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MTG Deck Builders Toolkit:
CREATURES:Suntail Hawk Serra Angel Griffin Sentinel Angelic Wall Sunspire Griffin x2Capashen Knight Dawnstrike Paladin Assault Griffin x2Master of Diversion x2Seller of Songbirds x2Concordia Pegasus Daring Skyjek Nav Squad Commandos Auramancer Yoked Ox Leonin Snarecaster
ARTIFACT:Rod of Ruin
CREATURES:Guttersnipe Riot Piker x2Tenement Crasher Dragon Hatchling Blur Sliver Viashino Racketeer Pitchburn Devils Regathan Firecat Goblin Shortcutter Marauding Maulhorn x2Firefist Striker Towering Thunderfist Cinder Elemental
CREATURES:Nemesis of Mortals Voyaging Satyr Briarpack Alpha x2Axebane Stag Rumbling Baloth Sporemound Brindle Boar Deadly Recluse Elvish Mystic x2Kraul Warrior x2Predatory Sliver Centaur's Herald x2Kalonian Tusker Advocate of the Beast Slaughterhorn Scab-Clan Charger x2Ivy Lane Denizen x2Groundshaker Sliver Nessian Courser
BLUE:CREATURES:Skyline Predator Doorkeeper Seacoast Drake Messenger Drake Stealer of Secrets Voidwielder Wind Drake Archeomancer x2Warden of Evos Isle Air Servant Tower Drake Frilled Oculus Merfolk Spy Nephalia Seakite Clone Meletis Charlatan
BLACK:CREATURES:Minotaur Abomination Drainpipe Vermin Deathgaze Cockatrice Corpse Hauler Accursed Spirit Nightwing Shade Child of Night Festering Newt Shadow Alley Denizen Balustrade Spy Disciple of Phenax
BLACK/WHITE:SORCERY:Purge the Profane
Legion Loyalist deserves a home here, I think, where there are almost always going to be enough creatures out to trigger his battalion. I'd put him in for Favored Hoplite and move out Skyknight Legionnaire for Phalanx Leader
Maybe Anax and Cymede over Skyknight Legionnaire ? I get the desire for Flying but you would still have eight flyers, and Anax gives you Trample (on everything) in exchange for Flying. I have a similarly themed deck and Anax seems to fit in very well.
Tilwin: Thanks for the feedback :)
I didn't know that most people play mono decks so I'll definitely have to put a playset of another 1 drop in my sideboard
What do you mean, attacking only turn 3? Since both the hoplite and the captain are two drops without haste, they'll only be able to attack starting from turn 3. I agree that first strike and token generation is great, but having both the captain and the ash zealot in my deck makes it harder to play both if they're in my opening hand (unless I get two dual lands). And I definitely want to keep the zealot in there
I was actually thinking of putting Brimaz in here in a previous iteration of the deck, but the $35 tag put me off. I might get him if he drops down in price later on. And I have considered the phoenix, but I'd rather put in Skyknight Legionnaire If I wanted to fill in a 3 drop 2/2 with flying and haste. I'm not really concerned with getting creatures back into my hand because I should be drawing them anyways, and this way the skyknight will benefit from brave the elements as well
I guess I can try putting some boros charms back in :)
The mortars would be a sideboard at best. It's not uncommon at all for me to have at least two burns in my hand during a game, and I don't really like the restriction of only being able to target creatures, unless Flame Slash comes back into standard somehow!
Alrighty then, let's get down to the review. Playtesting this vs. the deck I will link below, my deck 2-1 against yours in a simulated tournament match and I noticed a distinct problem with this deck here. It is way the hell too slow. Now, this a common problem with new players so I'm going to try and avoid being a jerk or suggesting cards that cost more than a $5 average.
First thing's first, change this to modern. Legacy is a highly competitive format with ridiculous power levels so NEVER mark anything Legacy unless it is a fantastic deck built for legacy, or it doesn't belong anywhere else.
-1 Basandra: She's pricey, she's not a win con, and her ability quite frankly sucks for Boros. All your doing is beating the crap out of your mana curve for a 4/4 Flyer.
-1 Isochron Scepter: Don't get me wrong this is a good card, but given what you have in terms of instants and sorceries, you don't need it .
-2 (Sideboard) Blaze Commando: Usually a solid card, but you don't have enough things to trigger it so basically what's happening is that you payed 5 for a 5/3, which is too painful on the mana curve. Alternatively create a side board, and move these guys to it.
-2 Viashino Firstblade: 3 for a 2/2 after it hits the field is too much, if it was a more permanent effect I would say keep it, but for that one turn that doesn't guarantee dealing the full four it's not worth it.
-2 (Sideboard) Truefire Paladin: Decent card, but given the fact that it must be fed mana to become powerful EVERY turn, I would move this to a sideboard.
-1 (Sideboard) Gleam of Battle: Too expensive... once it hits the field usually the game is decided, this is even more so the case in Legacy. But, in case of bad control payer, or someone who happens to like playing long games you should sideboard this.
-2 (Sideboard) Arrows of Justice: Too pricey and with too limited an effect to really be worth having unless playing a cheap chumpers deck. Put them in a Sideboard.
-1 (Sideboard) Foundry Champion: Again good card, but arrives too late to really be useful in a well functioning Boros.
-2 (Sideboard) Defy Death As is the problem with most of the cards in this deck, you're paying a lot of mana for an ability that is nice, but generally isn't a win con.
-1 (Sideboard) Firemane Angel: A damn fine card for EDH, but not a Boros Legacy/Modern, too expensive, doesn't end the game, nor does it change board position radically enough.
-2 Lightning Strike: There are much better Boros burn spells than this for the same price.
-2 Fortress Cyclops: This is a terrible card, you're paying 5 for something that can be destroyed by a lightning bolt, or a helix (which cost 1 and 2 respectively) and doesn't affect the board that much.
The (Sideboard) tags represent things that might be worth putting in a sideboard in case you opponent ensures a long game.
You should decide between Aurelia or Gisela, and keep one copy of the creature of your choice, and shuffle the others into your sideboard. Both are cons, both effectively double damage output, and both are win cons on turn six. The problem is both cost six, and both are legendary, making them that much more easily dealt with.
Your land distribution is okay, though I would invest in some mana fixing lands, a few decent examples that aren't too terribly expensive would be Boros Garrison , Boros Guildgate , or Clifftop Retreat . Get 3-4 of these, and profit, because the ability to tap for either or both colors is unbelievably useful, especially in Early Game where Boros needs to be aggressive to get board control early and swing for game early.
+4 Akroan Hoplite : These guys are really underrated, they have Boros Aggro written all over them. They're cheap, hitting the field turn two and usually swinging turn 3. To make matters worse they become a rapidly bigger threat becoming more powerful as more creatures join the fight.
+4 of either Daring Skyjek or Skyknight Legionnaire both of these are early game flyers which attack on turn 3 and are at least threats in the early game potentially burning destruction spells on things that aren't your cons.
+2 Boros Charm : Versatile and more importantly cheap as all hell.
+4 Lighting helix: You have no idea how many times this card has saved my bacon, it's cheap powerful, and nets you life as an added benefit. It's ability transposed onto a creature is the reason why Firemane Avenger is a worthwhile card.
As for the remaining four in the hole I created with removal, I would consider in investing in any mix you desire of the following. Boros Mastiff , Legion Loyalist , Boros Elite , Righteous Charge , Wojek Halberdiers , Legion's Initiative , or any similarly cheap effective spells.
The first rule of Boros is to be as quick as possible. You always want to win before turn 8 or so, and generally want to win at or before turn 6. A good rule of thumb is to check your deck and see if you have at least three or four methods of winning at or before turn six ,or one or two that you are practically guaranteed to get off. If you don't there's a problem. Another good rule when constructing the deck is too invest in as many 1, 2, and 3 cost spells as possible, if you have a good 4, why not. If it costs 5, you need to ask yourself the question "Is this a win con, or does it effect board position radically enough to ensure a quick victory?", if the answer is yes, you might want it if not stay away or sideboard. If you're looking at a 6 drop, it has to win you the game on that turn of the next otherwise its not worth the mana. Anymore than six, stay away or sideboard.
I used this deck to playtest against this one.
Additionally, here are some examples of well built Modern Boros decks, each has their own different strategies but all will consistently win playtests on turn six. In particular pay attention to the handy mana curve each, and see how that compares to your own.
Boros, Six Turn Wins, this deck is oriented around a number of independent combos that make use of different mechanics in concert
The Battalion of Righteous Justice, this deck is focused on the Ravnica 2.0 mechanic of battalion and abusing it to maximize ridiculous combos on that mechanic.
Boros Celestial Flare (The Beast is Unleashed), this deck is oriented around the cheap effective boros colored burn spells in existence.
"Kill them All", this deck makes use of cheap fast creatures to beat down an opponent before they can put up a defense.
All in all this is not a bad first deck, but it suffers from many common problems that first decks often do (namely the high avg. mana cost). If you have any questions please feel free to contact me.
You could use Viashino Firstblade instead of Skyknight Legionnaire and just have the skyknights in the sideboard. Firstblade is way more aggressive than skyknight, hitting harder the turn they come out. Just a thought. Also instead of Oblivion Ring you could run Pacifism . Lower mana costing utility is better for aggro decks because you will usually run less mana. like the casual deck though, +1
|Power / Toughness||2/2|
|Avg. draft pick||2.26|
|Avg. cube pick||5.97|
|Commander / EDH||Legal|
|Ravnica: City of Guilds||Common|