|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Uncommon|
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Wear / Tear
Destroy target artifact.
Destroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)
Wear / Tear Discussion
1 week ago
Commander / EDH*
SCORE: 2 | 10 COMMENTS | 275 VIEWS
Before I begin, I might as well introduce a new OC Planeswalker of Mine: Tyris, Who Blazes Where She Walks.
As night fell, and the creatures of the Night thrived in such desire for flesh, somebody decided her duties as a member of the Boros Legion aren't yet finished much less satisfied. Her name is Tyris. But unlike even those like her, who showed high promise at an early age, Tyris rose the ranks rather quickly, so much so that Tajic even honored her cause as a member of a military-style Guild known as the Boros Legion. While Tyris' Parents were happily married, her father, a high ranking, & variously decorated soldier, was slaughtered during the War of the Spark; not by just any Eternal, He could handle them fine. It was the God-Eternals; Deceased Gods from the Plane of Amonkhet revived as Lazotep on a Divine level of power not even Aurelia could handle on her own. Even after the War concluded, Ugin forced an unsparked Nicol Bolas to his Meditation Realm, where Ugin watched over Bolas for the last of their days; No way for someone to get in. No way for someone to get out. Several Months passed after the fact, & even after Niv-Mizzet became the True Living Guildpact, the usual Ravnican madness continued to happen, just in time for Tyris to be conceived in a Universe-Sized City by a mere Widow. As Tyris became older, she was already more aware of the dangers than her Mother would even think. Domri Rade was killed before Tyris' Birth, but even after the War, & Ravnican Life having no choice but to accept Planeswalkers for what they are; Universe-Hopping Pranksters nobody wished to have on any Plane of Existence. To Tyris, it was perhaps, the most sorrowful nightmare ever; Civilian life demanding the Guilds to realize if they can unify in the War of the Spark , why not just have all 10 Guilds set their enemyship aside, & realize, such enemyship would be of a really great weapon in the first place?
Tyris thought about that for so long. She even investigated the House of Dimir for a while now; the very Guild the Boros League hated the most above all others. But even with Ilharg, the Raze-Boar now brought to Fruition, Tyris wondered to herself:
(Why did we make a Bond to those who are even worse than the House of Dimir? The Gruul Clans had a Leader that was never that mentally out of his head... , & we're allies to someone who are just Vulgar Savages, where even The House of Dimir is well focused, plenty resourceful, & are more cunning than us? Why...? The reason so many hate us is just that Aurelia enlists us just to be used as expendables...?)
Now having Second Thoughts, Tyris shook her head in regret; knowing that following in her Father's Footsteps she never knew even after she was born, whatever stories were told between a Mother+Daughter Relationship was a kind one, but she wishes never to speak ill of the only family she had at all; Loneliness. Tyris knew she is nothing but an orphan. Even her fellow troops seemed more so to be strangers, than a Stepfamily at all. Such a thought: (I know what is feels to be alone... & I've been this way my entire life.)
Tyris knew there were two things left she can lose: Herself, & an already ignited Planeswalker Spark. She decided to gamble w/ both. She then opened the doors to Aurelia 's Quarters. She seemed just as concerned for her Planeswalker Soldier; Tyris wasn't done with her duties, she still needed an audience to Aurelia herself. Aurelia , usually very serious upon her entire Guild, couldn't help but feel pity to Tyris, & as she saw it so, likewise for a Guildleader known for having a guild whose beliefs are considered Wrong & Unjust; even for the Boros League...
End of Part 1.
Alright enough FanFiction crap. Let's get to the topic in question; several in fact.
For those who haven't paid attention after all this; I decided to put Feather, the Redeemer in the deck. BUT, she won't be the commander. I wanted to use her as a Sunforger Package on legs (Even though that might not be the right term in this case.). Since Sunforger is not good in cEDH (I'm not giving up anytime soon. Please make your criticisms end as I'm planning to make a Community Deck for cEDH Boros Deck Users; submitting cards to what could be a literal Guide/Primer for this.
For Sorceries thus far:
Yes, it's that low, but the Instants are crazier:
For this, we can cut out the following kinds of cards:
- Tutors (How can you reuse Tutors?)
- Self-Exiling Cards (They're too powerful to reuse here.)
- Misc. (Basically your ideas for Wild Cards.)
Outside of these kinds of cards, I wonder if there are any that can target your own creatures. & no. I'm not using them for the sake of Ol' Pierakor az Vinrenn D'rav . I'm using them over & over because of Aforementioned Rest in Peace .
Which leaves us w/ a new dilemma: Paradox Engine finally got banned, but it at least gave us back a Potential threat to build upon: Painter's Servant . Forcing everyone to just one color is going to be crazy. But the question lies w/ another part of the question: Which Color to Work With? has Blood Moon , which makes all Non Basic Lands Mountain s, but Celestial Dawn makes your lands Plains . Which of these two to use? Or should I take a dare, & go for ? Jaya Ballard, Task Mage would love to say "GOTCHA!!!"
Also, for the sake of cEDH, I just want to know if there are any in the cEDH Community Post-Tier 3 Pierakor az Vinrenn D'rav . I mean, there has to be more than ever, right?
Also, what to cut? I'm starting to Doubt Eldrazi Displacer here. In addition; you would have to think like a cEDH Player; & for that matter, a cEDH Player that approves of Boros in this Subformat.
Now, if you don't mind, I've an account to Archidekt to make...
2 weeks ago
Yeah, your list looks great. Seems a little light on interaction but that might be inevitable considering how many dinos you need to run and the ramp spells to support them. Rite of Passage is some sick Enrage tech!! Crush Contraband is a great new card. Glad you included Runic Armasaur --seems awesome. I count twelve ramp and discount cards and that's probably where you want to be! It's a lot but dinos.
I know your slots are tight but here are some cards worth putting in the memory banks/maybeboard.
Duelist's Heritage is half-price since the reprint. Might be worth considering. Double triggers and no equip cost, after all. Small upside of being usable in political ways.
True Conviction would be castable for you if you're looking to upgrade later. The lifelink might be great since your strategy is a bit slow to start.
You might want to consider putting Swords to Plowshares and/or another instant-speed removal card for when Polyraptor and Marauding Raptor start to combo because without stopping the chain the game ends in a draw. Being 1 CMC is very attractive since you've likely cast a spell once the chain starts.
Kinjalli's Sunwing seems worthy of consideration. I now you're going for Enrage-tribal but the effect shouldn't be underestimated. Worth putting in the maybeboard IMO.
Where it me I'd include one more silver-bullet board wipe, like Planar Cleansing , Cleansing Nova , Austere Command , or Hour of Revelation . If you're worried about your enchantments you could do Hallowed Burial or Descend upon the Sinful .
Since you're running so few artifacts it might be fun to include some hosers like Stony Silence , Creeping Corrosion and Shatterstorm (my favs), or Fracturing Gust . Pulverize is on-flavor! By Force and Vandalblast are good too. There are tons of other great interaction cards but with so few slots and with all your ramp you may as well go for the big ones. Purify is good but you may want to keep your enchantments around. Seeds of Innocence is a funny one. Collector Ouphe is good but it's not a dino and it'll probably get killed by your Enrage stuff. Rampage of the Clans is a fun new one. Slight flavor fail though.
Wear / Tear , Ancient Grudge , Destructive Revelry , Hull Breach , Nature's Claim , Unravel the Aether , Deglamer , Dust to Dust , Return to Dust , and Ray of Distortion are solid in case you need something
3 weeks ago
I'd make room for some more removal, especially for artifacts/enchantments plus something that can get rid of a troublesome land like Cabal Coffers : Wear / Tear , Crush Contraband , Return to Dust , Chaos Warp or Generous Gift .
Descend upon the Sinful could interfere with your Sun Titan and/or Angel of Serenity from getting back your creatures. Maybe something like a good old fashioned Wrath of God while hitting your Boros Charm to save your team?
3 weeks ago
Pretty much any mana rock will be better than Manalith . You may have enough other ramp to just drop it entirely though you could replace with something with cheaper CMC like Pillar of Origins or Coldsteel Heart .
You could really use some additional removal. Some suggestions: Swords to Plowshares and Path to Exile will permanently get rid of a creature; Vandalblast , Wear / Tear , Crush Contraband , Force of Vigor , Krosan Grip are all good ways to deal with problematic artifacts and/or enchantments; Beast Within and Chaos Warp are great catch-alls. You obviously don't need all of these but you should think about adding 2-3 so you have a chance to break up some decks' gameplans.
1 month ago
Either of these would fit the theme of your deck better and would assist you in casting and running the deck.
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Recommended Land Additions/Swaps:
Cavern of Souls
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.
A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.
1 month ago
CNobre Sadly I can't fuse Wear / Tear off Sunforger or I would have likely included it in the list. I usually run this card if I'm in these colors for early removal with flexibility. Chaos Warp is a card that has great answers to most permanents but seeing as I already run several ways to exile I would rather be using these cards as part of a tool box rather than shuffling their best card in play back to their library. Also my meta usually has more consistent ways to search or recover their cards from their libraries and graveyards so that is why I went with more exile options than Chaos Warp . Usually people run highly efficient strategies and that includes lots of tutors. For example one of my other decks has over 12 ways to tutor cards from my library and 2 of them are can be reanimated as part of a combo to get every creature out of my deck and onto the battlefield. I can win on the spot and the decks only weakness is a well timed exile effect. If you play chaos warp I can either keep the combo going in the same turn with a cheap tutor or I can set it up for the next turn and do it again. In addition if you use a destroy effect I can return it to the battlefield right away using its death trigger to reanimate it. They are triggers when the creature dies. In conclusion I don't play chaos warp because in most cases it just delays one turn when I would rather play a spell that just answers it permanently.
1 month ago
Without a primer it's hard to guess intentions behind some card choices but now that you've explained why you picked some of them it is easier to help or suggest. It is clear now that swiping the board very often is a deck design choice and even if our decks have a somewhat similar base that aspect is completely different. I only wipe the board when things are getting out of hand. My deck is more designed to keep creatures on the battlefield but not attacking me.
I understood your arguments for the cards I mentioned but I still believe that Crush Contraband could easily be replaced. You have the very efficiently costed Wear / Tear . It doesn't exile but it costs 3 mana less. Mortify could also be cut for other spot removal cards that hit more things than just Enchantment or Creature. Having options and flexibility is great and cards like Chaos Warp that works at instant speed, can target ANY problematic permanent (even your own) out of the battlefield and replace it with something else (likely a land) is great. It also fits nicely your Sunforger package just like Wear / Tear . I do not run Chaos Warp myself because I reached the maximum number of that sort of effect but if I would include one more it would be it.
1 month ago
After some Games I really noticed how hard it is to get Lands in your hand. Since Niv won't ever get you some from the top of your library. Thought of the Borderposts, but I really don't like them. I made some changes for flat draws.
I often got 2-3 Selesnya cards, so I also got closer to have an even amount of cards from every guild. I need to cut one more Selesnya Card for a Gruul card, but guys, this is hard.
Things I took out:
Lim-Dul's Vault - The base idea was, use it in response to the Niv trigger. But most times no mana after he etb's, or I used it already for copy/flicker
Voidslime - Many Colored Symbols, Don't like counterspells that much, still have 1 ability counter in the deck
Hanna, Ship's Navigator - No spare mana most of the times. No Artifacts, not a critical mass of enchantments
Turn to Mist - Mistmeadow Witch is a Permanent for devotion, and repeatable
Congregation at Dawn - Like Lim Duls
Brago, King Eternal - Idea was T4 Brago, T5 Niv with flicker. Brago gets removed most of the times.
Flower / Flourish - Since it says basic, no need anymore
Mirri, Weatherlight Duelist - Needed to cut more Selesnya
Growth Spiral - Didn't have a Land very often, Urban Evolution took this slot, maybe worth it
Mortify - Orzhov Removal
Mistmeadow Witch - Upgraded Turn to mist
Underrealm Lich - "Draw" to filter for lands
Pain Magnification - Rakdos Card Advantage, Permanent for Devotion
Utter End - More Orzhov, More Removal
Wear / Tear - Good Boros Removal
Mercurial Chemister - Mostly for the Draw, is a permanent for Devotion
Urban Evolution - Draw and Ramp
Spring / Mind - Draw and Ramp, with 7 card handsize often I need to discard. Aftermath does help there
Notion Thief - Don't know why didn't put him in the first Version. Permanent, Carddraw, Stops opponents
I'm open for tips or help, but keep in Mind everything needs to be Two-Colored Landbase may get an upgrade soon. If the deck works really good I'll swap slow fetches for the good ones.
Wear / Tear occurrence in decks from the last year
All decks: 0.0%
Commander / EDH:
All decks: 0.01%