|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Uncommon|
|Khans of Tarkir (KTK)||Uncommon|
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Destroy target blocking creature. Creatures that were blocked by that creature this combat gain trample until end of turn.
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Ride Down Discussion
3 weeks ago
cdkime yea i love Deflecting Palm as well as Ride Down i ran them in a standard deck. I just don't think that they can be effectively abused with scepter, but thru would be nice as a bit of side board tech
3 weeks ago
Update: Edits to Mainboard, Sideboard, Maybeboard
(Updated in the comments section, as the updates section is currently bugged 22/01/2018)
After struggling a little with lands, frequently lacking double-blacks for Attrition, etc. Was also spoiled by playing a Temur land-search deck that I was given for Christmas, so I've added more basic lands.
Moved to Sideboard:
1x Karmic Justice (okay protection against enchantment removal, which I don't usually worry about anyway. I misread the card initially, thinking it was all permanents LOL)
Moved to Maybeboard:
- 1x Worldslayer
Removed from Sideboard and Maybeboard:
1 month ago
Your deck seems pretty classic Boros, and should do just fine, in a non-competitive environment, which I'm assuming you are playing this in. I also assume you mostly play with cards you had laying around anyway. I do have some suggestions for you though.
First off, the double strikers you chose do function, the thing is there are strict upgrades availible. You could replace Fencing Ace, Hearthfire Hobgoblin and Iroas's Champion with a number of cards, listed below in order of relavance:
Adorned Pouncer - strict upgrade, having the option to eternalize is sweet, especially since removal will hurt less. It's kinda pricy, but it's in standard, so you might have some friends to trade it with.
Fabled Hero - honestly pretty perfect for the deck. Gets bigger right when you are going for the kill, perfect. It's even counters, so they stick around. If you pump him once, he is a massive threat.
Arashin Foremost - If you ever have to cast Skinbrand Goblin to have a play on turn 2, this will be a nice followup, granting you two attackers. If they only block one, you can pump the other instead.
Kruin Outlaw Flip - Since you have so many instants to protect yourself, you could flip it into Terror of Kruin Pass, an absolute beast. 3/3, double strike, hard to block... What more could you ask for? the only downside is the double red in the mana cost. Might be worth it though.
Honorable non-creature mentions:
Needle Spires - dual lands are great, and these beauties just rotated out of standard. You will not be disappointed with them
Onward / Victory - Pretty neat combat trick, good mana dump and surprise. The flexibility makes it a valid option as a 1- or 2-off
A full list of cheap ways to get double strike can be found here:http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&cmc=+%3C&text=+[double]+[strike]
I want to comment on Holy Mantle. When it works out, I'm sure it's not bad. The thing is though, it's a huge investment to stack a 4 mana enchantment on a 3 mana dude. The thing that will happen is: You play your 3 mana 2/2 double striker, and enchant it. Next turn, you plan on buffing it with bloodrush - ideally twice or so. Now your opponent plays Murder. You invested a total of 8-10 mana, 4 cards and likely 3 entire turns investing in a dude he spent a single 3 mana card removing. Harsh. You have to avoid that somehow.
Don't be scared of trading, because trading with double strike creatures should always favor you. What you can do is grant the creature deathtouch, menace, flying or trample, in addition to the double strike to make your opponents blocks a bigger investment. Combinations of good keywords make attackers very scary.
What i would do, is add a couple Odric, Lunarch Marshal and creatures with the most relavant keywords. I'm looking at creatures like Sky Terror. Odric also grants himself and other creatures double strike. The result is a quick, scary and mostly unblockable army.
Ride Down is another option, if you don't want to change the deck a whole lot.
3 months ago
A good Sunforger package can be really great to have access to as well since you can tutor for Temur Battle Rage, Return to Dust, Ride Down, Crackling Doom, Wear, Utter End etc... Other good instants and sorceries could include cards that give you extra combat steps with Zurgo like Seize the Day, Savage Beating, Relentless Assault
Some other good equipments for Zurgo-
4 months ago
So, let's work on making this deck a bit better. Don't get me wrong, this deck is good, but there are a couple of things that we can swap to make it better. Some of these you may not agree with. But consider the ideas behind the recommendations.
For the mana base, look at Temple of Triumph, Battlefield Forge, Ancient Amphitheater, Needle Spires, Wind-Scarred Crag, Vivid Meadow, Vivid Crag, Boros Guildgate, Opal Palace and Command Tower. I think you should get a many lands that tap for both colors into the deck as you can afford. Secluded Steppe and Reliquary Tower should probably come out to make room for better lands. Plateau and Rugged Prairie are just too expensive to really recommend.
Replace Armillary Sphere with a Burnished Hart which has a better synergy in the deck. A 2/2 attacker or blocker that can be equipped and can be recurrred with Sun Titan seems really good.
Ride Down just seems like a crappy spot removal card. If you need more removal, consider a good old Wrath of God, Blasphemous Act, the new Star of Extinction as a board wipes.
Vessel of Endless Rest should be swapped with a Boros Signet. The Boros Signet hits a turn earlier, allows you to convert colorless mana from the Ghost Quarter, Reliquary Tower, Rogue's Passage, Seraph Sanctuary, Slayers' Stronghold, and the Sunhome, Fortress of the Legion. If you want to keep the Vessel of Endless Rest, then I would still recommend adding the Boros Signet anyway.
Akroma, Angel of Fury has always been a weak version of Akroma, Angel of Wrath and I've never really felt that it was that good a card. Her 'can't be countered' is nice but the morph ability seems tacked on just to fit the Time Spiral block's mechanic themes and not to make the card better.
Mikaeus, the Lunarch is ok, but you really aren't utilizing a +1/+1 counter theme in this deck and he feels a little slow. The X casting cost makes him more situational.
Tajic, Blade of the Legion is an underwhelming 2/2 for 4 mana. Yes, the indestructible is nice, but I've never really been in a situation where I was happy to draw that card. I just feel that there are better creatures.
Combat Celebrant is stuck with the horrible Exert mechanic. Why would I ever swing out and leave myself stuck not being able to untap my lands the next turn? Too risky. Especially in a multi-player environment. Just bad, cut it. World at War, Waves of Aggression, Scourge of the Throne, and Aggravated Assault would be much better options for multiple combat phases.
I know I previously recommended the Ranger of Eos but I don't think this deck is going for quick creatures. This deck is more about dropping bombs and making people deal with your threats. So the Ranger of Eos, Mikaeus, the Lunarch may not really fit this theme as well as other cards. After looking over the deck some more and looking at some of the options below, we may have to cut the Whitemane Lion and the Flametongue Kavu to make some room.
True Conviction, is a 'wins more' card. The card is strong, but only helps in a few situations. Let look at three different situations to see how interacts with the board state.
1: You have 4 or 5 creatures in play and you are attacking each turn. You are applying a significant ammount of combat damage to your opponents. You have a good chance of winning the game in the next couple of turns, depending on blockers. Does a True Conviction help in this situation? Not really. Can you win without it? Why cast it?
2: You have 4 or 5 creatures on the field, and a True Conviction. Someone board wipes with a Final Judgement. The next turn you get a creature on the field. The True Conviction gives your dude life link and double strike. This time it will help you stay in the game a bit longer and rebuild faster.
3: You have 4 or 5 creatures on the field. Someone board wipes with a Final Judgement. This time, instead of drawing a blocker, you top deck the True Conviction. Is this what you need now? No. You need boots on the ground, a blocker.
What do you think? And, before you ask, yes, I'll be reconsidering this card in my Brion Stoutarm deck.
Alright. Now that we've looked at things to cut, lets look at some options.
Angrath's Marauders would act as an additional Gisela, Blade of Goldnight. Firebrand Archer and Harsh Mentor are good ways to ping each opponent. Archetype of Aggression, Archetype of Courage, Odric, Lunarch Marshal could be really broken and dramtically alter combat. Homura, Human Ascendant works well with Brion Stoutarm and Gideon's Avenger could be outrageous. Kumano, Master Yamabushi has never let me down. Aegis of the Gods and Magus of the Moat provide some defensive options. The Defy Death and Herald of War you already have to provide you with a lot of resiliency and flexibilty with the addition of a Angel of Glory's Rise. Vanquisher's Banner would be really go in this deck naming either 'Human' or 'Angel'.
And thanks to all of the work I've put in on making suggestions to your deck, I've got to go back and update my Brion Stoutarm deck. So check back on that deck in a week or so. As always, temper these suggestions with your budget, collection, and play style. Feel free to let me know what you think of these recommendations.
4 months ago
I'd change a couple of things here:
- Wear / Tear is more of a sideboard card and so is Ride Down - I'd add 2 more Lightning Helix and Boros Charm.
- Additional problem is that your real creatures start from 2-3 mana. Maybe consider some cheaper ones with First Strike and push more of a "Strikers" deck? Then you can fully use all modes from Boros Charm
- Also if budget is not a problem then I'd suggest adding 4x Sacred Foundry and some Path to Exile for defense purposes
5 months ago
Consider Sunforger, and play Pyroblast and Wild Ricochet to counter Counterspells and opponent's removal. Or just to tutor out a Temur Battle Rage or Utter End when you need it. Ride Down is also a nice combat trick.
6 months ago
Hey friend! I like your take on Shu Yun, seems cool. Got a few card ideas for you...some pump spells Fatal Frenzy, Onward / Victory, Rush of Blood, some more creature control Ride Down, some mana ramp Thran Dynamo, Worn Powerstone, Sol Ring, Azorius Signet, Izzet Signet, Boros Signet, some versatile counters Commit / Memory, Unsubstantiate, additional protection for Shu Whispersilk Cloak, more card draw Rhystic Study, Mystic Remora, Ludevic, Necro-Alchemist
Add far as cuts I think first I would go down to 38 lands and add in those mana rocks. They will help you get a faster start in your games. I'm not sure if the Pariah/Stuffy Doll combo is so great since you have no tutors to find it and only having half of it is kinda weak. They are decent at scaring away people so who knows maybe its cool, but they look like cuts to me. The pump spells can replace other pump spells and same with the counterspells. I'm not a fan of the voting, "offering" and "tempting" cards most of the time...but I don't have a group hug kinda deck so maybe they are super fun to cast and i don't know it. Norn's Annex is too easy to circumvent if needed, its never felt like a great protection card to me in practice.
Good luck and happy gathering!!