VIEWS!!!!

Oh boy. Thanks to all who viewed and up voted.

Aggro, the old standby, and a deck that can always put up a fight and make your opponent work for a win. Boros takes this concept and cranks it to 11. Some of the best aggro creatures in Standard right now are either red or white, or in some cases both, and this deck takes what I believe are the best pieces of both and creates a deck that hits hard, and hits fast, and sometimes kills your opponent on turn four. So, let's dive on into the fray and beat some faces.

May I present to you, the new and improved Boros Aggro. Sporting the latest and greatest in turning creatures sideways, this deck slices, it dices, it kills your opponent, and oh so much more.

First things first, rotation hit this deck hard. We lost over 85 percent of our card base. When the deck was trimmed of all it rotating pieces we were left with only four, count em, four cards left in our main board. Lightning Strike. The Side board was hit nearly as hard only retaining Ixalan's Binding. Things were not looking good needless to say. Luckily, the Legion has returned, and baby, we're back better than ever.

So, let's get right into this with our one drops. In this slot we have four creatures that we can drop on turn one, a play set of Goblin Banneret. The Bannerets' ability gives it the ability to get in early damage and help us bolster our other, more resilient mentor cards into the latter stages of the game and maintain our power and speed. Don't let the 1/1 stat line scare you into thinking this card is bad, cause that just isn't so. The pump ability keeps it relevant well into the late game.

Moving on to the two drop slot is the meat of our deck. First up is Boros Challenger, a meaty 2/3 for a red and a white with the ability to pump itself in the late game is a nice beater and blocker with a lot of versatility. Next up is a combat power house, Swiftblade Vindicator. Three keywords make this thing a real threat if it gets mentored twice, heck even once and it's still a damn fine attacker. Finally in our two drops is Sunhome Stalwart, a simple 2/2 with first strike is a fine card that plays either roll well.

Moving up the curve comes the three drops. First up is Militia Bugler, and this guys helps us to maintain our speed and aggression by helping us filter our deck for more gas while putting lands to the bottom of the deck. While he can bin a removal spell that we might need, the upside to help us grab an Aurelia, Exemplar of Justice out of our deck is a damn fine upside. Next is our big, and I mean big turn three play. Tajic,Legion's Edge blows this deck out of the water, a hasty 3/2 body with mentor, and the ability to gain first strike as well as protecting our team from non combat damage is a ridiculous amount of value for only three mana. Our last three drop is Legion Warboss and this guy is a house, constantly pumping out a 1/1 every turn that can be mentored by other creatures and turn into threats themselves is a great value, not to mention the ridiculous board state that can happen should you have two on board at once.

Finally our four drops, of which we are running two of. Aurelia, Exemplar of Justice looks to be one of the best turns fours for any deck running one, and boy does she bring the heat. Aside from dropping a 2/5 body onto the field to block, her ability allows her to have an immediate impact on the board by pumping another create and more than likely giving not only one, but two keywords to that creature, never mind the power boost. Come turn five, she can give the boost to herself so that she is a flying, trample, vigilant 4/5 with mentor, which more than likely can mentor any of your other creatures and help push through more damage to finish out a game.

Now comes our non-creature spells, and we only have ten of them. Starting with our removal we have the old standby Lightning Strike. Three damage where ever you need it for two mana. A damn fine card that should be included in every aggro list. Next up is a removal spell that I think has an amazing amount of versatility, A spell that is both a pump spell, or a version of Warleader's Helix is Integrity / Intervention. The ability to save a creature from red removal or save it in combat works well, and the ability for the other side to deal with creatures and gain us some life is always good. I gave this card a hard time in the comments below, but I came around after I stepped back and looked at not what it wasn't, but what it was. We are running an additional spell here as well. A full play set of Justice Strike, with its ability to take out seriously large threats like Ghalta, Primal Hunger or other large creatures; which makes it a very good piece of removal.

Lastly our mana base consists of four Sacred Foundry, four Clifftop Retreat and both seven Plains and Mountain. Keeping it simple.

Our sideboard consists of three Knight of Grace for any match ups against black decks. A pair of Ixalan's Binding help to deal with permanents other than creatures such as Planeswalkers. Deafening Clarion is a house against any other small aggro decks and the life gain alone can put us out of range for some decks, and if we control a Tajic, Legion's Edge this effectively only wipes the opponents board. Two Lava Coil help against any creatures that can return from the yard, mostly Rekindling Phoenix. Three copies of both Seal Away and Response / Resurgence to give us even more removal should we need it and to give us more versatility.

And there we have it. A new aggro deck for this brave new standard, complete with shock lands and good creatures.

Hold fast, stay strong. For the Legion!

Suggestions

Updates Add

Comments

64% Casual

36% Competitive





Compare to inventory
Date added 1 year
Last updated 1 day
Exclude colors UBG
Splash colors WR
Legality

This deck is Standard legal.

Cards 60
Avg. CMC 2.58
Folders Standard ideas, Ixalan, gostei, Interesting Standard Decks, Standard, Possible decks, STNDRD, Aggro, Boros Standard, White/Red, See all 22
Top rank #3 on 2018-10-21
Votes
Ignored suggestions
Shared with
Views