Creature — Human Soldier
Double strike (This creature deals both first-strike and regular combat damage.)
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Uncommon|
|Mystery Booster: Convention Edition (MYSCON)||Uncommon|
|Magic Origins (ORI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Iroas's Champion Discussion
1 month ago
4 months ago
Oracle of Keranos
Creature — Human Shaman
Whenever you scry, Exile the top card of your library face-down. For as long as that card remains in exile, you may cast it any time you could cast an instant.
11 months ago
Hey, you've made an overall good budget Boros deck using cards you have, but it's confused as to what strategy it is.
You have the start of a Boros aggro strategy with lots of good two and three drop creatures, but then there's 14 creatures with 6 or higher CMC (converted mana cost) who are out of place with the rest of the deck. You already have your six drop who's Aurelia and she benefits as well as the rest of your army does from low CMC creatures to attack with. Did you buy the Guilds the Ravnica Boros Guild Kit? If you did there's some creatures in the kit to consider adding. Consider more Battalion?
- Legion Loyalist in Guild Kit.
- Boros Elite : in Guild Kit.
- Daring Skyjek : in Guild Kit.
- Boros Swiftblade : in Guild Kit.
Other budget cards (less than $1 each) to consider adding for aggro:
- Frontline Medic
- Firefist Striker
- Honored Crop-Captain
- Goblin Wardriver
- Accorder Paladin
- Hero of Oxid Ridge
- Silverblade Paladin : soulbound with Aurelia.
- Iroas's Champion
- Skyhunter Skirmisher
- Hearthfire Hobgoblin
Double strike is a pretty powerful ability when your attacking creatures are getting a pump as well as when you're getting an extra combat step with Aurelia. Lots of two drops and three drops are good with dual lands that ETB (enter the battlefield) untapped. Consider adding these lands?
Good luck with your deck.
1 year 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
2 years 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?
2 years 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.
2 years 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.
2 years 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.