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Tap: Add (1) to your mana pool.
(1), Tap, Sacrifice Mind Stone: Draw a card.
You still need to play Vesuva
, giving you 24 lands. It functions as an additional Tron piece or Cloudpost
. If you turn one Cloudpost
, you can play Vesuva
and copy Cloudpost
, then tap your first one for two mana. That lets you drop in a Plague Myr
. Or an Everflowing Chalice
for one. Or a Mind Stone
. Either way, turn three Lodestone Golem
If I had to choose a card to cut, I'm leaning towards Lodestone Myr after playtesting your deck a bit. By the time you get to four mana, you're already starting to do broken things like set up your combo or playing more ramp to drop a Sundering Titan / Myr Battlesphere .
I'm seeing a big problem with your mana curve. Lots of high-casting cards with only one mana rock (Sol Ring). I'd suggest you cut a couple creatures out and replace them with cheaper ones, and also to add more rocks that are 2 to cast such as Mind Stone , Fellwar Stone , etc. Lightwielder Paladin and Colossus of Akros would be the first to go.
I'd replace Angelic Edict for Crib Swap or Path to Exile for the cheaper cost and cuz they're instants. Or go for Unexpectedly Absent , one of White's better spot removal cards, imo. Most people try going for the win (especially combo players) even on other people's turns. You have no flash-enabling cards like Vedalken Orrery and relying on that one card to be able to use your cards at instant speed wouldn't make much sense.
Since your general relies on 3+ creatures to attack, I highly recommend token-producing white enchantments, Elspeth, and Launch the Fleet . I understand the reason why you'd want to have biggies, but if you can't cast as much creatures as possible, you won't be able to maximize on your general's effects.
I've been doing some thinking over building a Bosh deck of my own lately, and I've got some ideas I'd like to share. I hope they are useful in any way.
Personally, I would run Braid of Fire over Thran Turbine , as you can cast spells with it during your upkeep (provided they have flash via Shimmer Myr , Vedalken Orrery or Winding Canyons ) And let's be honest, you're probably not going to use Thran Turbine often enough to sac it to Bosh, Iron Golem to deal 1 damage anyway.
This deck could use Sensei's Divining Top to complete the Rings of Brighthearth /Basalt Monolith combo to draw as mana cards as you want. And Top is just an unbelievably good card on its own, deck manipulation is awesome in any color and any strategy. Other amazing cards are Chaos Warp and Stranglehold , these cards shut down so many strategies it's unbelievable.
A deck running a heavy artifact theme and Goblin Welder NEEDS Memory Jar in my opinion, in mono red, this effect is HUGE, especially with loads of mana rocks and Crucible of Worlds . Usually you can play all the mana rocks you draw plus a big spell, dump the rest of the cards and get them back via Goblin Welder , then rinse and repeat the Memory Jar .
Paradise Mantle should probably be a Mind Stone instead. In terms of early ramp, Mind Stone is just consistent, where Paradise Mantle is very conditional of you keeping a creature on board, equipped, without summoning sickness AND invest mana into equipping (keep in mind that equipping an Iron Myr , Alloy Myr or Palladium Myr wouldn't do you any good, as they are part of your few viable early game creatures). Late game, Mind Stone gets you a card (or 2-3 depending if you have Rings of Brighthearth /Kurkesh, Onakke Ancient on board), where Paradise Mantle does nothing really (but tap a creature you control for mana). Dreamstone Hedron is also an option... Though it's a pricy one, it does have very nice synergy with your commander and Rings of Brighthearth /Kurkesh, Onakke Ancient .
Null Brooch is a very interesting card too by the way. It keeps enemy Vandalblast s, Stony Silence s, Creeping Corrosion s and Austere Command s at bay, aside from the usual mischievery like Tooth and Nail , Green Sun's Zenith , Time Warp , Cyclonic Rift . The synergy with Unwinding Clock though is fantastic.
Duplicant is also a thing. It's a good card on its own, and is 6 damage worth of fodder when it sits on the battlefield.
Thanks for commenting on my deck! Returning the favor.
Your approach is very different from my boros deck with your token theme, looks scary fun and effective though.
I personally love Sunforger and the sunforger package with Mistveil Plains , constant tutoring makes the deck a lot more consistent. It could be a bit too slow for 1v1 games, not sure since I pretty much only play 1v1 when testing decks.
One card that is just an insane bomb in my deck is Elspeth, Sun's Champion . She protects herself, gets rid of fat (which is good since you have so many tokens) and if you can ultimate her she makes your tokens insane.
Only real gripe I have about your deck is your lack of mana rocks, I feel like you could use atleast Mind Stone (my personal favorite since it turns into card draw which is what W/R colors really need), Boros Signet and Coldsteel Heart . You have a huge bump in 4cc cards and I feel it would be advantageous to get there 1 turn faster. Mana Vault and Mana Crypt are obviously both awesome aswell. Maybe consider cutting some the creatures for a bit of ramp?
I'm not sure what format this is supposed to be, but I'm assuming casual. If it is for standard, ignore card suggestions that aren't legal.
Considering your creatures already have deathtouch, I would cut the gaze of the gorgon. Also in general, wild growth, and fog are out of place.
Personally, with 4 glissa, i would prioritize artifacts, and using deathtouch for removal. Vraska is way too much mana and won't reliably get her last ability off, so I wouldn't use her as a win condition. By relying less on her, and you can cut some cards that are otherwise useless when she doesnt create her tokens (Shinen, Spotlight, rogues passage for colored land). You can also free up space by cutting the diabolic tutor; its extremely slow anyways.
I would add overall good cards, like Abrupt decay and cards that synergize with Glissa (Wayfarer's Bauble , Mishra's Bauble , Expedition Map , Mind Stone , Nihil Spellbomb , and Nevinyrral's Disk if you want to be really evil)
For additions, look into the new m15 cards (Hornet Nest , Hornet Queen ), as well as maybe Acidic Slime , Ambush Viper , and Wurmcoil Engine or Grave Titan if you can afford them. Some removal that synergizes with deathtouch are Setessan Tactics , Thornbite Staff , and maybe Lure .
These are just some suggestions, pick whatever cards seem fun. Just note that this type of deck will never be high tier, but can still be fun.
I'm feeling that leveler isn't such a good idea especially without Stifle or Torpor Orb . Even then it just seems having those so you can play it isn't very helpful. Might i suggest an eldrazi? since you wont be casting it im thinking It That Betrays . Also perhaps a few more mana rocks such as Mind Stone or Grim Monolith would be helpful to get jalira and polymorph sooner as well as cast you big things from your hand or if jalira gets tucked. I was also thinking that Mind Over Matter could be good to discard a card you can't use and you untap jalira to poly morph again when you hit like ornithopter in the late game. Regardless good luck. you're gonna need it.
I don't like creatures with activated abilities as mana sources. Too often your Birds of Paradise is just gonna get swept away with a wrath and then you're set back that much harder when you're trying to recoup. The same goes for Enchant Land cards, which will get swept by the odd Disk or O Stone.
How you ramp depends a bit on your general. If you're using something that emphasizes creatures like Karador, Ghost Chieftain then you'll want ramp critters. Sakura-Tribe Elder , Wood Elves , Yavimaya Elder , and Viridian Emissary are all great little early drops that play off your commander's theme there.
I have a Sigarda deck with an enchantment subtheme so I run enchantment options there. Bear Umbra , Exploration , Mana Bloom , Karametra, God of Harvests , and card advantage is so difficult in those colors I also run Oracle of Mul Daya , Courser of Kruphix , and Rowen to put out lands and make sure I'm not wasting draws on them.
There are some cards that are good enough without any deck synergy, depending on your colors. Kodama's Reach and Cultivate are both 2-for-1 spells at 3 mana which more or less make them instant includes in Green. Solemn Simulacrum sees a lot of play with good reason. If you're dependent on mana rocks remember that 2 drops that come in tapped are as good as 3 drops that don't, so there you get Mind Stone and Coldsteel Heart in addition to all the diamonds and signets.
EDH is slow enough that the 4 drop 2-for-1 spells are great too. Skyshroud Claim , Ranger's Path and Hunting Wilds all fetch dual lands and Explosive Vegetation is a good option if you're on a budget and heavy on basics.
|Avg. draft pick||2.99|
|Avg. cube pick||7.74|
|Commander / EDH||Legal|
|Duel Decks: Jace vs. Chandra||Uncommon|