Creatures you control get +2/+1 until end of turn. Untap those creatures.
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|Fate Reforged (FRF)||Common|
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|Commander / EDH||Legal|
War Flare Discussion
8 months ago
This is a good start to an enchantment-based heroic deck. A few suggestions: (1) Hero of Iroas isn't doing much for you, since most of your auras are only one or two mana anyway - maybe sub in more Phalanx Leader or something like Graceblade Artisan? (2) Auras put a bullseye on your creatures, so you might want to add in protective spells that also trigger heroic - Emerge Unscathed, Sheltering Light, etc. (3) If you really want to stick with the heroic idea, you might replace the artifacts and War Flare with something that can target multiple creatures - Cauldron Haze, Launch the Fleet, etc.
1 year ago
i agree. take out the 6 cmc spell. add two lands, so you can cast the 5 cmc spell. I would do Boros Swiftblade before Truefire Paladin. also, look at War Flare. take out Deflecting Palm, maybe put two in the sideboard. it is only great against like two meta decks. check out my RDW lava spike, vorpalaxe. think about Wrath of God too.
1 year ago
Looks like a decent start:
here are some budget friendly alternatives and additions
More food for Sunforger:
Hellspark Elemental and Spark Elemental they both work incredibly well with Skyfishermen. Example: Unearth Hell Sparky Swing, second main Fisherman Bounce Hell Sparky to hand. That gives you 4 swings with Hell Sparky instead of the usual 2.
2 years ago
RC-3141 I considered Basandra, Battle Seraph but decided to go against it because it would possibly prevent War Flare or Angel of the Dire Hour and because my edh play group usually does games of 5 all against eachother. Really I'm just going for a deck that destroys opponents with angels.
2 years ago
Yeah, it's tough!! Cutting cards and balancing the ratios between creatures, buffs, utility, and removal is a delicate art.
I generally start with the "8x8" method; choose 8 things you want in your deck and choose 8 cards that do each. You have a great start so I'm not saying to scrap what you have.
It's not perfect but it's a great place to start when building or redoing a deck. One thing to consider is a large chunk of one set of 8 will be ramp and ideally another set will be card draw, truly leaving only 48 cards. There is also the part where several groups of 8 will be "creatures" if you want an aggro deck (which this is sort of a hybrid) so some creatures will fall into a "buff/anthem" category or a "card draw" category or some sort of utility category, throwing some numbers off.
Brave the Sands is the shit.
Removal is slightly more important for aggro and voltron decks than midrange or control decks (you gotta get through!) but you have a good amount.
I generally find combat tricks less useful than constant buffs, so were it me I'd take out War Flare for one of the considered cards.
In my experience with Zurgo, evasion is more important than extra damage, so things like Battle Mastery and Mardu Runemark are less desirable than something like Spectra Ward, which makes a creature nearly unblockable and untargettable. Something like Spirit Loop would be better (and strictly better than Congregate, in my opinion) since you don't get two-for-one'd with it attached. Even with the voltron aspect being played down, Zurgo always has a huge target on his back.
Trample and flying, or something like Trailblazer's Boots help more than Fireshrieker or Inquisitor's Flail in my experience. The damage bonus is still super good though. A balance is good, is that I'm saying. Although perhaps not as much if the voltron aspect is less pronounced... YMMV. Also, Inquisitor's Flail is probably better than Hero's Blade. Conqueror's Flail is great too but a little pricey. I noticed you have a couple of random expensive cards--I assume they're ones you already own? Seems like a budget deck at heart. One thing that's hard about making a strategy like Warrior tribal work is it usually takes extra cash to make up for the inherent lack of synergy (unlike goblins and elves, etc.).
Have you seen Assault Suit? It's literally perfect for Zurgo. Keeps him indestructible on any turn and prevents him from being sacrificed. The damage bonus is nice and since he attacks four times a round instead of once it's almost like quadruple damage. I know you aren't doing a full voltron thing but it's so spicy and Zurgo is literally one of the only decks you can conceivably run it in.
Anyway, check out my Zurgo deck (Khanate of the Golden Headbutt (Artifact Voltron)) if you have the time! More of a traditional voltron deck though.
2 years ago
Personally i find artifacts super usefull in edh since they do all the stuff your color lack. I think Sunforger has a place in this deck, as both Return to Dust and War Flare are perfect targets. Another equipment that could be great is Conqueror's Flail. It’s just kind off a better Darksteel Plate if you ask me. The cheaper version is Price of Glory, and to be fair, white might have an even better one (im mostly a red guy). If you are gonna run some equipments Godo, Bandit Warlord is great. You likely won’t have a lot of samurai, but vigilance is basically the same here.
You can go Godo, fetch Sunforger. Attack with Godo and the team, fetch War Flare with Sunforger, hit again. When you spend so much time and effort pumping up your guys, you better make it worthwhile am I right ;)
You can run Bonehoard if you want another budget big equipment to fetch
Anointed Procession is very expensive, but i don’t really see it going down in the nearest future. Might wanna grab one now to save some bucks honestly. I also like Taurean Mauler and Stalking Vengeance.
2 years ago
DrkNinja I like the idea of Elvish Piper. I've used her in other decks, most notably Animar, Soul of Elements EDH and it was alright. I may have to revisit that for this deck. It would certainly help if I ever ran into any mana issues. I don't like infect either. I tend to avoid it in my play group. Not because I don't think it can win, I just feel like in a game of 40 life, to hit someone for 10 infect damage is a weak way to go out. I wouldn't mind finding more cards that give trample to all my dinosaurs though. That would be beneficial. I agree with Coat of Arms being a benefit to everyone. Tribal is big in my playgroup right now obviously with the new commanders. I really only want to play it in the event that I pull of the indestructible part. I board wipe the problems away and then have the COA out for finishing blows. I guess that can be an issue if I'm just sitting on the card and not playing it. I'll have to play test some more and see how it performs. Vampires are killer though and I do not want to give them any more of an advantage than they have.
Razia_of_Boros I have taken out the brontodons and Looming Altisaur. I will need to do an update this afternoon with those few changes. Since I didn't have all the cards in hand I went ahead and threw together a deck of things I had and those dinos just didn't do it for me so they got cut. I like War Flare (think I might have it as well) and thought about doing Rallying Roar just to get the untap ability prior to making this list. I may have to revisit that as well.
Thank you both for the comments!
2 years ago
I play dinosaurs myself and my original deck was very similar to yours, sans Planeswalkers. Ditch the brontodons and the Looming Altisaur, stick in your Regisaur Alpha, Quicksilver Alpha, and if you can get a War Flare then you might find it a little smoother :)