Inspired Charge

Inspired Charge

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Creatures you control get +2/+1 until end of turn.

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Set Rarity
Jumpstart (JMP) Common
Mystery Booster (MYS1) Common
Core Set 2020 (M20) Common
Magic Game Night (GNT) Common
Core Set 2019 (M19) Common
Kaladesh (KLD) Common
Battle for Zendikar (BFZ) Common
Magic 2015 (M15) Common
2011 Core Set (M11) Common

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Legality

Format Legality
Canadian Highlander Legal
Vintage Legal
Modern Legal
Noble Legal
Frontier Legal
Pioneer Legal
Arena Legal
Tiny Leaders Legal
Block Constructed Legal
Highlander Legal
Magic Duels Legal
Leviathan Legal
Pauper EDH Legal
Historic Legal
Penny Dreadful Legal
Casual Legal
Pauper Legal
Unformat Legal
Brawl Legal
1v1 Commander Legal
Oathbreaker Legal
Legacy Legal
Duel Commander Legal
Pre-release Legal
Standard Legal
Commander / EDH Legal

Inspired Charge Discussion

Spell_Slam on

3 months ago

Great idea for a deck!

I see you put in tons of ways to blink your Commander, but not many ways to actually leverage the advantage of having tons of goats in play. I would recommend adding in as many mass pump spells as you can to end the game with your Goat army.

A few suggestions: Guardians' Pledge, Inspired Charge, Righteous Charge, Ramosian Rally and Kytheon's Tactics are all relatively cheap and powerful pump spells for your team. There's also Marshaling Cry, Charge and Sanctified Charge if you want to go a bit deeper.

Wayfarer's Bauble is your main picture, but it is not in your deck. This would be a good inclusion.

You have a lot fo enchantment hate. Any particular reason why? You could be running more effective, broader removal instead, like Oblivion Ring, Faith's Fetters, Angelic Purge and Isolation Zone. Some of these can also be blinked or bounced to retarget more important permanents in the future. In terms of creature removal, Journey to Nowhere is an important piece you are missing. There are also many interesting Pacifism-style effects to choose from in terms of removal. It will also work well with your Commander's Chroma ability.

With all of your blink effects, I don't think you need to include any other protection spells. Something like Indestructible Aura just doesn't seem necessary.

Joe_Ken_ on yeet

11 months ago

I think you should take out all of the give target creature +2/+0 sort of spells since you can swap them out for better options. A few that would come to mind are Dynacharge , Inspired Charge , Make a Stand , and Rootborn Defenses .

I would also remove all the deal 2 or 3 damage to target creature or player kind of cards from the deck since they are not good for removal and burn is going to be really hard to pull off. Swap them out with more mana rocks like Sol Ring , Mind Stone , Talisman of Conviction , and maybe even a Gilded Lotus

While you are at it put some of the better removal cards in the deck like Swords to Plowshares and Crush Contraband with maybe even a few board wipes in case things start to tip too much in the opponent’s favor like Hour of Revelation or Fumigate

Also in Boros you can never go wrong with a Sunforger in the deck to get out some of your good instant speed spells when you need them.

Alkadron on Goats

11 months ago

hahaha, amazing. My favorite part is the name. (And that says a lot.)

Consider Righteous Charge , or Inspired Charge , or Sanctified Charge ?

Also, this probably goes without saying, but please be careful of Goatnap .

PistonPower on Dueling Within The Swarm (WIP)

1 year ago

With all the mana doubleers you have, You wouldnt need to hold as many lands open for your instant speed cards. Cut Seedborn Muse . Also Replace Sanctified Charge charge with Inspired Charge . Its not as mana heavy, and when only one creature can be blocked, first strike won't matter. Also Cut Heartwood Storyteller , since you have 58 cards that will make opponents draw cards when they are cast. Also there are 11 cards which give a static buff to your board. Maybe cut some of the low impact ones, like Glorious Anthem or Benalish Marshal , since just +1/+1 isn't as impactful as some of the other anthems.

Unlife on

1 year ago

I wouldn't dilute your deck too much for a wincon, so I'd recommend something like Inspired Charge, Kytheon's Tactics or Sanctified Charge. Just swing with a full board.

ruy343 on Order of the Northern Sky

1 year ago

Revision 2: At this point, you're much more cohesive, but still haven't quite reached a strong synergy.

You should probably sideboard your Day of Judgment and Ghostly Prison to use against creature-heavy/tribal decks (like slivers), and for your general day-to-day use, you should use some cheap, targeted removal (a favorite modern-legal card of mine for this is Declaration in Stone, especially against token swarm decks, but you could use Swords to Plowshares). Day of Judgment + Knight Exemplar is strong, but Day of Judgment can sit in your hand if you don't draw the other piece of the combo, and that can suck if you have dudes on the field.

Knight of the White Orchid is begging to be a part of this deck, btw.

You've got a lot of knights coming out, and that's strong, but what you could really use to push in the damage is a card that boosts all your dudes for maximum damage when they charge as a team. Kytheon's Tactics is strong for this, but it's a Sorcery, so Inspired Charge or Sanctified Charge might be the better call.

MarcelGilneas on Mister Mammoth's Flying Circus

1 year ago

I am said friend that requested that this be posted. So my personal commentary for this deck:

1) Remove Revitalize - At one point I was also quite fond of cards that gain life, but they don't really help you win so much as they help you not lose. Even if this one draws a card too, it also is a card you need to spend so all it does is replace itself.

2) Remove Oakenform, Knight's Pledge - I tend to avoid Auras that buff creatures quite a lot unless there's certain circumstances. It's entirely too easy for your creature to die and for you to lose an extra card this way. The buff is tempting but it's too big of a draw back in my eyes. Squire's Devotion is a special case since it comes in with an extra creature.

3) Remove 1 each of Forest and Plains - This just looks like too much land, especially with the recommendations I'll be giving later on. You probably want to put yourself at 26 lands tops.

4) Move Plummet to your Sideboard - You already have a not insignificant amount of anti-air options. If the deck is strictly flying creatures, that's when you move in Plummet. From your maybeboard, Naturalize or a different version Forsake the Worldly should also be sideboard material.

5) Inspired Charge - I'm not particularly fond of this card; you seem more interested in going tall than wide in this deck. But try it for now and see how well it works. It makes sense with your Mammoth, so I wouldn't outright cut it yet.

6) Llanowar Elves and Druid of the Cowl - The elves you have in here so far are good. You will definitely want more of these guys to make sure you can cast your big goofs as soon as possible.

7) Rabid Bite, Take Vengeance, Gideon's Reproach, Divine Verdict - these cards are going to be your removal suite. They should all be main deck for right now, until you can find better options. Rabid Bite will always be prime for you, though.

This is not a bad start for a deck that is a modified Welcome Deck. You'll definitely want some consistency so you'll want more of your best cards and less of your not quite as good cards. As always, practice makes perfect for deck building.

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