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Target creature gets +3/+0 until end of turn. Target creature gets +0/+3 until end of turn.
I see you have lots of life gain which is okay but card that only give life usually hurt in the long run as you lose card advantage and doesn't help board state or stop opponents from winning to much. so cards like Angel's Mercy and Whitesun's Passage aren't good they add a some life but most of the time it isn't enough to live or since you played a card and it didn't stop them from attacking again it just was a waste. Now cards like Healer of the Pride , and Congregate at least scale and can gain you over 100 life it the board is huge so they are okay but not the best since you have some tokens but other deck may have more token production you may consider Soul Warden , or Soul's Attendant as the are small easier to cast and if the opponents are making creature you are gaining life. Now Divine Favor is just bad Aura are risking as they won't save you creature from much and you will lose card advantage so most aura have to have a big enough effect to warrant the risk and 3 life and +1/+3 is not worth the risk. Also Seraph Sanctuary seems cool but it is also a risk with little reward if you give color screwed because of this even for one turn the land could basically have killed you. What reward does it bring? Maybe 3-5 life not worth the risk of getting color problems. Now Rhox Faithmender is good because he is a creature who blocks well and has lifelink which is life gain without the card disadvantage so if you want to maximize on him add more life link or cards that gain life and do something else. Pacifism is okay but you should consider Journey to Nowhere , Arrest , or Faith's Fetters since they stops some creature with abilities.Insolence and Curse of the Pierced Heart seem petty small even doubled don't do much damage and does help defend you or put much pressure on your opponents.Martial Glory is a combat trick and there are better ones also removal might just be better.Angelic Wall look like and angel but is not and has not offense and doesn't defend that well against the big threats in commander.Blaze Commando is bad because you only included 4 burn spells and that isn't enough to trigger his ability regularly.Lastly you should consider more anthem effects to make your tokens worth more and a few more token producers.
2 Martial Glory and Fabled Hero is a turn 4 win even though you can't target him twice with each spell. He is 2/2, becoming 8/8 after the +6/+6 from 2 Martial Glory , then with two +1/+1 counters from heroic making a 10/10 double-strike.
But onto the deck, I have a friend currently running one very similar to great effect. He is running Akroan Crusader main in place of Hero of Iroas though, as he's not got any of them. The chump's they generate are great blockers, and your use for Devour Flesh is superb. The only time I beat him easily is when I manage a T4 Supreme Verdict ...
+1 from me!
No. Martial Glory targets it only once, Not twice. It is the same spell so it doesnt work like that.
Fabled Hero might fit. I don't have a lot of things to trigger his heroic ability and I would need to splash another color to be able to use Martial Glory , but even having just Hall of Triumph out, he attacks for 6 damage a turn. I will add him to the maybeboard.
I didn't think about Frontline Medic just because it didn't fit with the 'Soldier' theme. It would be nice to have indestructible creatures when attacking, but I can't cheat the medic in to play with Preeminent Captain and at all other times my creatures would still be vulnerable to Supreme Verdict .
Banisher Priest isn't 100% necessary when I have Devouring Light and Celestial Flare . I prefer the removal to be instant speed and deal with a problem permanently, rather than risk a creature coming back if Banisher Priest dies.
thank you for bringing that up WomboCombo i would look into Gods Willing because scrys win games and why cut your self of from Fabled Hero and Martial Glory double target Fabled Hero with two Martial Glory turn 4 win and sense this deck is also not a post rotation deck no Frontline Medic ? or Banisher Priest
2 Martial Glory and Fabled Hero is a turn 4 win because you can target fabled hero twice with each one so two heroic from each also i would think about Chained to the Rocks and Soldier of the Pantheon is a must in a boros deck
quick suggestion - change the hub of your deck to casual, as this has cards that are not legal in standard.
Second, if this is a heroic deck and it has 13 cards with the ability word heroic on them, there is not a single spell that can trigger them. Note that you have to cast spells that target the creatures to make them larger.
Now, lets focus on what will make this deck tick:
24 lands - 11 plains, 8 mountains, 2 sacred foundry, 2 clifftop retreat. 36 cards to go.
3 Anax and Cymede - a great creature that will enable some superb heroics.
3 Phalanx Leader - a great heroic creature
4 Favored Hoplite - cheap heroic
4 Akroan Crusader - cheap heroic
2 Akroan Skyguard - evasive heroic
3 Satyr Hoplite - cheap heroic.
1 Ajani Goldmane - you already have this.
1 Elspeth, Knight-Errant - you already have this.
1 Iroas, God of Victory - you already have this.
These 21 creatures are the most cost efficient heroic creatures. We need some spells to target them though
4 Launch the Fleet - the best heroic enabler in the game.
4 Ajani's Presence - a protection spell.
4 Coordinated Assault - a great cheap enabler.
3 Martial Glory - cheap heroic enabler.
These are some of the best spells available (in standard) for the heroic archetype.
|Avg. draft pick||7.07|
|Avg. cube pick||3.29|
|Commander / EDH||Legal|