|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Common|
|Eternal Masters (EMA)||Common|
|Commander 2015 (C15)||Common|
|Fate Reforged (FRF)||Basic land|
|Khans of Tarkir (KTK)||Common|
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Wind-Scarred Crag enters the battlefield tapped.
When Wind-Scarred Crag enters the battlefield, you gain 1 life.
: Add or to your mana pool.
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Wind-Scarred Crag Discussion
6 days ago
Hi! Got some suggestions!
mana base suggestions:
- Arcane Lighthouse
- Battlefield Forge
- Boros Garrison
- Clifftop Retreat
- Command Beacon
- Command Tower
- Evolving Wilds
- Needle Spires
- Reflecting Pool
- Scavenger Grounds
- Temple of the False God
- Temple of Triumph
- Wind-Scarred Crag
Treasonous Ogre is good, use all that lifegain to fuel X-Spells!
Definitely try Sunforger!
Maybe start by cutting:
- Braid of Fire
- Extraplanar Lens
- Abbot of Keral Keep
- Bonfire of the Damned
- Subterranean Tremors
Hope some of this helps!
2 weeks ago
Hello! Welcome to EDH! And you're Playing Boros! My favorite color combination!
Since your budget is low for now I'll try to keep all suggestions to under $5, and try my best to keep them under $2. Sometimes it's difficult but hey, you only need to get one for each deck haha!
Since your new to the format, lets go over some EDH staples. There are cards that, more of less, go in every commander deck.
Staples: Sol Ring is the #1 best staple card in the format. If you plan on doing EDH pick up a few. Boros Signet(and all other color-combo signets) ramp and color fixing. Lightning Greaves and Swiftfoot Boots for protection and haste. Burnished Hart, Solemn Simulacrum is ramp and card draw. Commander's Sphere, Hedron Archive and Mind Stone ramp and serve as draw if needed. Finally, Command Tower goes in every deck.
You'll notice those are all artifacts or lands. That's what makes them so good(and sometimes pricey).
Next are some solid options in red and white that can pretty much go in any red or white deck.
Boros Staples: Swords to Plowshares, Sun Titan(need low curve to really be useful), Sunforger(need good instant package to really be useful, I can help with that if interested), Return to Dust, Path to Exile(as a modern player you might have some already haha), Wear / Tear, Wrath of God, Sword of the Animist, Vandalblast, Chaos Warp, and Elspeth, Sun's Champion(pricey but to good not to suggest. My favorite card I'm biased).
Now, a simple Commander deck-building template to help you out. This is a rough outline of an EDH deck and by no means is the end all be all. You have a good start already!
64 spells(including your commander)
Of these 64 spells: 7-9 RAMP spells. 8-10 CARD-DRAW spells. 6-8 REMOVAL spells. 2-4 BOARD-WIPE spells. The other 27ish spells are creatures, tutors, recursion, graveyard hate, utility, etc etc.
So here are some suggestions. I'll repeat some or most of the staples I already mentioned.
Lands: You have a good start, but think about adding: Command Tower, Ash Barrens(getting a reprint, price will drop), Battlefield Forge, Clifftop Retreat($$$ sorry, it's a good one though), Evolving Wilds, Temple of the False God(counts as ramp too!), Temple of Triumph(make that Temple of SCRYumph! Hehehe), and Wind-Scarred Crag.
Ramp: Boros is notorious for it's weakness of ramp and card draw, so we have to make up for it with a lot of artifacts. Consider: Boros Signet, Coldsteel Heart, Commander's Sphere, Fellwar Stone, Fire Diamond, Marble Diamond, Burnished Hart, Sword of the Animist Hedron Archive, Mind Stone, and most importantly Sol Ring.
Card-Draw: The already mentioned Commander's Sphere, Hedron Archive and Mind Stone fit here too. It's great to double down on categories to make room for more cool stuff. Solemn Simulacrum, Land Tax(staple for those who can afford it does not ramp but draws you 3 lands which is good), Skullclamp(is amazing with all the tokens), Well of Lost Dreams(good with lifegain)
That's as far as I'll go for now.
There's a crash course in EDH! Good luck, have fun, and feel free to hit me with any questions!
1 month ago
definitely add like one or two lands, cut
if you don't have enough lands to replace all these, keep the ones you like most
2 months ago
I like the general! This could develop into a nasty deck guy!
Possible cuts Command Tower is this worth the price?All the cycling lands. Will there be a point where you won't want to play a land? This deck could be mana hungry.
anafenza, kin-tree spirit, Murderous Redcap and a sac outlet is infinite damage
shaman's trance can only cast stuff like flashback, retrace or some ability that allows you to cast it from the graveyard. It's not like Memory Plunder
I think terashi's grasp type effects are better as instants. What about the one the exiles artifacts or enchantments and has cycle, Forsake the Worldly
Remeber alesha can bring back 0/0's that ETB with +1/+1 counters. maybe do a gatherer search for some of those?
I think you have a good start, now it's time to search for the hidden gems to make it great! Have fun tinkering with it
3 months ago
Since the deck is not standard legal... maybe use Wind-Scarred Crag to gain a life, if you're gonna play a tapped land. might as well get something out of it. But if you trying to stay boros themed, may use Boros Garrison?
3 months ago
Emeria, The Sky Ruin is a great card but it is not a practical inclusion with your land base. Have you ever gotten 7 or more plains on the battlefield in a game? Either another basic land or even something like Wind-Scarred Crag would be a good replacement. I also would consider running Thran Dynamo instead of Chromatic Lantern.
3 months ago
Jungle Shrine, Opal Palace, Command Beacon, Rugged Highlands, Wind-Scarred Crag, Clifftop Retreat, Game Trail, Fortified Village, Canopy Vista, Cinder Glade, Timber Gorge, Tranquil Expanse, Kessig Wolf Run, Reliquary Tower, Temple of the False God, Temple of Abandon, Temple of Triumph, Temple of Plenty
4 months ago
Cards I think are very good in this deck:
Blade of Selves, Sunbird's Invocation, Nahiri, the Harbinger - These synergize with your game plan of casting a bunch of big Angels and beating down with them. They're also just individually powerful cards.
Cards I would heavily consider cutting:
- Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
- Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
- Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
- Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
- Flamewright - This card just isn't doing anything this deck wants.
- Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
- Glory-Bound Initiate - Again, just too low-impact for Commander.
- Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
- Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
- Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
- Iroas's Champion - See Glory-Bound Initiate.
- Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
- Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
- Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
- Shepherd of the Lost - See Glory-Bound Initiate.
- Skyknight Legionnaire - See you-know-what.
- Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
- Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
- Truefire Paladin See...yawn
- Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
- Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
- Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
- Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
- Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
- Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
- Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
- Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
- Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
- Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.
Cards I'm unsure about:
- The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
- Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
- Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
- Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
- Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?
Cards I recommend:
- "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
- Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
- Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
- Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
- Assault Suit - Get Anya attacking on everyone else's turns, too!
- Champion's Helm - Protects Anya while also making her big.
- Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
- Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
- Pariah's Shield - When equipped to Anya, this basically makes you invincible.
- Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
- Stoneforge Masterwork - This one should be obvious.
- Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
- Sword of the Animist - Ramp sword? Ramp sword.
- Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
- Worldslayer - This one is just to silly to not bring up.
- Herald's Horn - Makes your Angels cheaper, and helps you draw them.
- Door of Destinies - This should be fairly obvious.
- Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
- Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
- Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
- Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
- Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
- Archangel of Tithes - Makes life hard for token decks and discourages attacks.
- Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
- Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
- Exquisite Archangel - Saves you from death once, which damn well better be enough.
- Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
- Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
- Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
- Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
- Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
- Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
- Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
- Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
- Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
- Wear / Tear - Versatile artifact and enchantment removal.
- Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
- Swords to Plowshares - Spot removal that deals with just about any creature.
- Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.
On the manabase:
I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.
Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.