Target creature gets +3/+0 until end of turn.Target creature gets +0/+3 until end of turn.
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Martial Glory Discussion
PistonGolem on Brian
3 weeks ago
Well, first of all, some of the cards are not standard legal, such as Nobilis of War, Lone Missionary, Foundry Street Denizen, Wind-Scarred Crag, Wild Slash, Martial Glory, Arc Lightning, Fortress Cyclops, and Cinder Elemental. You might want to move this to Casual or Modern.
About the card choices.The theme seems like a good aggro, just not consistent enough. There are way to many cards that you have only one copy of. Maybe some more experienced players than myself can be more specific.
1 month ago
If you going to add red Heroic cards then I think it best that you either make the deck Red/White Heroic Prowess. Now I don't want to change your deck too much because it your deck, but I think it'll be best to try to make it slightly better. If you don't want to make a Red/White Heroic Prowess deck then we can easily do a Red/Blue one.
Reasons why Red/White (Boros) is better than Red/Blue (Izzet):
(Not going to talk about Red because it in both deck designs. Instead I"m going to talk about the colors (white and blue) and why they best in the decks.)
White is all about Creatures. White spells usually always target their own creatures and add some form of protection whether it be from counters, to protection spells, to even adding abilites like Lifelink, First Strike, etc.
Even creatures that are both red/white have great Value. They pump up other creatures and since they got that hint of red in them you know you going to pack a punch in some way. Take Anax and Cymede + Tajic, Blade of the Legion for instance. Tajic, Blade of the Legion can become a 7/7, and if you combine him with Anax and Cymede that will give him a +1/+1 counter and Trample till end of turn he becomes a 8/8 indestructible trample creature! Now that is what I call bad-ass. Good luck stopping him.
You also have access to cards like:
(I could go on)
To be honest doesn't have a lot of good target spells. Only few that I know are pretty good, but not always. Blue does have the advantage of card draw. I'm not much of a 2 color blue player so...yea. In my opinion blue best for it's opinions.
Here some cards that are nice:
Also since both decks do have red in them here are some nice Red spells that will just make the decks better:
Purphoros, God of the Forge (pure gold with tokens)
and so many more...
1 month ago
2 months ago
Hey! Love Boros Decks
It really depends on what you are trying to do. I prefer to pump these guys up fast and strike as soon as I can, not letting the other guy get much on the field.
Hope this helps a bit! :)
3 months ago
I'd vote for Boros Beatdown. However, you really need to throw in some better cards. For example, Wojek Halberdiers, Cerodon Yearling, Legion's Initiative, Iroas, God of Victory, Figure of Destiny are pretty much needed in the mainboard. Also, you should add Clifftop Retreat and Slayers' Stronghold to your landbase if you haven't already. Martial Glory should be a 4 or 3-of in the mainboard.
4 months ago
Let's say I have a Phalanx Leader on the field, and I enchant it with Flickering Ward. Since Enchant Creatures are auras, and auras trigger heroic, Phalanx Leader's heroic ability triggers. But what if I pay one mana to return Flickering Ward to my hand and then I recast it on Phalanx Leader. Does this rule: "Heroic abilities will trigger only once per spell, even if that spell targets the creature with the heroic ability multiple times." prevent that Flickering Ward from triggering that Phalanx Leader's heroic ability again? I know it keeps cards that target twice in the same rules text (like Martial Glory) from triggering a heroic ability twice, but what about cards that return to your hand? Also, would cards with rebound like Artful Maneuver trigger heroic twice?
4 months ago
I could offer some advice on that, but you may or may not agree. The general premise is that although you may think all the cards are good, some cards are simply better than the others OR some cards cause your deck to be clunky (with respect to your overall strategy, which is to rush your opponent down).
If I had to pick 13 to remove quickly, I would take out:
Aggressive Mining - you don't have time for this
Dragon Mantle - you want to play playing more cards, not sinking your mana into a single threat in the first 4 turns of the game
Kismet - by the time you play this, you should have won already, or be very close to it
Racecourse Fury - this is just going to slow you down (1 land tapped to play it, 1 land tapped to use it.. that's a huge investment during turns 1-4 for what, haste? Just play another creature with that mana)
Heat Ray - very mana inefficient for a creature removal spell. It can't even finish your opponent off! Even Fireball is better, but regardless, this is probably not what you want to be doing with your mana.
Traitorous Instinct - 2 Act of Treason is sufficient already. You don't want to risk drawing too many of these in the early game - instead you want to keep drawing creatures and play them out, then finish them off with one of these Threaten effects
Dragonmaster Outcast - I know you won't want to take him out, but he doesn't fit your strategy. You want to win by turn 4 or 5, not spit out Dragons by then. Also, since your deck is not dedicated to ramping out lands, he's likely going to start churning things out even later than turn 6.
Lavastep Raider - there are better low-cost creatures to be playing than this. You don't want to waste time sinking 3 mana for a +2/+0 for one turn.
Divine Verdict - costs too much, and is conditional. There are many better options.
At this point, it starts getting a little more difficult. Clearly you want to keep drawing gas throughout the early game, so we shouldn't remove any more creatures if possible. Ideally, these sorts of decks will only play about 4x removal spells, and some number of burn cards, so for the last 3, I would cut:
Celestial Flare - costs 2 white, is conditional, and allows your opponent to sacrifice one of his shittier creatures
1x Pacifism - just too many removal spells already
Hope this helps!
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