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Glory of Warfare
As long as it's your turn, creatures you control get +2/+0.
As long as it's not your turn, creatures you control get +0/+2.
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Glory of Warfare Discussion
3 days ago
I like the aristocrat/Lifegain substrategy, and since some vampires get extra value from Humans dying, I think there may be room for some high value Humans, such as Cartel Aristocrat, Odric, Lunarch Marshal, Odric, Master Tactician, and Knight Exemplar (for protecting Edgar from removal before he hits the field). Since not enough vampires have lifelink, Angelic Skirmisher could also be used in some builds.
As for Athreos, I'm kind of on the fence. He has awesome value with aristocrats, but he isn't a vampire, he is unlikely to do much for the first few turns he is on the board (other than make you a target), and half of your creatures won't get anything off of his ability, because they are tokens. Only time will tell, but for now, I'm using his slot to complete the combo with Ashnod's Altar, Deathrender, and Heirloom Blade ([Heirloom Blade] is shown here: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433293)).
4 weeks ago
1 month ago
Given this is a Voltron deck, I'd recommend Blood Mist or Duelist's Heritage over Berserkers' Onslaught. You only need to buff the one creature the majority of the time, and these'll help lower your curve a bunch. Being able to give Zurgo double strike the turn you play him is pretty good.
I'm also curious as to what Glory of Warfare and the like are doing in this deck. They don't really make much sense if you aren't going wide, which given you're a Voltron deck, you probably won't be doing most games. I'd recommend whittling down your token support in favor of some more reliable lifelink for Zurgo (Who needs defense with that lifegain train?) and perhaps a Marchesa's Decree and the like. Maybe even some of those "Whenever another player attacks this player" curses like Curse of Shallow Graves.
1 month ago
I am a long time Aurelia player. I don't think Boros sucks at all. Here is my full analysis :)
How has your deck performed?
Ramping and Card draw are important, but thinking that you need to out ramp the green player, or outdraw the blue player is incorrect. You only need to draw and ramp enough to win the game. The key is finding solutions to your problems. Here are your best card draw options Wheel of Fortune, Skullclamp, Sword of Fire and Ice, Mask of Memory. Three of those cards can be easily tutored with Steelshaper's Gift, Open the Armory, Enlightened Tutor, Stoneforge Mystic, and Relic Seeker. Making sure you always have 1 or more of those will keep your hand full. Next is other ways to generate value Tithe, Land Tax, Gift of Estates, Armillary Sphere. AlsoNahiri, the Harbinger is a great because it lets you filter, or blow up problematic enchantments. Unless youre playing in highly competitive metas things like Howling Mine, Temple Bell, Horn of Greed are also playable. If your opponents already had more cards than you then what does it matter if you both draw. You will both be limited by the amount of mana you can spend casting, as opposed to the number of cards in hand. Then you get to a place where you are dropping threats, and they are playing more value based cards.
In the past I have also made the mistake of thinking I could go under everyone else at the table. This logic is great for 60 card formats, but less so for commander. What I have found is that even aggressive decks want to be able to go big when the game gets big. In standard agro decks you are trying to curve out and play creatures at every spot along the curve. This doesnt work out as well in practice in commander because of the mana rocks, and you just cant guarantee that youll have your 4 cmc on turn 4. Also once that first board wipe hits, now you're past 4 mana. My point here is you'll want to add some 6 and 7 drops. Heres some excellent choices Inferno Titan, Balefire Dragon, which works great cause you already have a lot of haste, Tyrant's Familiar and the must include Gisela, Blade of Goldnight and Dragon Mage is something I am testing out currently. I would up your land count a bit, 38-40, and I like to have about 3 creatures in the 7 cmc slot with 3-6 creatures in the 6cmc slot. Some other things that I think I would at least take a look are Crescendo of War Furnace of Rath Gratuitous Violence Relentless Assault World at War.
Obviously I mentioned a lot of things to add, unfortunately that means we have to cut some things. Obviously cut cards that perform the worst. I'll make some guesses about which cards don't pull their weight. Creatures: Akroan Hoplite Archetype of Aggression Iroas's Champion Mentor of the Meek and maybe Legion Loyalist. It seems like these probably just get swept up in board wipes. For the double damage, double combat stuff I might look at subbing out Dictate of Heliod Glory of Warfare, or you could cut from other places and just run all of them. Faith's Reward doesnt seem great to me, I would cut or replace with Boros Charm
Let me know what you think. You can check out one of my Aurelia decks here http://tappedout.net/mtg-decks/04-01-17-aurelia-the-warleader/
1 month ago
For cheap mana fixing (<$1):
Gift of Paradise
Pyramid of the Pantheon
Cuts I'd suggest:
Gideon's Lawkeeper for Journey to Nowhere
Manaplasm for Managorger Hydra or Forgotten Ancient
Ondu Giant for Wood Elves
Rhox War MonkSengir Vampire for Archfiend of Depravity or Desecration Demon
Serra Angel for Serra Avenger
Stormblood Berserker for Sulfuric Vortex
Circle of Flame for Mizzium Mortars
Glory of Warfare for Chromatic Lantern
Honor of the Pure for Spear of Heliod, if you really want an anthem effect.
Frost Breath for Mana Leak
Guardians' Pledge for Sakura-Tribe Elder (you really dont have enough white creatures for this effect)
Incinerate & Lightning Bolt for Terminate and Murder
Plummet for Oblivion Ring
Titanic Growth for Harmonize
War Report for Day of Judgment
Exploding Borders for Burnished Hart
Traveler's Amulet for Wayfarer's Bauble
I suggest choosing a theme for your deck. Right now it seems to be pulling in too many directions.
Want to cast and swing with Progenitus? Include cards that grant haste like Temur Ascendancy.
Want to play fun multicolored shenanigans? Include whatever value you like.
Want to use overcosted enchantment cycles? Include the Shrines.
Focusing will allow you to better determine what your deck wants. Regardless, I recommend playing heavy green to maximize your ability to mana ramp.
1 month ago
It depends where you want to take the deck, Purphi would enable a win by ETB affects and the deck would be more combo based in it's design with tokens entering to fuel the ability. Iroas, God of Victory on the other hand lends itself to pure beatdown and a faster clock where you win through massive swings. Take into consideration your meta, if there is a prison deck don't play Iroas, and if there is a Torpor Orb type deck don't play Purphi. I would say play one in the mainboard and have the other in the sideboard to quickly convert based on matchup.
Glory of Warfare lends itself to more zoo type decks in my opinion, it gives decks inevitability in the long game but devoting slots to it is frankly a waste. You never want to see it in your opening hand and as the game goes on it isn't always the best topdeck. There are better cards that can find their way here and always be useful.
1 month ago
Thank you Oloro, I put Dragonmaster Outcast more as a win-con by inevitability, but that would be far too slow for this deck. Kytheon, Hero of Akros Flip is also too slow for this deck. How do you feel about Glory of Warfare? I'm torn between Anointed Procession, Iroas, God of Victory and Purphoros, God of the Forge as well. I was thinking Anointed Procession + Purphoros, God of the Forge, but menace from Iroas, God of Victory seems so tempting. What do you think?