|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
1 week ago
So this i an odd question but here goes. I was wondering if i can assign a blocker to nothing. this is what caused the question. I an EDH game i had one possible out and that was blocking with Bearer of the Heavens and then killing it with Ride Down. However, i was only attacked with flyers, so i was wondering if i could assign bearer as a blocker, and have him block nothing. I cant find in the rules where it says that a blocker must have a target to be declared a blocker. It only says that it has to be able to block the designated target. Well if i say i'm designated him as a blocker however he's not going to block anything, would i still be able to target him with Ride Down.
2 weeks ago
Well, first off, let me make the disclaimer that I am an amateur deck builder and have a lot to learn myself when it comes to building decks. But I can spot quite a few issues with the deck, both from looking it over and playtesting it, and honestly, I don't know if the deck can be made to unsuck without completely revamping it or building a new deck. But I'll give it a shot and offer some advice.
First off, I don't know why Armageddon is in there; it doesn't seem to offer any advantage to the deck, and the deck doesn't have any way to build back its own land base more quickly than an average opponent could manage to do. Second, Iroas, God of Victory is fine, if you want to have that in the deck, but there are cards that work against it. The enchantment is nice, but you're not utilizing it to its fullest potential if it's not a creature, which requires devotion, which other cards in this deck work against. Vedalken Orrery, for example, I don't see why the deck needs that; it already has many cards with Flash, and none of the others I can see a need for being able to cast at instant speed. It also doesn't contribute to devotion or field presence. Dust Elemental as well, works against devotion by returning three of your creatures back to your hand, removing both devotion and field presence. And this deck struggles already with acquiring and maintaining field presence. I'd remove both of those cards and look for other white or red cards that pack a little more punch offensively, or noncreature spells that grant trample + power boost, or double strike.
The land base is too large. You have no cards in this deck that cost over 4, and even in a normal deck 26 lands is too much, and there's absolutely no way in this deck to thin those lands out of the deck. You need some major deck thinning (land fetch), or just cut the amount of lands down. I'd say anywhere from 20-22 lands would be fine, and replace a few of the basics with maybe 2 - 4 Evolving Wilds, an inexpensive way to thin the deck a bit. Also, look at your one drop creatures: Anointer of Champions and Boros Recruit. Those are both white creatures, and your only cheap drop creatures, but Sulfur Elemental will immediately destroy both if it ever hits the field, unless you plan on using Anointer of Champions to bolster Boros Recruit until end of turn, and plan on losing the Elemental. But you still also lose the Champion in that.
I would say pull some lands out, bring it down to 20-22, add some spells and creatures in to replace those extra lands, and some of the cards that just don't synergize well in the deck, some cheap white or red creatures with haste, maybe a few more powerful creatures at CMC 4, if need be. You could even replace Balduvian Rage with some cards that might be better suited to an early game offensive, with effects like haste and trample. Some good ones I found on a cursory search are Crash Through if you really need Balduvian's draw, or Brute Strength, Built to Smash, Invigorated Rampage, Ride Down, Run Amok, Rush of Adrenaline and Temur Battle Rage are all fairly inexpensive (both in terms of CMC and market price on the cards) spells that will give your creatures a boost, destroy blocking creatures (with regard to Ride Down), and give trample.
Not trying to be mean, just trying my best, despite my admitted inexperience, to offer constructive criticism.
3 months ago
Crushing Stead 2RW Creature - Horse (R)
Human you control have trample
Whenever a human you control get blocked by one or more creatures destroy those creatures.
So is Ride Down on a stick rare worthy?
Create another creature with a rare creature type which help a common tribe.
6 months ago
I'd recommend some Boros Charms if you can afford them. They're very potent and flexible. If you want some finishers you could look into something like Trumpet Blast or Cleaver Riot but I don't know that you'd need something like that in a deck like yours.
Looks like a fun deck! +1
6 months ago
If I was going to build boros aggro on a budget I would play like
20-23 creatures: curving out at like 3-4 mana with stuff like,
and then some basics
The rest of the deck being:
This will give you a functioning deck that you could take to FNM and later be upgraded, your list is great for casual play but unfortunately lacks raw card value to really play in modern
8 months 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
8 months 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:
9 months 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.