The eternals are pouring through the Planar Bridge, and Feather, the Redeemed is having none of it. We’re gonna be casting a lot of spells and drawing a lot of cards, not typically a Boros thing to do, but desperate times call for desperate measures. The multiverse is at stake, and Boros is holding nothing back.

Feather is likely the absolute best Boros legend ever printed for EDH. The card advantage and utility she provides are unheard of in these colors, and opening up the Heroic mechanic to be abused is really nice. The goal of this deck originally was to be a cute cantrip based deck that never ran out of cards and got some value out of using different instant and sorceries repeatedly. Now, it's evolved into a powerhouse of a deck and I'm absolutely in love with it. The primer is going to be pretty detailed as far as I'm concerned, but if something appears to be missing please let me know. Without further ado, I give you Feather.

The first thing to look at for the primer is, appropriately, Feather, the Redeemed . Feather cares specifically about two things. The first is that you're casting instants and sorceries repeatedly. Not just on your turn, on your opponent's turns too. This lends itself far more to instants than sorceries, but there are some powerful sorceries worth using. The second thing Feather cares about is that you target your own creatures. Immediately, this opens up the can of worms for the Heroic mechanic to fill out this deck's creature slots alongside some other value based creatures that want you to cast non-creature spells.

You may like this deck if:

  1. You like casting a lot of spells. I mean a lot. On your turn, other people's turns, doesn't matter.
  2. You like a deck centered around it's commander.
  3. You like having a lot of decisions to make each game. The deck seems very simple, but the inner workings can get complex.
  4. You like the Heroic mechanic.

You may NOT like this deck if:

  1. You don't like your commander being key to a deck's success rate.
  2. You don't like casting a lot of spells or doing much on other's turns.
  3. You like attacking brainlessly. This deck generally wins via combat, but not always.
  4. You like infinite combos. Sorry, none of that here. Plenty of people experimenting with Feather in cEDH though.

Feather lets us re-use any instant or sorcery that targets a creature, so naturally the first thing I looked at was cantrips, or cards that replace themselves. Not a ton of fantastic options in Boros colors, but every card in the deck doesn't need to be card advantage, and there's just enough good options to help the deck go smoothly each game.

These just draw a card for mana. Neat. Use them when you have nothing better to do or when you need to start amassing card advantage. The most cast spells in the deck. Psychotic Fury giving double strike is relevant enough to warrant a two mana cantrip, and Accelerate was just the best of the other two mana one's worth playing in the slot. The only other consideration I would go for is Guided Strike because of the power buff, but I personally find haste marginally more useful.

Wheel is not a card I particularly want to be playing, but it is REALLY damn good when you empty your hand of mana rocks and play Feather turn one and immediately wheel turn two, disrupting your opponents and refilling your hand. Also a nice combo with Smothering Tithe. Don't feel obliged to run this, I do because I happen to own a copy.

Zada and Mirrorwring are finally back, after many comments asking why I wasn't playing them. They are incredibly strong, and while I stand by all the reasons I gave for not playing them, I have decided to put them back in as a way to push the deck over the edge from the mid-game to the late-game. It's one of those situations where I accept that these cards are almost too strong not to play, but I'm not fond that these are cards I feel compelled to play.

Chandra is mostly in here as a third or fourth string backup win condition, but she can pseudo-draw a card every turn, so that's not nothing.

The next section is about protecting Feather or any other creature you need from targeted removal, as they will get a lot of hate once you start churning through your deck.

These cards protect Feather at instant speed, and most of them Scry 1 which is an added bonus. There is a small list of cards that can protect our entire board from board wipes.

Boros Charm just gives simple indestructibility to our things. Eerie Interlude makes out creatures not exist in the face of a board wipe and is re-usable, and Teferi's Protection is the best white card ever printed in Magic history so it has to be included.

There is actually a huge amount of versatile removal for these colors. I'll go over some of it here.

Chaos Warp will deal with anything, period. Path, Swords, Winds, and Reckless Rage are all basic creature removal. Soul's Fire can be used to kill anything that isn't an artifact, enchantment, or land, and targets our own creature for valuable reuse. Wear / Tear is pretty easy to understand. Winds of Abandon is a one sided board wipe or a two mana path; either one is fine. Generous Gift is, well, Beast Within. It's too good not to play.

Livewire Lash is just an equipment clone of Labyrinth Champion. The upside, however is that you can slap this onto another heroic creature and get double the value for the same mana and card slot efficiency. Pyroblast is just too good not to have with the prevalence of blue in both this format and my meta.

Declaration in Stone is the closest thing white has to a Maelstrom Pulse. It will sorcery speed exile any creature, but has the upside of crushing token decks. A clue is also a lot less useful in my opinion than a land.

The deck also has a few mass sweepers. Every deck needs some. You won't always be ahead on board.

Winds of Abandon can be a giant ramp spell for your opponents, but it is one sided and modal. That makes it 100% playable.

This section is going to be all the instants and sorceries that have utility I didn't mention above.

Intimidation Bolt just straight up stops our opponents from attacking us. Feather has four toughness, and will thus always survive the bolt.

Past in Flames is my graveyard recursion spell of choice. If it's discarded, you can still use it, and it lets you choose what you get and when to cast them on your turn, unlike more restrictive options. Dreadhorde Arcanist has to attack AND have enough power to grab the spell you want, which isn't reliable in my build.

Insult / Injury DOES work with Feather when you aftermath it from the graveyard. Therefore, a reusable double damage spell is fine.

Angel's Grace is just to save me for one more turn. It also gets around a player with Aetherflux Reservoir and four-hundred life. That's definitely not the only reason I added it to the deck, but it was what pushed me to finally buy a copy.

Inventor's Fair is a tutor on a land that can gain marginal life. Metalcraft isn't hard to obtain, and the main reason it's in here is to tutor for 2 of the 3 main win conditions without taking up a spell slot. I have been happy having this as my solitary non-color producing land.

These are the few cards we have that gain value without targeting them. They give us tokens, damage, and scrying to help find what we need and filter out what we don't. These are the real powerhouses of the deck because they function alongside the Heroic creatures to generate insane value. Sentinel Tower, Aria of Flame, and Guttersnipe are pure win conditions and Aetherflux gives us life padding while providing inevitability. Scroll lets us use commander damage as an alternate win condition, or just pump a Dreadhorde Arcanist/Tenth District Legionnaire into lethal.

Aria of Flame is the most unfair card ever printed for this deck. I have before untapped with it and it had zero counters on it at the beginning of my turn and I won that turn. It is ungodly. It is disgusting. It is powerful. Please play it.

This deck is rather mana hungry despite being able to function on low resources effectively. Here are some ways to cheat the one land per turn quota.

Mana rocks are pretty self explanatory. Mox Opal functions because we have a ton of artifacts including it and the artifact lands. It isn't perfect, but it IS free.

Altar gives us essentially all the mana we could ever desire if we have a token maker in play. Smothering Tithe is the unholy abomination that is white Rhystic Study . It's just broken. Good card is good, please play it in all your white decks. Primal Amulet is mostly there for the back side, but the cost reduction on the front half can be relevant.

I cut Sunforger. It's too mana intensive and not that good as a value engine. I'm inclined these days to agree with SunsChampion's view on the card. I have cut it for good.
Finally, a section for the heroic creatures. This mechanic saw some standard play when it came out, but in this deck it is insanely good. Here they are.

Vanguard and Crusader give us tokens on target, which is really nice for making blockers and going wide on offense. Anax and Cymede make going wide great, and allow us to pump and trample over our opponents. Phalanx Leader lets us go huge in the long run. Tenth District Legionnaire gets beefy fast. Zada and Mirrorwing belong here too because they are basically heroic creatures.

Thank you for reading through this primer or just viewing the deck. If you have any feedback, comments, suggestions, snide remarks, jokes, memes, or anything else you want to comment about, please do! I'm always looking for new card ideas and suggestions.

Suggestions

Updates Add

Hello everyone! Firstly I'd like to give a huge thank you to everyone who's commented and upvoted. Any suggestions are greatly appreciated even if I've already tested them before or cut them previously. I'm known to go back on old cuts, and I'm always willing to reconsider a card or stand by my old reasonings, whatever the case may be. On top of that, just because I don't run a suggestion or card in my list doesn't mean you can't run it in yours! If you like a card, play it! Almost any card can be justified in this format, so do what you think feels right/good. Lastly, the upvotes and kind words make me feel like I've done something worthwhile, so thank you again :)

Onto the changelog!

Throne of Eldraine produced a whopping one card that I even considered putting in here. I have double and triple checked Scryfall many times since it's release, and I continue to find nothing of value for my version of Feather outside of Fabled Passage.

New Additions:

  • Chandra, Torch of Defiance - this card is mostly in here as a backup win condition; I'm a strong proponent that one should never play a planeswalker just for the ultimate/emblem, but that -7 is just game winning, and the other modes aren't terrible for what they're worth
  • Livewire Lash - this is Labyrinth Champion's spiritual predecessor, however the ability to slap that ability onto another heroic creatures pushes Livewire Lash just a few marks above Champion for me
  • Mox Tantalite - still not 100% on this choice, as Chrome Mox may just be strictly better in most cases; for me, however, I don't want Chrome Mox in the early game as I need those resources I would exile to Chrome Mox to push me into the mid game
  • Arcane Signet - I mean why not, it's better Fellwar Stone
  • Past in Flames - my recursion spell of choice, as it's flexible, can be used twice, and isn't restrictive like Finale of Promise or Dreadhorde Arcanist; also gets around Teferi, Time Raveler unlike the aforementioned
  • Angel's Grace - this card is mostly in here to buy an extra turn to win with when your back is against the wall; it's probably not worth running, in reality, but many times this deck just needs one more main phase to finish off a pod, and this will get you that if nothing else
  • Zada, Hedron Grinder and Mirrorwing Dragon - I cut these a long time ago, and I stand by my reasons for cutting them; that said, I think the cards are just too powerful not to play in this deck, and while I'm not especially fond of them, I see them as a necessary evil
  • Inventors' Fair - this is a fine tutor that will fetch two of the three main win conditions and doesn't take up a spell slot; can also gain marginal life and works nicely with Boros signet to help outweigh the downside of making colorless mana
  • Fabled Passage - better Evolving Wilds is good; helps thin, doesn't require me to pay life, and doesn't come in tapped (most of the time)

The One's Left Behind

  • Oblation - I think the card is fine, but I'd honestly rather play nothing than Oblation; it's fairly costed and balanced, but two cards in commander is worth a lot more than two cards in other formats
  • Fall of the Hammer - the worst removal spell, got replaced by Declaration in Stone; still a fine card if you'd rather play this over something else
  • Titan's Strength and Samut's Sprint - thses are fine cards, but scry vs draw is a big downgrade, and the power boost is rarely relevant outside of Zada/Mirrorwing, Krenko, or commander damage kills
  • Finale of Devastation and Dreadhorde Arcanist - these are fine cards, but they're too restrictive for me to warrant playing, and for what it's worth they both fail to even function when a Teferi, Time Raveler is in play
  • Fellwar Stone - bad rock is bad
  • Akroan Conscriptor - I hyped this card up for a long time, and it was a tough cut; that being said, it is one of the worst heroic creatures because of converted mana cost and only being phenomenal with either Cloudshift or Phyrexian Altar
  • Mana Confluence - bad pain land is bad; wouldn't recommend this or City of Brass for any two color deck
  • Plains - not going to cut any of the other lands, and I have enough basics to go around and then some

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Casual

83% Competitive

Top Ranked
  • Achieved #1 position overall 7 months ago
Date added 7 months
Last updated 1 week
Exclude colors UBG
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.32
Tokens 1/1 Elemental, 1/1 Goblin, 3/3 Elephant, None Treasure, 1/1 Soldier, 1/1 Monk, 2/2 Cat, Chandra
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