|Commander / EDH||Legal|
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|Modern Horizons (MH1)||Uncommon|
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Talisman of Conviction
: Gain .
: Gain or . Talisman of Conviction deals 1 damage to you.
Talisman of Conviction Discussion
17 hours ago
More card draw and mana ramp would do this deck really well. Make the tough choice to get rid of some of the expensive creatures. You can favor creatures and cards that change the board state the turn they come in rather than later.
I would also try to decrease the average converted mana cost. This deck feels slow and bulky. Add in the appropriate mana ramp. Some artifacts that cost 2 or less that give you mana. Like the Talisman of Hierarchy , Wayfarer's Bauble or Talisman of Conviction .
If you rebuild it: 10 Ramp Spells 5+ Removal (This includes creatures that remove, i.e. Angel of Serenity . 10+ Draw Spells 30ish leftover for the cool stuff.
1 week ago
2 weeks ago
At first glance, I noticed a couple things about the deck. One is that the mana curve seems very high for the amount of ramp you play. Talisman of Conviction , Mind Stone , Boros Signet and Boros Locket all seem like they could really help pump your mana production up and reduce the number of lands in the deck, which also feels like it's a little high. Mind Stone and Boros Locket - as well as Sunbaked Canyon , the new Boros canopy land - also act as card draw, which I think the deck wants.
The second thing I noticed is you're playing a heavy count of Legendaries, and, therefore, Historic spells. Cards like Board the Weatherlight and Weatherlight help you to dig for your powerful creatures, and they can dig for artifact ramp if you decide to add more. While not Legendary, Seasoned Pyromancer can draw you cards and develop a bigger board state, as will Cavalier of Flame from Core Set 2020. Jhoira's Familiar makes all your Legends and artifact spells cost 1 less. And with a high legend count, Urza's Ruinous Blast hurts your opponents much more than it hurts you. In fact, I think leaning into Legendary or Historic tribal could really work here!
Third and final: targeted removal and combat tricks. Some of the removal spells you have here are great; others are overcosted. Rather than Into the Core , why not play Vandalblast or Wear ? What about Swords to Plowshares and/or Path to Exile for problem creatures? These are staples of Red and White decks for a reason. Boros Charm helps you survive combat and wipes a little easier, and a pet card of mine for Adriana is Cosmotronic Wave , which makes every one of your creatures unlockable for a turn.
I like Adriana a lot, too, and I'm not telling you how you have to play her, but I think some of these offerings can help tune the list up just a little bit.
2 weeks ago
You're playing enforcer: You need good Enforcer Cards. I'm not sure how often you're using your commander's ability (there seems to be a synergy in Dingus Egg ) which makes me super happy.
Here's some that come to mind (that aren't Cyclonic Rift-priced): Chandra's Ignition Blasphemous Act Slaughter the Strong , Tragic Arrogance and Boompile . The last one I've seen used to great effect similar to Oblivion Stone without having to hold up them mana or Nevinyrral's Disk / Slows the board down (or makes you the enemy, but you're playing Jokulhaups--you're not being nice).
Get rid of the Myr mana generators and put in Talismans ( Talisman of Conviction , Talisman of Creativity , and, if you want to spend a little, Talisman of Progress ). I say this because you're gonna kill creatures a lot with your sweepers. Talismans also have the added benefit of being 2-colored fixing and no summoning sickness. Solemn Simulacrum and Burnished Hart Should replace your other dorks (better value, don't care about sweeps.)
Now, What do Overpowered decks like to do: 1) Abuse triggers: Hushwing Gryff , and Torpor Orb are amazing because you have no ETB triggers on your creatures. 2) Abuse Specific Cards: This is a two parter. First, you can get rid of/hamper combo cards you know of with things like Extract or $ Meddling Mage or Pithing Needle / Sorcerous Spyglass -type effects. OR, you could go after their ability to actively find their answers with Stranglehold , Aven Mindcensor , or Mindlock Orb . The latter choice murders people with search lands... but your deck already does that in spades (Make it hurt worse with Thalia, Heretic Cathar ) 3) Use Crazy Manabases: Ruination , Price of Progress , Blood Moon , Magus of the Moon . Hates yourself pretty good, too, but that's what you wanted? Impending Disaster is a fun play 4) Graveyards: If you can't afford Rest in Peace , The next best things are Grafdigger's Cage and Silent Gravestone are the best IMO.
FINALLY; You need more draw. Budget Wheel of Fortune , Wheel of Fate is good, Windfall is an Auto-include. Mystic Remora is a gamble, but not bad. What I think would be great in this deck is Zedruu the Greathearted . Give away your things that hurt everyone, because It (usually) doesn't matter who controls them. Coercive Portal is also nice in a big game like you're gonna play. Get some voting going!... That was an aside.. and kinda draw, kinda gross.
I hope that helps. If you know some of these folks commanders, I can suggest further Shenanigans
2 weeks ago
Commenting here rather than on your page.
I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.
Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:
- T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
- T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.
The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.
Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .
Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.
Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .
Dwarven Ruins and Ruins of Trokair for Heart of Ramos and Tooth of Ramos . This is because on T3 you can play your 3rd land and play an artifact to ramp with. On T4 when you play your fourth land, you now have 5 mana available and therefore are in ramp mode. You can also sac the artifact to generate another mana if need be, and it won't hurt your land base. These are under appreciated artifacts, and to be honest you don't need 26 lands in a 58 card deck. Yes, 58. Ajani and Mudhole are outside of your library.
Dormant Volcano and Karoo for Boros Signet and Boros Cluestone . Signet gets you two mana for the cost of one (Tapping two permanents equals out to 1 mana per permanent, but now you get one of each color) and Cluestone gets you one of any color, but also gives you draw options if you need it later on.
This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.
I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?
Cut out the following, for their listed reasons:
As mentioned before, you want more artifacts that produce mana. You currently have the following:
Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:
We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.
- Faithless Looting : Because it can be played twice, due to Flashback
- Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.
As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?
You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .
This took me like 40 minutes, so I hope it helps.
multimedia on Angels
3 weeks ago
Hey, good first version, nice Avacyn, Angel of Hope :)
29 lands is unfortunately not enough land especially since Tariel is seven mana... The priority for deck changes to consider is to add more lands and add more ramp. I recommend 38 lands and 5 more additional mana sources. You don't just need more lands for Tariel you need them to be able to consistently play the other Angels in your deck since many of them have high mana costs.
Budget cards ($3 or less each, most are $1 each) to consider adding:
- Battlefield Forge
- Caves of Koilos
- Exotic Orchard
- Inspiring Vantage
- Concealed Courtyard
- Opal Palace
- Ash Barrens
- Foreboding Ruins
- Tainted Field
- Talisman of Conviction
- Talisman of Hierarchy
- Orzhov Signet
- Commander's Sphere : can sac it later on in the game to draw a card.
- Mind Stone : sac to draw a card.
Cards to consider cutting:
- Angel's Feather
- Scroll of Avacyn
- Pious Interdiction
- Angelic Gift
- Increasing Devotion
- Syndicate Guildmage
- Cathar's Companion
- Angelic Wall
- Ritual of Rejuvenation
- Flameblade Angel
- Angel of Renewal
- Teyo, the Shieldmage
- Kaya, Bane of the Dead
Replenish is an amazing expensive price card, it's great you have it, but it's not doing much here because there's only seven enchantments. Because you have Replenish you should consider building an enchantment matters deck with lots of enchantments.
Other budget upgrades to consider:
- Angel of Despair > Pristine Angel
- Adarkar Valkyrie > Subjugator Angel
- Angel of Serenity > Resolute Archangel
- Karmic Guide > Light of the Legion
- Unburial Rites > Defy Death
- Animate Dead > Aid the Fallen
- Boros Charm > Unlikely Aid
- Swords to Plowshares > Rally of Wings
- Generous Gift > Topple the Statue
- Aven Mindcensor > Tomik, Distinguished Advokist
- Hour of Revelation > Descend upon the Sinful
- Entreat the Angels > Decree of Justice
Good luck with your deck.
3 weeks ago
Hey, looks good for a first version.
Some card draw options to consider adding:
I consider all these low mana cost instants staples for Feather.
Other cards to consider adding within this deck's budget:
- Command Tower
- Battlefield Forge
- Rugged Prairie
- Mistveil Plains : put instants back into your library and then cast them again with Sunforger.
- Clifftop Retreat
- Inspiring Vantage
- Talisman of Conviction : two drop Boros mana rock.
- Knight of the White Orchid : two drop land ramp who can search for one of Foundry, Mistveil or Plains and put it onto the battlefield.
- Guttersnipe : each time you cast an instant/sorcery this does 2 damage to each opponent; each opponent, that's powerful.
- Open the Armory : tutor for one of Boots, Sunforger, Helm or Sword.
- Seize the Day : extra combat step spell that has interaction with Feather's ability since it targets a creature.
Cards to consider cutting:
- Boros Guildgate
- 5x Mountains
- Lightning Greaves
- Agrus Kos, Wojek Veteran
- Aurelia, Exemplar of Justice
- Odric, Master Tactician
- Squee, the Immortal
- Truefire Captain
- Astral Steel
- Star of Extinction
- Razia's Purification
Greaves is a good card, but not with Feather because can't equip Feather with it since shroud doesn't allow you to target a creature meaning can't trigger Feather. You have Thought Vessel and Reliquary Tower , both excellent cards for no max hand size, don't also need Spellbook. Good luck with your deck.
4 weeks ago
personal thoughts as a boros main... i would swap the Ash Barrens for Mistveil Plains , what you lose in speed you gain back in sweet synergy with sunforger, or at worst, tossing spells back into you deck is never a bad thing.
also consider Talisman of Conviction , its basically another signet, and thats never really a bad thing.
it can be a bit awkward to get used to playing around, but i have found a lot of love for Experimental Frenzy to help with card draw
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