|Commander / EDH||Legal|
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|Magic Origins (ORI)||Uncommon|
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Creature — Human Soldier
Double strike (This creature deals both first-strike and regular combat damage.)
Iroas's Champion Discussion
7 months ago
You got something here. I like it.
Iroas, God of Victory is a staple
Chained to the Rocks, Ghostly Prison, lots of more spot removal, Lightning Bolt, Wrath of God, Day of Judgment, Valorous Stance, Planar Cleansing. You don't really control as you do stall them for a couple turns. Ghostly Prison makes it so that they can't attack you without paying mana. Bolt takes out 3 toughness creatures and chained to the rocks is good because its a 1 mana removal and chances are, your playing group doesn't play lots of enchantment removal
You need to go heavier on the creatures. It's boros. They are better with a creature base out. Nobilis of War, Tajic, Blade of the Legion, Iroas's Champion, Boros Swiftblade, Figure of Destiny, Angel of Invention
Brion Stoutarm is decent way at getting use out of a creature dying. Before damage is applied, you tap 1 red and the Stoutarm and deal some damage to their face. Also good for getting that last bit of damage that your creatures couldn't by flinging them right at their face
You need much more mana rocks in your deck. Armageddon is a bitch. Not only this, it helps ramp and mana fix on occasions. I personally won't have less than 6 mana rocks in my commander deck. Boros Signet, Mind Stone, Darksteel Ingot, Commander's Sphere, and Hedron Archive are some I would run.
You should honestly get away from the reservoir unless you are running hard life gain and can afford 40 life and not lose
1 year ago
I understand how First Strike / Double Strike works, but wondered how they worked together.
I presume nothing happens e.g. First strike overlaps with Double strike's first hit, basically making it invalid.
But just want to be sure.
And while i'm thinking about it. What happens when 2 Double Strike monsters fight if one had First strike?
1 year ago
R/W Soldier Creatures - Kalemne, Disciple of Iroas, Iroas's Champion, Hearthfire Hobgoblin Three powerful double strikers and two of which should be includes just since Iroas is your commander. Soltari Guerrillas Personal favorite of mine Lightning bolt on a body, great for removing pesky low toughness creatures with annoying abilities.
Artifacts/Enchantments - Konda's Banner, Herald's Horn, Obelisk of Urd These three are amazing with tribal decks. Sunforger, Legion's Initiative these two can give you responses Sunforger can tutor any of your instants and Legions Inititive can protect you from a board wipe unfortunately tokens will still be lost as they cease to exist when they leave battlefield.
1 year ago
Your deck seems pretty classic Boros, and should do just fine, in a non-competitive environment, which I'm assuming you are playing this in. I also assume you mostly play with cards you had laying around anyway. I do have some suggestions for you though.
First off, the double strikers you chose do function, the thing is there are strict upgrades availible. You could replace Fencing Ace, Hearthfire Hobgoblin and Iroas's Champion with a number of cards, listed below in order of relavance:
Adorned Pouncer - strict upgrade, having the option to eternalize is sweet, especially since removal will hurt less. It's kinda pricy, but it's in standard, so you might have some friends to trade it with.
Fabled Hero - honestly pretty perfect for the deck. Gets bigger right when you are going for the kill, perfect. It's even counters, so they stick around. If you pump him once, he is a massive threat.
Arashin Foremost - If you ever have to cast Skinbrand Goblin to have a play on turn 2, this will be a nice followup, granting you two attackers. If they only block one, you can pump the other instead.
Kruin Outlaw Flip - Since you have so many instants to protect yourself, you could flip it into Terror of Kruin Pass, an absolute beast. 3/3, double strike, hard to block... What more could you ask for? the only downside is the double red in the mana cost. Might be worth it though.
Honorable non-creature mentions:
Needle Spires - dual lands are great, and these beauties just rotated out of standard. You will not be disappointed with them
Onward / Victory - Pretty neat combat trick, good mana dump and surprise. The flexibility makes it a valid option as a 1- or 2-off
A full list of cheap ways to get double strike can be found here:http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&cmc=+%3C&text=+[double]+[strike]
I want to comment on Holy Mantle. When it works out, I'm sure it's not bad. The thing is though, it's a huge investment to stack a 4 mana enchantment on a 3 mana dude. The thing that will happen is: You play your 3 mana 2/2 double striker, and enchant it. Next turn, you plan on buffing it with bloodrush - ideally twice or so. Now your opponent plays Murder. You invested a total of 8-10 mana, 4 cards and likely 3 entire turns investing in a dude he spent a single 3 mana card removing. Harsh. You have to avoid that somehow.
Don't be scared of trading, because trading with double strike creatures should always favor you. What you can do is grant the creature deathtouch, menace, flying or trample, in addition to the double strike to make your opponents blocks a bigger investment. Combinations of good keywords make attackers very scary.
What i would do, is add a couple Odric, Lunarch Marshal and creatures with the most relavant keywords. I'm looking at creatures like Sky Terror. Odric also grants himself and other creatures double strike. The result is a quick, scary and mostly unblockable army.
Ride Down is another option, if you don't want to change the deck a whole lot.
1 year ago
Cards I think are very good in this deck:
Blade of Selves, Sunbird's Invocation, Nahiri, the Harbinger - These synergize with your game plan of casting a bunch of big Angels and beating down with them. They're also just individually powerful cards.
Cards I would heavily consider cutting:
- Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
- Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
- Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
- Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
- Flamewright - This card just isn't doing anything this deck wants.
- Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
- Glory-Bound Initiate - Again, just too low-impact for Commander.
- Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
- Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
- Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
- Iroas's Champion - See Glory-Bound Initiate.
- Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
- Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
- Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
- Shepherd of the Lost - See Glory-Bound Initiate.
- Skyknight Legionnaire - See you-know-what.
- Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
- Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
- Truefire Paladin See...yawn
- Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
- Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
- Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
- Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
- Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
- Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
- Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
- Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
- Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
- Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.
Cards I'm unsure about:
- The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
- Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
- Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
- Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
- Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?
Cards I recommend:
- "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
- Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
- Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
- Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
- Assault Suit - Get Anya attacking on everyone else's turns, too!
- Champion's Helm - Protects Anya while also making her big.
- Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
- Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
- Pariah's Shield - When equipped to Anya, this basically makes you invincible.
- Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
- Stoneforge Masterwork - This one should be obvious.
- Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
- Sword of the Animist - Ramp sword? Ramp sword.
- Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
- Worldslayer - This one is just to silly to not bring up.
- Herald's Horn - Makes your Angels cheaper, and helps you draw them.
- Door of Destinies - This should be fairly obvious.
- Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
- Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
- Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
- Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
- Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
- Archangel of Tithes - Makes life hard for token decks and discourages attacks.
- Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
- Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
- Exquisite Archangel - Saves you from death once, which damn well better be enough.
- Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
- Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
- Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
- Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
- Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
- Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
- Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
- Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
- Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
- Wear / Tear - Versatile artifact and enchantment removal.
- Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
- Swords to Plowshares - Spot removal that deals with just about any creature.
- Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.
On the manabase:
I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.
Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.
1 year ago
Saw your decklist on the EDH discord, figured I'd drop in with some suggestions.
The first one is regarding your commander. I think Iroas may be better off as part of the 99 as support for Aurelia, the Warleader. Giving your creatures menace and protecting them from battle damage is nice, but it's somewhat tricky to have a focused win condition built around that. Aurelia, on the other hand, gives you access being able to untap your creatures an extra time each turn, which can lead to many neat interactions. Repeating cards like Sun Titan, Tajic, Blade of the Legion, and Hanweir Garrison nets you massive value, not to mention the fun times with Combat Celebrant! Iroas is important support in that deck, as your opponents will heavily struggle with two bouts of menacing creatures thrown over their way.
With that in mind, I'll take time to cover some card choices that I don't think are pulling their weight in your deck. These comments will be guided by working around Aurelia, whom I strongly feel is a better fit for what your deck is trying to accomplish.
Basandra, Battle Seraph: I absolutely adore the artwork on this card, but the effect is underwhelming. On hand, it's nice to lock down your opponents' spells during combat, but that means you can't play your own either! It's a double-edged sword you have to be careful of. If you're interested in the force to attack function she offers, consider goad cards like Grenzo, Havoc Raiser or Disrupt Decorum . They provide defense for you while forcing your opponents to go after each other, AND Grenzo's abilities work wonderfully with Aurelia.
Boros Elite as a 1-drop is rather overwhelming. In limited, a 1-drop 3/3 is pretty nice, but given how vanilla it is otherwise, I can't say it warrants a spot over something with more versatility.
Bruse Tarl, Boorish Herder: I believe there are better ways of enabling Double Strike. You already have one of them in your deck, Duelist's Heritage, but instead I'd run True Conviction. Higher CMC, but it applies to all of your creatures instead of just one at a time!
Firemane Angel's massive CMC gives me cause for concern. The lifegain is minimal, and for 6 mana we can be doing a lot more (see True Conviction!)
Honored Crop-Captain is a tad on the weaker side when it comes to pumping. Getting more utility through cards like Spear of Heliod or Marshal's Anthem may be worth looking in to. While harder to cast, Captain of the Watch generates multiple bodies and gives your Soldiers (which you should be running quite a few!) a nice boost to boot.
Speaking of Soldiers, most of the ones you'll be running will be humans. Angel of Glory's Rise is an angel that gives you back your humans (likely to be soldiers), and can hose many black decks. Put this card on your radar if your local meta has zombies!
Iroas's Champion is another card thats a little on the weak side. Double strike is nice, but without consistent pumps it's not going to be a game-winner for you.
Jareth, Leonine Titan is a bit too defensive for my liking, especially when this deck very much wants to be on the offensive. Given the step casting cost, we may be better with either something cheaper, or a card more powerful for 6 mana, like Sun Titan.
Kalemne, Disciple of Iroas is MUCH better as a commander than as part of the 99. Given your lack of current recursion, I can't see this card surviving long enough to make use of its experience counters. That, and you currently only have 4 creatures with 5 or more power!
Nyx-Fleece Ram is far too defensive for this kind of deck. If you're going to go for a defender, Wall of Omens at least nets you some card draw. In multiplayer, that kind of life gain isn't going to make a massive difference, so I believe you'd be better off trying to dig for more resources.
Razia, Boros Archangel is another card I love, but Aurelia truly leads the guild so much better than she does. Preventing damage is totally against what this deck is trying to do. If you're going for keyword soup, either Akroma would be a better fit (loss of Haste is annoying, however).
Thundersong Trumpeter has a good effect, but we can do better. You're already running Master Warcraft lets us pick and choose blockers, but we have Odric, Master Tactician that follows closely behind and would love to be in your 99.
Wojek Halberdiers is another card that only boosts itself... we want to share the love! Odric, Lunarch Marshal spreads around keywords like mono after high school prom. Just one instance is all you need for everyone else to get better all around!
Your mana base is mostly fine, but I'm not a huge fan of ETB tapped lands. You're getting pretty good utility out of yours, but look into getting Battlefield Forge as a cheap upgrade.
Swords to Plowshares is an immediate upgrade to Devouring Light, Reprisal, or Angelic Edict. It's seen recent reprints, so it should be too bad to get ahold of, plus it's great in any deck that runs White! For artifact/enchantment hate, a simple Disenchant or Forsake the Worldly is all you need.
If you like Deflecting Palm, you'll LOVE Comeuppance. I run it in every single White deck of mine, and it can totally steal games out of nowhere for you!
If you are looking for card draw, Reforge the Soul is nice, but there are a few more options to consider. Mentor of the Meek works well with the 1/1 soldiers you'll be creating. Skullclamp is another classic option for turning weenies into cards.
Another instant to consider is Aurelia's Fury. It's great for controlling your opponents during your turn, or shutting down combos out of nowhere.
Finally, I'd like to suggest some generally good cards that can give you more solid win-conditions, or otherwise provide great synergy.
If you end up going with Aurelia as the focus, Felhide Spiritbinder gives you as many combat phases as you have mana to feed into it.
Assemble the Legion is one of the most Boros cards out there, and even with your strong Angel focus, a slow and steady wall of attackers and get out of hand for your opponents. Martial Coup also gives you a bunch of soldiers, while also serving as a Board Wipe if necessary!
I know I gave a lot of suggestions, but I do hope this helped a bit. I'd love to hear your thoughts on Iroas vs. Aurelia for the commander of your deck!
1 year 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 year ago
Great soldier themed deck. I see what you are going for and I think you've got a good idea. However there are some cards in this list that aren't that efficient.
Creatures that tap for a temporary +1 bonus for a single target are nice in a draft or limited format, not so much in commander.
-1 Anointer of Champions
-1 Infantry Veteran
The following creatures aren't that great either, but for different reasons.
-1 Benalish Veteran, 3 mana for a 2/2 that only gets a bonus when attacking. Nice but there are better options.
-1 Guardians of Akrasa, the exalted ability works against your battalion ability. Also, can't attack due to defender.
-1 Serene Master, not a soldier, has a kind of cute combat ability, but there are better creatures.
-1 Truefire Paladin, not a soldier, only pumps itself.
I'll start with your maybe board and then some cards you may have over looked.
+1 Catapult Master, really good removal.+1 Daru Warchief, makes most of your other creaturs cheaper.
+1 Field Marshal, like Kongming, "Sleeping Dragon" pumps most of your creatures.
Other creatures to consider:
Doomed Traveler, Loyal Cathar Flip replaces itself when it dies.
Elite Vanguard, a solid 2/1 for 1 mana.
Fencing Ace, Iroas's Champion, Boros Swiftblade are cheap creatures with double strike.
Gideon's Avenger, just keeps getting bigger.
Knight-Captain of Eos, not a soldier, but turns each of those soldier tokens a Holy Day.
Mentor of the Meek, for the card draw ability. Works well with the Daru Warchief and other cheap creatures in your deck.
Precinct Captain, cheap creature with first strike and keeps making more soldier tokens.
Soldier of the Pantheon can be really good in commander games, lots of multi-colored creatures, including commnders.
Thalia's Lieutenant, has a lot of synergy with everything else.
Enough about the creatures. Lets take a look at the support spells. Consider taking out the following:
Curse of Bloodletting, only affects a single opponent. Weak in multi-player games.
Pacifism, only temporarily removes a single threat
Fortify, Martial Glory, Show of Valor, War Flare, Desperate Stand are all weak temporary bonus cards. Not something you want to draw after a Wrath of God resolves.
Accorder's Shield, there are so many better equipments. Trusty Machete, Silver-Inlaid Dagger, Basilisk Collar, and Loxodon Warhammer immediately come to mind, especially for the aggressive nature of this deck.
Have you looked into any ot these:Blaze Commando, not a human, but, makes instants like Lightning Bolt, Lightning Helix and Warleader's Helix more effective.
Door of Destinies, since most of your creatures are soldiers.
Martial Coup, is a great board wipe that can also let you play 'catch up'.
Mobilization, to make an army after a board wipe.
There are some cards in your maybe board that i don't think would be that good for your deck.
Ancient Tomb, really good for fast mana in competitive formats, expensive card to buy if you don't have one.
Ancient Ziggurat, nice in a five color creature deck, not really good in this one.
Mystifying Maze is kinda tricky, you could end up helping your opponent when you don't want to.
Gemstone Caverns has the same problem as Ancient Ziggurat and is less consistent.
Aftr taking those land cards out, every other land card in your maybe board should be in the deck if you have them or are planning on getting them.
Please keep in mind that, most of the time, Commander/EDH is a format about endurance not speed. Don't be afraid to drop big threats.
As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
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