|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
19 hours ago
Jor Kadeen is a badass! +1
True Conviction would seriously be good in here. I don't know what you'd want to take out for it but it's a gamewinner.
Sunforger is my favorite equipment of all time, and is really reliable especially later in the game.
Heliod, God of the Sun can make tokens to get buffed by Jor's global.
Legion's Initiative gives your guys a small buff, but it's real power is being able to tap and dodge a board wipe that would decimate your forces. (it would unequip equipments however. but that would be worth it to save all of your creatures, right?)
1 day ago
1 week ago
Legion's Initiative is a good enchantment - you may want to add Chained to the Rocks if you add a decent amount of Mountains (although i find that a bit hard to happen as you're running 4 colors) Playtesting will tell if Emeria Shepherd will have her effect happen a decent amount of times, too.
1 week ago
Hey, just a few suggestions for budget boros weenie that I think are worth having a think about.
Doomed Traveler isn't a bit hitter, but is removal and wrath protection, and can teach about card value. Dragon Hunter, one mana 2/1 with a slight upside, can't complain about that really, basically an Elite Vanguard. Goblin Glory Chaser is a one mana 2/2 menace (in theory), a different mechanic to play with, and can hit hard. Another new mechanic for the deck, and another lesson in value are Nyxborn Rollicker, and Nyxborn Shieldmate. Another 2 power for one mana is Rakdos Cackler, not very thematic but fits for power and colour. Then there is the boss of weenie, the awesome top man himself, the Selfless Cathar! So much love for him. He's a great card for new players to play and learn with.
When building a deck that is going wide then Akroan Hoplite can get big. Not all that exciting but Cerodon Yearling is fast at least. Teaching about value and the dangers of going wide, you can have cards that go tall such as Sunhome Guildmage, and Truefire Paladin a bit as well.
I'm not excited by the enchantments you have, I'd rather individual ones that can boost them over cards that have little effect, or are defensive such as Brave the Sands. Just go aggressive with things such as Ordeal of Purphoros, and Madcap Skills. Swap the three mana Fervor for the awesome Expedite. It does what you need by not slowing you down later on, it allows you to run fewer lands (curving at two or with a few three drops I'd be happy with 20 lands), and it doesn't cost you a card. If you were spending more on it then Legion's Initiative is all sorts of awesome.
Just a few things to think about.
2 weeks ago
As you're running alot of Angels, i'd recommend Defy Death,
Depending on your Playgroup, Vandalblast makes a great sideboard option.
- Slayers' Stronghold
Sunhome, Fortress of the Legion are great lands as you're using a Midrange deck.
Comeuppance is good for when people try to go all-in.
- Reverberate can counter a counter targeting a spell you tried to cast, among many other utilities.
- Grand Abolisher is self explanatory
- Balefire Liege is insane, as casting a RW spell grants you a free Lightning Helix
2 weeks ago
Given your love of wiping the board, Legion's Initiative can be a great one time means of saving your board in addition to pumping your creatures and being a one time haste enabler.
3 weeks ago
I'm honestly not a fan of Possibility Storm. The card makes your own tutors far too unreliable, and you rarely have the cards you need. I find that it actively hinders me too often, and removes an element of strategy. It's something of a personal preference though.
Legion's Initiative is handy, though. It does pull off equipment, though, which is why I don't play it in my Avacyn.