|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Mythic Rare|
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Chance for Glory
Creatures you control become indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Chance for Glory Discussion
1 day ago
Sunforger is NEEDED in any deck that can run Boros. If you have something like Comeuppance or Teferi's Protection it can save you whilst being empty handed, get any sort of removal, hell there's an infinite combo using sunforger Chance for Glory type effect, Mistveil Plains and Angel's Grace
4 days ago
raiden1717: Well, I could definitely see her as a more midrange build, perhaps using Sunforger to greater effect (maybe pair Chance for Glory and Angel's Grace on adjacent turns?). What do YOU want to do with her, if not Voltron?
1 week ago
With Chance for Glory being printed, I knew it was only a matter of time before something spicy popped up. The deck is an interesting concept, and I'm a fan of cheesy sundial strategies. Your description of the deck is thorough, and it seems to be consummate in dressing the matchups. I do feel that adding the currently maybeboarded Myth Realized would lower the number of extra turns needed to win, as well as it coming down early to dodge counterspells and then being an enchantment until you combo off, making it difficult to remove for red, black, and blue. However, there is little space in the deck as it is and going down any more lands would be a serious risk.
As it is, I could see the deck doing decently well in the current modern format. best of luck to you if you try to actually build this!
1 week ago
I'm making boros aggro too, swathcutter giant is not going to work, you're only running 22 lands so getting 6 out isn't going to happen too often, and for an aggro deck you should be aiming to have the game won before you even get to 6 lands. Truefire captain I'm also not convinced on, at 4 mana in an aggro deck you should really be having a creature that can benefit you straight away, truefire captain doesn't, on the other hand, Aurelia does, let's hope you can afford 2 or 3 soon. Radiant destiny I think could actually work, +1/+1 to all your creatures is a pretty big deal, and you're running almost completely soldiers, although it does seem a bit like a 'do nothing' card, it definitely does something. Path of mettle perhaps, I'm leaning towards no but it could work. Heroic reinforcements is a card I haven't tried out but definitely looks good, it's basically 4 mana for minimum 4 damage, potentially much more.
You should take a look at Relentless Raptor, Demotion, Integrity / Intervention, Legion Warboss and Chance for Glory (risky card but can win if you're good at maths). Find out what cards are best and then play with the numbers.
1 week ago
I really like the deck idea but if I might suggest less Divine Visitation? Where it is a good card it is not the best for that slot, History of Benalia would be a great play. Also Charge, it isn't the strongest card and if you draw that with no creatures on the board it becomes dead. Might I also suggest a 4 copy of Legion's Landing Flip that is a card you want more than 1 since it has late game advantage with it's flip side. Aurelia is just too good to only play 1, I'd suggest at least 3. I also think Chance for Glory is more of a sideboard card, really fun but not the most practical. If you'd like some cheap removal I'd suggest Shock, and Lightning Strike. It seems you want to go more towards tokens but you also have a lot of aggro in there, below are some good boros aggro(and even some overall just really great plays in tokens) cards to consider: - Swiftblade Vindicator - Goblin Banneret - Rekindling Phoenix - Goblin Chainwhirler - Ajani, Adversary of Tyrants - Siege-Gang Commander - Deafening Clarion - Knight of Grace - Goblin Cratermaker - Integrity / Intervention
Those may help you out, good luck with your deck!
1 week ago
f0rg0tten_s0ul: I've considered her? But I think that she doesn't do enough here, unfortunately :(
Mj3913: I'm definitely considering Response / Resurgence, as well as Chance for Glory! Resurgence isn't as good as, say, Seize the Day here, but an extra copy of that effect certainly isn't bad. Meanwhile, I just am dreaming of casting Chance for Glory in response to a board wipe and killing someone (even if I die). I'm almost tempted to include Angel's Grace here for the nasty one-two punch using Sunforger...Dayum.
2 weeks ago
I took it to my LGS tonight and found some folks playtesting standard decks, so I jumped in with them and gave this deck a whirl. I was only able to play it against one dude who was running an Izzet burn/control deck. I was pretty sure that it would be a really bad matchup for this deck that is so reliant on critters being on the field and spells resolving, but it ended up doing very well. We played three matches and I won two of them. The first game I won I hit the Truefire Captain and Star of Extinction combo. He really did not like that one bit. The second time I won was with infinite tokens infinitely large with a Forerunner of the Empire, Raptor Hatchling Bellowing Aegisaur and Chance for Glory. He didn't like that either. The cool thing was that once he saw the combo with Truefire Captain and Star of Extinction he was gunning hard for the Captain so I kept playing them to soak up his removal while I was able to resolve and keep everything else I needed to hit the second combo that won me the second game.
I'm feeling pretty good about it. There are enough cards in the deck that make my things indestructible (Make a Stand, Sheltering Light) that I was able to keep up with his burn spells, or at least make him use two or three spells to get rid of my things.
It's working! I'll keep playtesting, but I guess the next big step is to take to FNM and see how it do.
Thanks everyone for the support and feedback. Thanks BaneOfLordran for the heads up about Star of Extinction and thanks Apex_killjoy02 for the recommendation about Treasure Map Flip. You were right. That card is so good at digging for the good stuff. Also I get to use my shiny Dino/Treasure token that was the FNM promo during the Ixalan and Rivals blocks of standard, which felt nice haha.
2 weeks ago
I built it!
I did not get to play it at FNM tonight. I got off work late, but I stopped by my LGS and bought/traded for the pieces I still needed and put it together and was able to play against the employee at the store who was running an Abzan Land Destruction deck. We played two rounds and I nearly won with the Star of Extinction / Truefire Captain combo. I got too excited to cast it and tapped out. I should have waited one more turn, played the plains in my hand and then cast it so I could use Sheltering Light to keep the Captain from being blown up by a removal spell. I won the next game with Truefire Captain mentoring a Sky Terror. Never was able to hit my combo pieces because at the time several were missing (I had to trade for the Chance for Glorys.
I did end up clearing out 8 or 9 creatures with Star of Extinction and I was playing on the shop counter. On display beneath me was a Firesong and Sunspeaker for $2.50. I did the math and figured that if I had one of those on the field when I cast my Star of Extinction I would have ended that turn with 160 or 180 extra life... so I bought it. I am only running one as a trial for funsies, but I did go down to two Bellowing Aegisaurs and up to three Star of Extinctions to be able to maximize its potential. I don't want the deck to lose focus and get muddied up, but I think this could be an ok addition. It was certainly worth a couple bucks for me to try it out.
I am also looking at building this deck on MTG Arena. I think that this type of deck would lend itself very well to the "Best of One" format on MTG Arena. Just a few wild cards away from being able to make that happen.