|Commander / EDH||Legal|
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|Dragon's Maze||Mythic Rare|
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Red creatures you control get +1/+0.
White creatures you control get +0/+1.
RW, Exile Legion's Initiative: Exile all creatures you control. At the beginning of the next combat, return those cards to the battlefield under their owner's control and those creatures gain haste until end of turn.
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Legion's Initiative Discussion
4 days ago
Ok, thats a nice solid start and a strong idea. Modern is a turn 4 format- usually non-casual games are decided by turn four in one players favour, so most cards are at the 1-2 cmc, with key cards castable turn three. I love the idea of a kor firewalker/dash setup, it has a lot of potential, especially running a lot of removal. So lets start by looking at cards, costs and interactions and alternative multiple copies. Basically, the deck as you described it should run two sets of cards- things to enter the battlefield or benefit from entering the battlefield, or things that remove your opponents threats so you can grind out a win.
Removal- Fumigate, Flame Slash, Lightning Bolt, Stasis Snare all fantastic, with this setup Blessed Alliance, Celestial Flare, Immolating Glare are all options, with Leave No Trace, Radiant Purge, Disenchant, Urgent Exorcism and Valorous Stance, with the traditional red Smash to Smithereens and the like.
Engine- Kor Firewalker ( dragon claw ? it dodges boardwipes) Ajani's Pridemate , Screamreach Brawler, Mardu Scout, (Foundry Street Denizen, Dragon Fodder, Mogg War Marshal (possibly a single Cathars' Crusade), Spirit Bonds, Impact Tremors, Mantle of Leadership!!, Pandemonium, Soul Warden/Soul's Attendant, Countless Gears Renegade, Banisher Priest, Blade Splicer, Cloudform etc
Things I'd cut - Shivan Dragon(classic, but reducing the mana costs of the deck mean stuff hits the battlefield faster and you can run less lands) Resolute Blademaster Cinder Hellion Belligerent Whiptail too slow to cast when you need them, need you to already be winning to work. Fireball Heat Ray Armored Ascension Lust for War- slow and don't suit your gameplan of bouncing creatures for effect.
Interesting cards to consider- Legion's Initiative, damage, can protect your creatures by bouncing them, You could consider looking at the white Cloudform flicker archetype, soul sisters Soul Warden decks and RDW, which with key cards being reprinted may provide some good options. There is probably a card that has exactly the effect you want or need if you look for it, so its more about imagining what you want to be doing, and checking it can be done efficiently enough to work.
The key part of it all is sideboard- this is how budget decks thrive in the modern envoronment. Cards to specifically mess with opponents, Disenchant key artifacts, Deflecting Palm a big creature into an opponents face, Combust key creatures in control decks. Its all there with the weird, optional, situation specific cards. Test your deck, see what works and what doesn't before commiting, then go out and play, because your playgroup and metagame will not condform to whatever is out here in the world, and what is best might not be fun to pilot, and thats the whole point of playing. Don't be scared of playing on a tiny budget, there are a lot of cards that have fallen out of vogue and have low prices not because of how good they are but because they are unpopular eg.Nevermore. You can absolutely win most games by piloting well, even against the best decks and players with planning and a little luck.
2 weeks ago
So, modern. For casual play modern is pretty much anything goes, but when playing competitively the game is decided by turns 3/4. This means that the majority of spells are as low cost as possible, intended to remove your opponents threats Path to Exile Be a threat itself Lingering Souls or help stall that decision until later turns where something larger can defeat your opponent Remand into Supreme Verdict, for example.
There are four common archetypes- aggro (kill your opponent as quicly as possible playing fast efficient creatures and spells like Lightning Bolt or Goblin Guide with just enough protection to make sure they hit your opponent for that final bit of damage, Midrange which aims to trade 1 card for one card in the first few turns to prevent damage then cast efficient mid-cost creatures in the 3/4/5 slots to win the game Siege Rhino/Thoughtseize style, combo where if you can get the peices onto the battlefield with enough to protect them you just abruptly win (usually turns 4/5/6) eg Melira, Sylvok Outcast/Kitchen Finksetc, and control which is almost all spells to screw over your opponent with a couple of cards that eventually deal enough damage to win, Supreme Verdict/Celestial Colonnade.
I've listed the kind of cards that are the most archetypal examples, but the variation within these strategies permits for an astounding variety of viable decks at every price and in every colour. Certainly most won't win major tournaments, but they can win your local FNM.
This deck is kinda split down the middle in terms of what it wants to be, running high cost combo or control threats like Foundry Champion or Eldrazi Devastator Warstorm Surge and Assemble the Legion, aggro tools like Boros Swiftblade and midrange tools like Gideon's Avenger.
I'd reccomend making this a creature based control deck based around cards like Nearheath Pilgrim, Boros Reckoner, Spitemare, Lightning Bolt, Flame Slash/Roast instead of shock and some bigger spells, aiming to stall the game with infinite life to resolve an Assemble the Legion or Foundry Champion (which oddly can dodge a lot of removal at the moment if you have mana. Weird). The rest of the deck should be dedicated to resisting your opponent 1-shotting you and removing growing threats. Condemn or Oust is cheap, and if you aren't planning on killing your opponent quickly the drawback is minimal (and screws over Death's Shadow). Legion's Initiative provides some combo protection, and should be retained, but Gleam of Battle and Brave the Sands can be replaced with tools to help . Ready / Willing, Ephemeral Shields, Ajani's Presence and Valorous Stance are all good options to enable the combo. With your sideboard it looks like you're trying to transform into aggro, if so look at threats like Keldon Marauders, Monastery Swiftspear, Skullcrack etc. You'll still want a Shattering Spree or similar artifact/enchantment removal in your sideboard for people playing Ensnaring Bridge, affinity (Batterskull decks) and if you're unlucky hexproof with Worship.
All told, good luck, happy testing and have fun.
3 weeks ago
Of course (unless you are playing something really weird) you want your decklist to be 60 cards at all times.This could work: x4 Chained to the Rocks 4x Silence 4xBoros Charm 4xLightning Helix 4x Legion's Initiative 4xBoros Reckoner2x Ajani Vengeant 2xElspeth, Knight-Errant 3xAssemble the Legion 2xAurelia, the Warleader 2xSun Titan 1xGisela, Blade of Goldnight
3 weeks ago
As mentioned above you want consistency in your cards.The most common tactic is to pick the 9 most powerful cards of your deck (better if they differ in mana cost) and add 4 copies of each.You can deviate from that and instead of adding 4, you can add 2 of a card and 2 of another.This is sometimes the right move if you find a card to be powerful but not flexible enough to always get value when played.I am going to list some budget options.Let's try sorting by mana cost.Lands:I really like Temple of Triumph and even run it myself.Budget option with powerful scry effect.Boros Garrison is also nice.If you are willing to invest a bit more you could get Fetch lands and other duals.CMC 1:I find Chained to the Rocks to be amazing.You can only run it in this type of deck so why not try it? x4Sideboard option: Silence self explanatory.CMC 2:Boros Charmx4 (or x2) Lightning Helix Definitely x4The fundamental bane of Boros decks is card draw.So why not run this?Spirit of the Labyrinth Pretty solid card.I run x4 but you can choose to sideboard for draw heavy decks.Legion's Initiative is Broken.Definitely x4CMC 3:If you are playing boros you should 100% run 4xBoros Reckoner. Ridiculously powerful.Brimaz, King of Oreskos is nice.x2 or x4There's a point to be made about a ton of cards at 3 mana that are viable but I like Thalia, Heretic Cathar a lotCMC 4:I'd suggest x2Ajani Vengeant and x2Elspeth, Knight-ErrantIf that's too expensive you can choose to run Wrath of GodCMC 5+:At this point the game should be almost over.You want cards to finish off your opponent.I personally like Aurelia, the Warleader Gisela, Blade of GoldnightSun Titan (to bring back Boros Reckoners xD) and Angel of Serenity which is pretty underrated but extremely flexible and strong.Read it's effect carefully.Assemble the Legion gets pretty insane, pretty quickly but I'd sideboard it for some more controlly matchups.
1 month ago
It helps if you try and replace more of the spells with artifacts when possible to increase Akiri's Synergy.
Heres a quick list of what you definitely dont need: Banefire, Brute Force, Deflecting Palm, Goblin War Drums, Magnetic Theft, Dispatch, Accorders' Shield, Haunted Platemail, Evolving Wilds, Terramorphic Expanse, Temple of the False Gods, Paradise Mantle.
Heres some stuff you might want to consider: Dolmen Gate, Iroas, God of Victory, Cathars' Crusade, Legion's Initiative, Stoneforge Mystic, Relic Seeker, Puresteel Paladin, Leonin Shikari, Sword of the Animist, Skullclamp, Vulshok Battlemaster, Knight of the White Orchid, Land Tax, Weathered Wayfarer, Legion Loyalist, Assemble the Legion, Oreskos Explorer
Once you've decided on what you do and don't need you can then upgrade them each slot for slot. Also if you're new at EDH or Magic, I'd suggest waiting before entering Boros Colors. They require a lot more work to fine tune into a real threat compared to nearly every other color combination.
1 month ago
Legion's Initiative has proven itself as a very effective card in my decks. The +1/+1 for your commander (and other creatures) isn't anything to be taken lightly, and the ability to flicker your entire field to protect from a boardwipe can be outright game changing.
Scourge of the Nobilis, on your commander, grants +2/+2, lifelink, and firebreathing, onto an indestructible creature.
1 month ago
hoardofnotions Thanks for the point out I'll be sure to fix that. Thanks also for all the suggestions! A good portion of cuts were made thanks to you!
1 month ago
I definitely second the Ghostway / Eerie Interlude suggestion. With such a heavy creature focus, wraths are going to be crushing. I would add Faith's Reward, Rootborn Defenses, Legion's Initiative to that list if you have room.
- Honor of the Pure / + Shared Triumph
Leonin Sun Standard for the overrun
Reconnaissance - broken card that lets you attack without fear of blockers + bonuses
Cathars' Crusade - big allies
Citanul Flute - find the ally you need
Master Warcraft - versatile card - alpha strike enabler, remove problem creatures by forcing blocks, make opponents skip attacks, etc..