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I really like Skyknight Legionnaire . A 2/2 Flying/Haste for 1WR is nothing to snuff at.
And you can never fail with Chained to the Rocks
This is a really good point. These 4-drops are strategically irrelevant in the context of this deck, especially when it is working properly. Ideally, the game should go like this:
T4: play land if possible, play creature if possible, swing 8, Boros Charm for 4 damage to opponent, win
I feel that more than 21 lands is excessive. Though I believe you on the Magma Jet call, I'll make the change. Perhaps I should consider replacing some or all of the 4-drops with something faster, like Soldier of the Pantheon , Ash Zealot , or Legion Loyalist .
What do you think about this?
You're really heavy on the two drops, so I'd remove some and go for more 1 drops. The only two drops I'd run are Daring Skyjek (this dude is great), Wojek Halberdiers (again 3 power for 2 is great), and Firefist Striker . Truefire Paladin is not great compared to those 3, and Akroan Hoplite is way too vulnerable and too dependent on you having a good board state. I'd support Boros Elite , Soldier of the Pantheon , Rakdos Cackler , Dryad Militant or Loyal Pegasus as one drops (I'd choose 1-3 to run as four-ofs). And getting that turn 3 battalion activation is so vital, so I'd run 4x Viashino Firstblade in addition to Skyknight Legionnaire . Maybe even 4x Minotaur Skullcleaver too, because it seems really important. I don't like those four drops, esp. since none of them have haste. Instead of Martial Glory and Arrows of Justice , I'd run Dynacharge and Fortify . Casting that at instants speed should get you consistent turn 4 wins. and I'd try to get to 21 or 22 lands.
oops! did not mean to reject your advice! it will be added in for Skyknight Legionnaire
This deck looks Pretty Good but there are a couple of things you may want to change. 1st I think that you should defiantly put in some Boros Elite and Daring Skyjek to help trigger you battalion and create a nice chain reaction. You may want to take out the Pegasus and the Hoplites for these. I also think you should go 4 of on the Boros Reckoner in the main because of how solid he is just in general. I would also run Firemane Avenger in the main cause he is pretty solid for bringing opponents down quicker. Also I would just run 4 Sacred Foundry and the Temple of Triumph due to it being very helpful in the mana fixing, just drop a plains and the guildgate and that should be good.
Thats all I gotta say. Good start and keep on join.
This deck is kind of all over the place. The mountain themed cards like Valakut, the Molten Pinnacle and Koth of the Hammer just don't do enough to warrant using them in this deck. Auramancer will almost never do anything, since there are only a few enchantments in the deck. It really doesn't matter how many angels you have, Seraph Sanctuary is just never a good card, even if it gains you 5 life in a game, ( which would be very rare), it would still be better just to use another Mountain or Plains instead. I can't really figure out what the Smokestack is for; it is probably not worth inclusion. Crush should promptly be replaced by one of the many things strictly better than it, like Smelt and (though not technically strictly better) Shattering Spree and/or Vandalblast . I would have liked to see some sort of dual lands; maybe even something like Boros Guildgate or Boros Garrison , although some better (and more expensive) options might include Sacred Foundry or Clifftop Retreat . Sunhome Guildmage and Skyknight Legionnaire both do very little in a format designed to play around giant threats and high curves; I would recommend taking them out. I would also recommend taking out Act of Treason and Mark of Mutiny , as they have never really been very good; taking a creature just to attack for a turn doesn't usually help very much. Spellbook is probably just a wasted card slot since I see very few ways to actually get a hand that will be full enough to take advantage of it. Prototype Portal just simply doesn't have enough targets to warrant inclusion. Those are the glaring problems I see. There are plenty of good cards in here though. You should have no problem making this into a very playable deck. :)
|Power / Toughness||2/2|
|Avg. draft pick||2.26|
|Avg. cube pick||5.97|
|Commander / EDH||Legal|
|Ravnica: City of Guilds||Common|