|Commander / EDH||Legal|
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|Aether Revolt (AER)||Uncommon|
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- Target creature gets +4/+0 and gains trample until end of turn.
- Two target creatures each get +2/+0 and gain trample until end of turn.
Invigorated Rampage Discussion
3 weeks ago
ChibiNature tell me what you think about this: I could tune it to chase the Arcbond + Martyrdom combo and add in more indestructible instants, but I know Feather is not the Legendary to expect more out of than getting lucky and steamrolling one player in a cEDH pod even at its best. I'm not looking to spend a whole bunch of cash to win dollars--I just like playing to be social without being a complete casual. Pinging keeps the pressure on everyone if I can protect the creatures but there aren't enough of those to rely on. Prophetic Flamespeaker 's pseudo card draw is what makes it stay in; Swiftblade Vindicator is on the way out so I'm looking at also removing Uncanny Speed and Invigorated Rampage because they lack a card advantage or defense function. Akroan Conscriptor is great for it's ability to steal things at instant speed but it is one of my highest CMC cards and is not always relevant; there is a far stronger argument for keeping Magnetic Theft around despite it being a dead card sometimes. I'm not even sure how attached I should be to Charmbreaker Devils because it is at the top of my curve and the effect is random. Myth Realized and Scroll of the Masters are slow but definitely require answers before they get out of hand; Chandra, Fire Artisan isn't going to win the game on the turn it hits, either, but that ultimate digs deep and does damage at the same time. Settle Beyond Reality feels like a super great effect but I think it isn't good enough at sorcery speed and I would likely be defenseless after using that much mana; Sentinel Tower is also being cut because of only working on my turn. Primal Amulet Flip seems like a sure buy once it cycles, as does a Clifftop Retreat ; Settle the Wreckage can be cast with Sunforger so it feels like something to consider strongly as well. I could use Fateful Showdown to target my own creature like I plan to to do with Orim's Thunder and recycle it with Feather's ability but it would require indestructible backup.
5 months ago
Now the deck is really complete! Keep up the good work Arkheid!
I'd also suggest to add some of the available Wheel effects for compensating lack of draw spells in Boros. These also synergize perfectly with Smothering Tithe , allowing for explosive turns. These cards are:
- Wheel of Fortune
- Magus of the Wheel
- Dragon Mage
- Runehorn Hellkite
- Wheel of Fate
- Reforge the Soul
- Chandra, Fire Artisan
- Chandra, Torch of Defiance
- Chandra, Pyromaster
A question. Why do you have Twinflame ? It doesn't seem to be a good card in this deck, as copying your commander, albeit rebuying you the spell, is then shut down by the Legend Rule, thus having you sacrifice one of the two between original or copy of Feather as a state-base action.
I would kindly advise Hall of the Bandit Lord , as it allows for very good plays you otherwise would miss: its only problem is that it can work only if you are casting for the second time or more your commander and use its mana for commander tax. On the other hand, I would also suggest Lightning Greaves , as you could cast all your instants on the commander and at last equip the Greaves: it can be more of a nonbo than anything else, as it also cuts off combat tricks you could cast and is not removable from the commander unless you control another creature. You have a low creature count, so IDK, maybe not worth including.
At last, one kindof good card for ramp in not green: Explorer's Scope .
5 months ago
You have a couple spelling errors in the description. Hate to be that guy, but I feel it's better you know, ya know?
"shuold" -paragraph 1, there's a properly-spelled "should" in there too, but trust me I'm not just playing gotcha!.
"not" -paragraph 7, I'm assuming you meant "now"?
Anyhow, down to the actual deck. You have a couple bulk cards I'm honestly a little perplexed by the inclusion of.
Flamewright , while a fun card, doesn't have any synergy with the deck.
Shower of Coals is just not a good card. 4 damage for 5 mana? I know it's repeatable but it's really not great. I have a pretty hefty removal package and Imma be linking my deck below, if you'd like to look.
Pump spells that probably have better alternatives include Astral Steel (unless you're planning to have 5+ mana up), Captain's Maneuver (though a ton of fun, how often do you actually cast it?), Dual Shot (very weak), Enrage (also overcosted- love the flavor text tho), Kindled Fury (not bad, but there are better out there that do the same thing), Lithomancer's Focus (usually just a worse Brute Force ), Onward / Victory (you can never cast the good half if Feather's out), Orim's Touch (there are just a lot of better protection spells), Radiate (worse version of Zada, Hedron Grinder or Mirrorwing Dragon ), Spark Jolt (scry 1 for 1 every turn is decent, but better alternatives, bla, bla, bla), Sure Strike (worse Invigorated Rampage ), Surge of Zeal (usually worse than Expedite , right?), Tandem Tactics (good, not great tho).
Sorry I kinda gave you a LOT of stuff. This is about what my Feather brew would be if I made it in real life. Fortunately I use tappedout to build my ideal deck and make sure I don't waste all my money on "ooh that's really good, I'll use it sometime" cards. Feel free to yoink some ideas from my brew!
Commander / EDH*
SCORE: 2 | 2 COMMENTS | 195 VIEWS | IN 2 FOLDERS
6 months ago
I use Give No Ground in my deck as it makes for aa very good blocking card if you cast it on Zada or just on Feather himself as you ythen can block as many creatures as you want with him. Invigorated Rampage is fantastic for attacking and Double Cleave as well.
10 months ago
11 months ago
Dude, you could totally include Invigorated Rampage
11 months ago
Update: I've taken another look at this deck, and I think it can still be improved. Also, a deck description wouldn't hurt; it would help others to know what you want out of this deck, and make it easier to help.
I'm gathering from this that the goal is to get small creatures with first strike pumped up, make them difficult to block, and then go in for as much damage as early as possible. If you really want to keep the Sulfur Elemental, I'd suggest adding either Crusade or Honor of the Pure. Crusade will help your opponent's white creatures as well (same as Sulfur Elemental), but it's the cheaper option, and contributes more to devotion for Iroas. I'd also highly recommend Porcelain Legionnaire, as it's a First Strike white creature like Boros Recruit, and also like Boros Recruit, it doesn't matter what mana you have available, just how much. It can also hit the field as early as turn 2, and it can get the boost from Sulfure Elemental and Crusade or Honor of the Pure. You could also probably get away with bumping down a couple more lands, it still seems like it's too much, especially for a deck in which the most expensive card has a CMC of 4.
For spell cards, you could use Demoralize or Gorilla War Cry to make creatures harder to block, and Gorilla War Cry gives a draw, too. Lose Calm can let you take over an opponent's creature, and give it menace, to get in some quick damage, and Invigorated Rampage would be a great card to boost attack power for one turn, and the Trample effect makes sure that boost doesn't go to waste.
I've actually been working on this for a bit, if you want to check out what I've been doing, here Help pls fix - Boros Menacing Champions. Feel free to grab some ideas from here or completely disregard it. I'd really recommend adding Crusade and Porcelain Legionnaire, they seem to help the deck quite a bit. I tried to keep everything fairly budget here.
1 year ago
Well, first off, let me make the disclaimer that I am an amateur deck builder and have a lot to learn myself when it comes to building decks. But I can spot quite a few issues with the deck, both from looking it over and playtesting it, and honestly, I don't know if the deck can be made to unsuck without completely revamping it or building a new deck. But I'll give it a shot and offer some advice.
First off, I don't know why Armageddon is in there; it doesn't seem to offer any advantage to the deck, and the deck doesn't have any way to build back its own land base more quickly than an average opponent could manage to do. Second, Iroas, God of Victory is fine, if you want to have that in the deck, but there are cards that work against it. The enchantment is nice, but you're not utilizing it to its fullest potential if it's not a creature, which requires devotion, which other cards in this deck work against. Vedalken Orrery, for example, I don't see why the deck needs that; it already has many cards with Flash, and none of the others I can see a need for being able to cast at instant speed. It also doesn't contribute to devotion or field presence. Dust Elemental as well, works against devotion by returning three of your creatures back to your hand, removing both devotion and field presence. And this deck struggles already with acquiring and maintaining field presence. I'd remove both of those cards and look for other white or red cards that pack a little more punch offensively, or noncreature spells that grant trample + power boost, or double strike.
The land base is too large. You have no cards in this deck that cost over 4, and even in a normal deck 26 lands is too much, and there's absolutely no way in this deck to thin those lands out of the deck. You need some major deck thinning (land fetch), or just cut the amount of lands down. I'd say anywhere from 20-22 lands would be fine, and replace a few of the basics with maybe 2 - 4 Evolving Wilds, an inexpensive way to thin the deck a bit. Also, look at your one drop creatures: Anointer of Champions and Boros Recruit. Those are both white creatures, and your only cheap drop creatures, but Sulfur Elemental will immediately destroy both if it ever hits the field, unless you plan on using Anointer of Champions to bolster Boros Recruit until end of turn, and plan on losing the Elemental. But you still also lose the Champion in that.
I would say pull some lands out, bring it down to 20-22, add some spells and creatures in to replace those extra lands, and some of the cards that just don't synergize well in the deck, some cheap white or red creatures with haste, maybe a few more powerful creatures at CMC 4, if need be. You could even replace Balduvian Rage with some cards that might be better suited to an early game offensive, with effects like haste and trample. Some good ones I found on a cursory search are Crash Through if you really need Balduvian's draw, or Brute Strength, Built to Smash, Invigorated Rampage, Ride Down, Run Amok, Rush of Adrenaline and Temur Battle Rage are all fairly inexpensive (both in terms of CMC and market price on the cards) spells that will give your creatures a boost, destroy blocking creatures (with regard to Ride Down), and give trample.
Not trying to be mean, just trying my best, despite my admitted inexperience, to offer constructive criticism.
Invigorated Rampage occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%