Creature — Angel
FlyingBattalion (Whenever Firemane Avenger and at least two other creatures attack, Firemane Avenger deals 3 damage to target creature or player and you gain 3 life.)
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Firemane Avenger Discussion
3 weeks ago
A deck in this style needs the lowest possible mana costs to be effective. as it sits, you have too many cards in the deck with mana costs 4 and higher. it's ok to have some lategame finishers just in case you dont get through, but right now your early game is weak, and that needs to be your strongest point. also, you need removal. sticking to the theme of being aggressive, Lightning Helix is pretty good, and Lightning Bolt is the most played card in modern for a reason.
now for creatures. you could and should cut the following from the deck. they dont advance your plan, and are too expensive, anyway.
Bruse Tarl, Boorish Herder - he doesn't do anything good for your deck, only slows down your hand.
Gisela, Blade of Goldnight - she advances your gameplan, but realistically you wont be able to cast her until turn 10 or later, and you should be winning your games before then.
Heartless Hidetsugu - he's too slow. cutting an opponent's life total in half sounds cool, but by turn 5, that's probably only 4 or 5 damage at the most.
Tajic, Blade of the Legion - this one is finicky. he's actually not bad, i just think we could do better.
I really like Boros Elite, Legion Loyalist, and Boros Charm in this strategy. they are super fast, and just make your deck a nightmare to deal with. Boros Reckoner is pretty solid too, and Firemane Avenger can clean up games very fast.
here's my recommendations:
Goblin Bushwhacker and Reckless Bushwhacker are insane in a deck like yours. with the ability to double your damage out of left field, I HIGHLY recommend these two cards as 4 of each. um, if you have the money, Goblin Guide. if not, i totally understand.
a personal favorite of mine is Keldon Marauders. they provide a lot of pressure, with the potential for 5 damage for 2 mana.
last, lose the Wind-Scarred Crags. this deck cannot afford to have lands entering tapped. you're better off running Plains and Mountains. although, Contested War Zone and Slayers' Stronghold could be fun to run one or two of. if you want multicolored lands, Inspiring Vantage is still pretty cheap, and im sure you know about Sacred Foundry.
Let me know i you have any questions =) I played this archetype for the better part of two years, so im happy to help you out
1 month ago
The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.
When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.
The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.
Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)
Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.
Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.
2 months ago
2 months ago
Hey man, looks like you're just starting with commander, let me tell you it's the best format there is.
So, to begin, 30 lands won't do with your Avg. CMC. and more so with the lack on ramp on those colors. I'd go with 36-38. There are some ramp in white though, Tithe, Gift of Estates, Land Tax, but old cards can get hard to find around. Besides, lands get on your hand instead of the battlefield.
You could try Burnished Hart, an inexpensive very useful creature to fix the colors. Myriad Landscape will find you 2 lands. Terramorphic Expanse and Evolving Wilds won't ramp, but they'll fix you colors and cost next to nothing. Mana rocks: It isn't by chance that Sol Ring is included on every pre-constructed commander deck. I like Fellwar Stone, most of the time it will get you the color you need. And while we're talking about colors, Command Tower is needed here as well.
Here are some stuff that you may cut to make room for those 6-8 lands:
Iron Star and Ivory Cup should be cut: 1 Life isn't nearly enough, less so in Commander. Also you have to pay for get that 1 life, just way too clunky, slow and expensive. Same with Survival Cache, 2 life isn't going to make much difference.
Akroan Crusader: You have 1 instant and 2 auras that could target him in order to trigger Heroic, so this creature would be a vanilla in practically every single game. Why would you target him instead of your commander or any other creature?
Blaze Commando: Similar problem as above, the tokens it can create are too situational. You need a better way to produce tokens.
Evangelize could work against some decks, maybe voltron is the best opponent to target. Still, cost is way too high for it to make it worthy in my opinion.
Stitcher's Graft: I really don't see the point on this one, maybe if vigilance were a theme in the deck, which is not the case.
Other stuff you should consider:
Wraths and removal!: Day of Judgment, Wrath of God, Fumigate, Blasphemous Act, Mizzium Mortars in case your opponents fill the field faster than you. For spot removal, there's Swords to Plowshares, Path to Exile, Condemn, Return to Dust
Battalion: If you like flavorful decks, this Boros mechanic that Tajic has can be complemented with other Boros creatures, like Frontline Medic to protect your creatures, Firemane Avenger as pseudoremoval and the more useful one Legion Loyalist.
Hope this helps.
2 months ago
Looks pretty good! My one concern is the legend rule. If you have two legendary creatures with the same name in play at once, you are required to sacrifice one of them. This could be a problem if your opening hand has too many copies of Anax and Cymede or Tajic, Blade of the Legion(you could have one of each of them though as they have different names). As a result most decks only run 2-3 copies of any legendary creature unless the deck is entirely built around that card. I might try to shave 1-2 of each of them to reduce the possibility of awkward hands. To replace it I might look into Launch the Fleet(there was a strong tournament deck in standard with this and akroan crusader at one point). Ordruun Veteran or Firemane Avenger might have ahome here too. Hope this helps!
4 months ago
EpicFreddi I am swapping Thundersong Trumpeter for Lightning Helix, taking out a Plains and a Mountain for Boros Garrison and Rogue's Passage, and cutting Firemane Avenger, Ordruun Veteran, and Spark Trooper for Boros Recruit, Legion Loyalist, and Wojek Halberdiers.
4 months ago
Cool deck so far! Looks like you've got some really strong cards in RWB and a killer commander, but your deck might be a little unfocused (which is really hard to avoid in your first EDH deck -- 100 cards is a lot of slots to fill with meaningful cards).
Okay, so probably the best way to improve your deck at the beginning is to decide on what you want the deck to do. Do you want your deck's strength to be lifegain? reanimation (bringing stuff back from grave)? or pure and simple combat strength?
Once you decide how you'd like to win, then make sure every card in your deck helps you accomplish that, either through directly enabling those win conditions or by hindering your opponent. The way your deck lacks focus right now is that you've decided on too many cool strategies at once (I see a mix of all three of the strategies I described), so your cards won't always be useful.
I see your strongest strategy right now is control/lifegain with a little bit of reanimation mixed in (all your Vampires support this, in additon to Tariel, your planeswalkers, and the majority of your creatures). However, cards like Serra Angel, Wispweaver Angel, Secure the Wastes, Brute Strength, Flamespeaker's Will, Pacifism, Volcanic Strength, Ponyback Brigade, Grave Titan, and Bad Moon don't seem to promote either of those goals. You can probably identify some other cards, too.
The first step to making a tightly focused EDH deck is to replace those cards with cards that enable your primary goal. I would recommend cards like Inferno Titan, Searing Meditation, Sunbond, Divinity of Pride, Ayli, Eternal Pilgrim, Sunscorch Regent, Wall of Reverence, Well of Lost Dreams, Greed, Phyrexian Reclamation, Firemane Angel, Firemane Avenger. These either help you get opposing creatures into the graveyard so that Tariel can Reckon them, or they keep your life total high. Obviously those aren't necessary, they're just cards that have worked for me on my lifegain deck. Also, you don't want to remove all of your utility, so I'd totally keep some cards like AEther Snap or Kill Shot -- you just don't want so many that you can't draw cards that help you win.
Best of luck brewing! Hope this helps. Really love the concept of your deck, and let me know if I can help.