's and death triggers done on each player's turn ends games fast. Lifegain seems counterproductive... it's not when used right.

Also Mikaeus, the Unhallowed + Glen Elendra Archmage + Altar of Dementia / Goblin Bombardment is infinite mill/damage

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Boros Signet occurrence in decks from the last year

Commander / EDH:

All decks: 0.1%

RW (Boros): 5.71%

RBW (Mardu): 1.94%

RUW (Jeskai, America): 17.91%