Feather, the Redeemed may be the most unique Boros General/Commander to date. Historically, Boros has relied on combat for victory, with numerous legendary Boros creatures that help accelerate this process (Aurelia, the Warleader, Gisela, Blade of Goldnight, Iroas, God of Victory, Winota, Joiner of Forces, Tajic, Blade of the Legion, Aurelia, Exemplar of Justice, Jor Kadeen, the Prevailer, Adriana, Captain of the Guard, Agrus Kos, Wojek Veteran, Bruse Tarl, Boorish Herder). Although combat is important, you will not find any of the aforementioned creatures in this deck. What you will find, however, is a slew of instant and sorcery spells, a select group of creatures that benefit from casting instant and sorcery spells as well as numerous win conditions. This is MTG Burgeoning's Feather, the Redeemed EDH/Commander deck!

Thermo-Alchemist: One. One Thermo-Alchemist activation. One Thermo-Alchemist activation and a potential 4-0 Two-Headed Giant Pre-Release Event for Eldritch Moon ended up 3-1. Personal history aside, Thermo-Alchemist is a great addition for this deck. We tap it to deal one damage to each opponent. Notice the text. Thermo-Alchemist deals one damage to EACH OPPONENT. It doesn't say one damage to TARGET OPPONENT. That's powerful, particularly because whenever we cast an instant or sorcery spell, we untap Thermo-Alchemist, permitting us to deal another point of damage to each of our opponents. We're going to cast a lot of instant and sorcery spells in this deck, and Thermo-Alchemist puts pressure on our opponents' life totals with each spell cast.

Anax and Cymede: Anax and Cymede is a powerful creature that can lead our army to victory through combat. Anax and Cymede has the heroic mechanic, which signifies that whenever we cast a spell that targets Anax and Cymede, creatures we control get +1/+1 and gain trample until end of turn. Casting a slew of spells that target this pair from Theros will not be difficult. Watching our creatures get bigger and bigger after each spell is even less difficult! Anax and Cymede can be a finisher in this deck.

Zada, Hedron Grinder: Whenever we cast an instant or sorcery spell that targets only Zada, Hedron Grinder, we copy that spell for each other creature we control that the spell could target. Each copy targets a different one of those creatures. Bonkers. Absolute bonkers. Imagine Zada, Hedron Grinder and Feather, the Redeemed on the battlefield together and under our control. With a swath of spells in our hand and a couple of other creatures on the battlefield under our control, the combination of Zada, Hedron Grinder and Feather, the Redeemed is game-ending. Curtain-calling. Show-stopping. Insert other endless cliches here.

Monastery Mentor: Monastery Mentor is similar to Thermo-Alchemist in that we're going to benefit from casting oodles and oodles of instant and sorcery spells. This mythic rare from Fate Reforged has prowess, which is valuable by itself. However, whenever we cast a noncreature spell, we create a 1/1 white monk creature token with prowess. For the purposes of this deck, Monastery Mentor can provide an army of 1/1 white monk creature tokens with prowess in a very short amount of time. Our deck does not have many creature spells, but that doesn't mean we can't have a lot of creatures. Monastery Mentor can give us an army.

Guttersnipe: As our theme of taking advantage of instant and sorcery spells continues, it's Guttersnipe's time to shine. Whenever we cast an instant or sorcery spell, Guttersnipe deals two damage to each opponent. No tapping. No targeting. No limitations. No restrictions. If we cast an instant or sorcery spell, Guttersnipe is Shocking each opponent. Notice the text says EACH OPPONENT and not TARGET OPPONENT. Guttersnipe must be dealt with by our opponents quickly or he will whittle their life totals down as we race through dozens of instant and sorcery spells from our hand and library.

Akroan Crusader: Akroan Crusader is another creature that can create an army of tokens for us. It has the heroic mechanic, so whenever we cast a spell that targets Akroan Crusader, we create a 1/1 red soldier creature token with haste. Similar to Monastery Mentor and a couple of other creatures in this deck, Akroan Crusader creates creature tokens through instant and sorcery spells. The only caveat here is that Akroan Crusader must be the target of these instant and sorcery spells. No problemo!

Young Pyromancer: Whenever we cast an instant or sorcery spell, we create a 1/1 red elemental creature token. Yes. You definitely are sensing a theme here. We've got dozens of instant and sorcery spells in the deck. Our plan is to benefit as much as possible from casting them with Feather, the Redeemed as our General/Commander. Creating a myriad 1/1 red elemental creature tokens in doing so fits this strategy. Imagine Young Pyromancer and Monastery Mentor on the battlefield together and under our control!

Phalanx Leader: Phalanx Leader is another creature with the heroic mechanic. Whenever we cast a spell that targets Phalanx Leader, we put a +1/+1 counter on each creature we control. While Anax and Cymede provide temporary power and toughness boosts, Phalanx Leader provides +1 +1 counters. Phalanx Leader is a great target for our instant and sorcery spells as each spell cast makes all of our creatures bigger.

Mirrorwing Dragon: Whenever a player casts an instant or sorcery spell that targets only Mirrorwing Dragon, that player copies that spell for each other creature they control that the spell could target. Each copy targets a different one of those creatures. For us, this is Zada, Hedron Grinder #2. For our opponents, Mirrorwing Dragon can act as a deterrent to removal. CAUTION: An opponent could cast a benevolent spell targeting Mirrorwing Dragon, and then copy that spell for each creature they control that the spell could target. Think Unleash Fury, Heat Shimmer, Brute Force and Invigorated Rampage. Proceed with caution!

Vanguard of Brimaz: Whenever we cast a spell that targets Vanguard of Brimaz, we create a 1/1 white cat soldier creature token with vigilance. Feather, the Redeemed loves heroism! This is another example of a token producer that can be abused with the high number of instant and sorcery spells in our deck.

Skullclamp: Skullclamp, this is a 1/1 creature token. 1/1 creature token, this is Skullclamp. Yes, there will be a lot of conversations between Skullclamp and our creature tokens. These interactions will end poorly for our creature tokens, but wonderfully for us! Whenever the creature equipped to by Skullclamp dies, we draw two cards. It only costs to cast and to equip. and the life of a 1/1 creature token for two cards is a great return! Okay. This is a bit of a cheat because it's not an instant or sorcery spell, but Skullclamp is amazing in this deck and it would be an oversight not including it.

Guided Strike: Target creature gets +1/+0 and gains first strike until end of turn. This isn't terrible, but the card is better.

Expedite: Target creature gains haste until end of turn. This is helpful, but the card is better.

Defiant Strike: Target creature gets +1/+0 until end of turn. This barely hits the radar. The card is better.

Psychotic Fury: Target multicolored creature gains double strike until end of turn. Feather, the Redeemed is a multicolored creature and swinging for game-ending General/Commander damage is very doable in this deck. Drawing a card makes this spell even better.

Accelerate: Target creature gains haste until end of turn. This is helpful, but the card is better.

Niveous Wisps: Target creature becomes white until end of turn. Tap that creature. This is all about the card.

Shelter: Target creature we control gains protection from the color of our choice until end of turn. This is very helpful. We can protect Feather, the Redeemed or one of our other creatures and draw a card. One of the best instants we can cast to target our creatures.

Fists of Flame: We draw a card. Until end of turn, target creature gains trample and gets +1/+0 for each card we've drawn this turn. This awesome instant from Modern Horizons can be a game-ender. Zada, Hedron Grinder and Mirrorwing Dragon are the preferred targets for this instant as a copy of this spell will target each of other creatures. Game. Over.

Carom: The next one damage that would be dealt to target creature this turn is dealt to another target creature instead. This little pocket of combat chicanery is minimally helpful. The card we draw is much more helpful.

Bandage: Prevent the next one damage that would be dealt to any target this turn. One point of damage is meh. One card drawn is YAY!

Crimson Wisps: Target creature becomes red and gains haste until end of turn. The haste can be very advantageous. Changing a creature's color to red until end of turn as minimal value. Drawing a card has a lot of value.

Swiftfoot Boots: Equipped creature has hexproof and haste. Who doesn't love those that sentence? Oh, right, our opponents. Well that's what Swiftfoot Boots brings to the table. It costs to cast and to equip. Lightning Greaves is not an optimal choice for us. Giving our creature shroud does not allow us to target it with instant and sorcery spells, and that's what this deck wants to do. Yes, Swiftfoot Boots is not an instant or sorcery spell, but its inclusion is justified by our need to protect the few creature cards we have in our deck, including Feather, the Redeemed.

Gods Willing: Target creature we control gains protection from the color of our choice until end of turn.

Ajani's Presence: Ajani's Presence has the strive mechanic. This spell costs to cast for each target beyond the first. Any number of target creatures each get +1/+1 and gain indestructible until end of turn. Board wipe survival. Sometimes by our own hand.

Sheltering Light: Target creature gains indestructible until end turn. Scry 1. The protection is preferred, but the scry 1 is a nice bonus.

Apostle's Blessing: Target artifact or creature we control gains protection from artifacts or from the color of our choice until end of turn. Be mindful of the casting cost of this spell. Phyrexian mana is our friend! As a bonus, this instant can protect one of our artifacts if needed. CAUTION: We won't get it back if we target an artifact. However, as some of our artifacts are quite significant, it might be worth it.

Dawn Charm: The single most underrated charm in all of Magic: the Gathering. This gem from Planar Chaos has three amazing modes. #1: Prevent all combat damage that would be dealt this turn. Fog anyone? #2: Regenerate target creature. PROTECTION. #3: Counter target spell that targets us. A white counter spell? Bant is well represented in this charm. All modes of this spell are relevant, and not every charm can say that. Most. Underrated. Charm. Ever.

Valorous Stance: Target creature gains indestructible until end of turn or destroy target creature with toughness four or greater. This versatile spell offers two modes of protection by granting indestructible to a creature for a turn or destroying a creature with toughness four or greater.

Boros Charm: If you play Boros, then you know the value of this charm. Its most relevant mode is permanents we control gaining indestructible until end of turn. Second, target creature gains double strike until end of turn. Notice the text on this mode: TARGET creature gains double strike until the end of turn. Not target creature YOU CONTROL gains double strike until the end of turn. We can ambush an opponent through another opponent's combat phase, or we can jack-up one of our creatures, most likely Feather, the Redeemed. The remaining mode is dealing four damage to target player of planeswalker. Historically, for me, this mode is seldomly used. Boros Charm is primarily used for protecting our board or giving Feather, the Redeemed double strike.

Soul's Fire: Target creature we control deals damage equal to its power to any target. Targeting Feather, the Redeemed with this spell over and over and over again can be back-breaking. We can keep the battlefield clean, mostly. We can whittle-down planeswalkers and the life totals of our opponents. As one of our most mana-intensive instant spells in our deck, Soul's Fire costs to cast. Be sure to have some ramp!

Chandra's Ignition: Target creature we control deals damage equal to its power to each other creature and each opponent. This is a much more powerful version of Soul's Fire. Where Soul's Fire deals its damage to a single target, Chandra's Ignition deals its damage to each opponent and each other creature, which, under the right circumstances can be repeatable. There are many ways to increase the power of Feather, the Redeemed in our deck, making Chandra's Ignition even more threatening to our opponents.

Invigorated Rampage: Invigorated Rampage is another bi-modal spell. Option #1 allows us to give target creature +4/+0 and trample until end of turn. Option #2 allows us to give two target creatures +2/+0 and trample until end of turn. Notice the text on this spell: TARGET creature. Not target creature YOU CONTROL. This spell's versatility is bonus. Invigorated Rampage's synergy with Mirrorwing Dragon and/or Zada, Hedron Grinder and an army of token creatures can be game-ending.

Seize the Day: With Seize the Day, we untap target creature and after our current main phase, there is an additional combat phase followed by an additional main phase. This spell also has flashback for . This spell is a key to utilizing Feather, the Redeemed as a win condition for General/Commander damage through combat.

Aria of Flame: At some point, this will be a more prominent feature in every red spell-slinging deck in the format. It's only a matter of time. Its drawback? When Aria of Flame enters the battlefield, each opponent gains ten life. It is not optimal to allow each opponent to gain 25% of their starting life totals. However, this is a means to an end. Whenever we cast an instant or sorcery spell, we put a verse counter on Aria of Flame, and then it deals damage equal to the number of verse counters on it to target player or planeswalker. Our entire deck revolves around casting instant and sorcery spells, generally multiple times during each player's turn. It will not take long for Aria of Flame to become robust with verse counters and pose a real threat to the table. Win condition.

Aetherflux Reservoir: As mentioned, our deck is going to cast a lot of instant and sorcery spells, usually multiple times during each player's turn. With Aetherflux Reservoir, we can take advantage of this high rate of spells. Whenever we cast a spell, we gain one life for each spell we've cast this turn. If we pay 50 life, then Aetherflux Reservoir deals 50 damage to any target. The voluminous number of spells we cast will result in our life total ballooning to the point where paying 50 life for 50 damage to any target is easy.

Oblation: The owner of target nonland permanent shuffles it into their library, then draws two cards. This piece of removal is powerful as it can target any nonland permanent and see it get shuffled into its owner's library. Granting that player with two cards is not optimal. However, sometimes the removal of a troublesome permanent is worth it. As a bonus, notice the text of the spell: The owner of TARGET nonland permanent shuffles it into their library. Not TARGET nonland permanent an OPPONENT CONTROLS. We can target one of our nonland permanents and draw a couple of cards. REMEMBER: Token creatures are permanents. With Feather, the Redeemed on the battlefield and under our control, she returns Oblation to our hand and we can target additional token creatures and draw two cards each time! Value!

Reckless Rage: This spell can be nasty! Reckless Rage deals four damage to target creature we don't control and two damage to target creature we control. What's Feather, the Redeemed's toughness? It's four. What is the casting cost of this spell? . Each turn, we can deal four damage to one of our opponents' creatures, two damage to Feather, the Redeemed, return Reckless Rage to our hand and do it again next turn. All for each time!??

Return to Dust: With Return to Dust, we exile target artifact or enchantment. If we cast Return to Dust during our main phase, we may exile up to one other target artifact or enchantment. With so much recursion in our format, the potential of exiling a combination of two artifacts and/or enchantments is extremely valuable.

Into the Core: Into the Core doesn't have the versatility of Return to Dust, but it doesn't have any of its restrictions either. For the same converted mana cost as Return to Dust, we exile two target artifacts. This is only helpful if EDH/Commander players have any artifacts under their control. This happens, right?

Declaration in Stone: This is not the greatest removal spell in our format. Declaration in Stone exiles target creature and all other creatures its controller controls with the same name as that creature. That player investigates for each nontoken creature exiled this way. Aside from creature tokens and the occasional Relentless Rats, Shadowborn Apostle, Rat Colony and/or Persistent Petitioners decks we may encounter, we will most likely exile a single creature and gift its controller with a Clue token. Under the best circumstances, we will exile a number of creature tokens with the same name without leaving a Clue. Declaration in Stone is worth inclusion in this deck because its floor of exiling a creature in exchange for a Clue token for is reasonably high. The ceiling of this card is so much higher if we can remove an army of creature tokens for just .

Wear / Tear: This fuse card offers two options for independent mana costs of to destroy an artifact and to destroy an enchantment. We can cost both halves of this card by paying and destroying an artifact and an enchantment. Versatile removal spells are very favorable, and Wear / Tear's inclusion in this deck is warranted because of it.

Chaos Warp: Chaos Warp is another piece of removal that can potentially reward the owner of the removed permanent. It's risky. It's a gamble. Something worse could hit the 'field. Maybe an instant or sorcery card will be revealed. Or a just land. Sometimes the risk is worth the reward. What is your Chaos Warp story?

Swords to Plowshares: Best creature removal spell in Magic: the Gathering. For we exile target creature from the battlefield. Its controller gains life equal to the exiled creature's power, which is less worrisome to us than a troublesome and/or problematic creature.

Path to Exile: If Swords to Plowshares is the best creature removal spell in Magic: the Gathering, then Path to Exile is #1B. For we exile target creature from the battlefield. Its controller gets to search their library for a basic land and put it onto the battlefield tapped, which is less worrisome to us than a troublesome and/or problematic creature. Guess what? Some EDH/Commander players don't even have basic lands in their deck. Mistake! Even in my five-color EDH/Commander decks I always include at least one Plains, Island, Swamp, Mountain and Forest in order to reap the benefits of Path to Exile, Field of Ruin and Veteran Explorer as well as preparing for possible Blood Moon and/or Back to Basics players.

Wrath of God: Wrath of God is another board wipe. We destroy all creatures and they can't be regenerated. This spell is best played right after casting Boros Charm and choosing to grant our permanents indestructible until end of turn. Not for our opponents, of course.

Austere Command: With Austere Command, we're provided four different modes from which to choose, and we can selected two of them. Either we destroy all artifacts, destroy all enchantments, destroy all creatures with converted mana cost four or greater or destroy all creatures with converted mana cost three or less. We can clear the battlefield of creatures or remove a specific grouping of them in addition to clearing out all artifacts or enchantments. This spell's versatility makes it so valuable and worthy of inclusion in this deck.

Arcane Signet: This artifact will provide us with or with no further investment, restriction or drawback. For just ! Thank you Throne of Eldraine.

Talisman of Conviction: Talisman of Conviction is a versatile ramp spell that gives us or we take one point of damage and it gives us or instead.

Land Tax: Land Tax can keep our hands stocked with basic lands throughout the game. At the beginning of our upkeep, if an opponent controls more lands than we do, we may search your library for up to three basic land cards, reveal them, put them into our hand, then shuffle our library. This is an amazing return on the investment of just .

Primal Amulet  : Primal Amulet   had been one of those cards that I always thought about playing. It was always included in spellslinger decks during their initial construction, but never made the final cut. Eventually, I decided to force myself to play it in order to gauge its power. I'm glad I did. Primal Amulet   reduces our instant and sorcery spells by . Additionally, whenever we cast an instant or sorcery spell, we put a charge counter on Primal Amulet  . Then if there are four or more charge counters on it, we may remove those counters and transform it. Primal Amulet   then transforms into a land called Primal Wellspring  . We can tap it to add one mana of any color to our mana pool, and when that mana is spent to cast an instant or sorcery spell, we copy that spell and we may choose new targets for the copy. I like that the transform ability is a "MAY" ability, because at times when the Feather, the Redeemed engine is revving and we're casting a bevy of those instant spells for either or each time, reducing the costs of those spells by keeps it purring like a kitten.

Boros Signet: Boros Signet provides additional ramp for us. We need in order to activate it but when we do we get . Boros Signet's inclusion is warranted as it can speed-up our game plan.

Thought Vessel: Another mana rock for . Thought Vessel provides with no option of or . Thought Vessel's most favorable attribute is awarding us with no maximum hand size. As our goal is to return to our hand instant and sorcery spells after we cast them, KEEPING them in our hand is of paramount importance. Why cast four instant and sorcery spells during our turn, targeting creatures we control with Feather, the Redeemed on the battlefield and under our control, and then being forced to discard down to seven cards? No thanks. I like my cards. I prefer to keep them in my hand. Thought Vessel helps with that.

Sol Ring: Tolling the virtues of Sol Ring seems hollow at this time. It's the most powerful artifact in our format. It costs just and gives us when we tap it. No other artifact in the history of Magic: the Gathering does what Sol Ring does without limitation, restriction or drawback.

Smothering Tithe: Whenever an opponent draws a card, that player may pay . If the player doesn't, we create a treasure token. From the same vein as Rhystic Study, this optional tax for our opponents can net us a trove of value. Asking our opponents "are you going to pay for that" can become tedious. I'm pushing for "Mana Tax " as a suitable replacement. Spread the word!

Livewire Lash: This equipment from Scars of Mirrodin costs to cast and to equip and gives equipped creature +2/+0 and has "whenever this creature becomes the target of a spell, this creature deals 2 damage to any target." Attaching this equipment to one of our creatures on the battlefield and under our control adds a Shock to every instant and/or sorcery spell pointed in that creature's direction. Imagine if Feather, the Redeemed is equipped by Livewire Lash! Also, notice the text. It says "becomes the TARGET of a spell." It doesn't say "becomes the TARGET OF AN OPPONENT'S SPELL" or "becomes the TARGET OF A SPELL YOU CONTROL." Livewire Lash is a sneaky-good equipment in this deck.

Sunforger: A Boros spell-slinger deck would be incomplete without including Sunforger. Sunforger costs to cast and to equip. Equipped creature gets +4 +0. This ability makes Feather, the Redeemed a threat to end an opponent's game through General/Commander damage. Additionally, however, we can tap and unattach Sunforger in order to search our library for a red or white instant card with converted mana cost four or less and cast that card without paying its mana cost. AT INSTANT SPEED, this ability allows us to tutor for one of the dozens of instants in our deck and cast it without paying its mana cost. Then, hoping that Feather, the Redeemed is on the battlefield and under our control, that instant will go to our hand at the beginning of the next end step if it targeted one of our creatures. Auto-include.

Veilstone Amulet: Let's keep this between you and me. If word gets out about this artifact, its popularity will sky-rocket. So "down-low" is the phrase of the day for the best kept secret from Future Sight. Whenever we cast a spell, creatures we control gain hexproof until end of turn. With Veilstone Amulet on the battlefield and under our control, we can protect our creatures WHENEVER WE CAST A SPELL. Not just an instant spell. Not just a creature spell. Not just a sorcery spell. Not just an artifact spell. ANY. SPELL. WE. CAST. With dozens of instant spells in our deck, this is an extremely powerful interaction that can keep our creatures target-free from our opponents' spells; almost like counterspells. Opponent #1 casts Terminate targeting Feather, the Redeemed. We respond by casting Accelerate targeting Feather, the Redeemed. She gains hexproof, we draw a card AND return Accelerate to our hand at the beginning of the next end step. Best kept secret from Future Sight.

Myth Realized: This card is similar to Aria of Flame and Aetherflux Reservoir as it cares about the quantity of spells cast. Whenever we cast a noncreature spell, put a lore counter on Myth Realized. Over 80% of the spells in this deck are noncreature spells. We can also tap in order to put a lore counter on Myth Realized. Lastly, we can tap and until end of turn, Myth Realized becomes a monk avatar creature in addition to its other types and gains "This creature's power and toughness are each equal to the number of lore counters on it." This enchantment can become a creature for and enter the realm of win conditions as a beater or when it's paired with Soul's Fire and/or Chandra's Ignition.

Enlightened Tutor: Enlightened Tutor allows us to search our library for an artifact or enchantment card, reveal it, shuffle or library and put that card on top of it. This instant-speed tutor costs just and generally has been used to acquire Aria of Flame, Aetherflux Reservoir, Sunforger, Skullcamp, Land Tax or Smothering Tithe.

Scroll of the Masters: Here's another card that cares about the number of spells we cast. Whenever we cast a noncreature spell, we put a lore counter on Scroll of the Masters. Remember, more than 80% of the spells in this deck are noncreature spells. We can also tap and tap Scroll of the Masters and target creature we control gets +1/+1 until end of turn for each lore counter on Scroll of the Masters. Targeting Feather, the Redeemed with Scroll of the Masters can ensure a quick exit for an opponent through General/Commander damage. REMEMBER: More than 80% of the spells in this deck are noncreature spells. We should take advantage of that fact in as many ways as possible, and Scroll of the Masters does that.

Underworld Breach: The timing for Underworld Breach is key. Having the necessary graveyard resources is paramount in order to utilize Underworld Breach because we've only got one turn to use it. When this enchantment comes down, each nonland card in our graveyard has escape. The escape cost is equal to the card's mana cost plus we exile three other cards from our graveyard. In essence, we need three other cards in our graveyard per desired spell, in addition to the mana needed to cast the spell. Not only are graveyard resources in the form of cards important, but the mana resources necessary to cast the spells is equally important (duh!). Again, we've got one shot to make Underworld Breach work because at the beginning of the end step, we must sacrifice it. Be sure that all resources are available. Make it count!

Plains: There are ten in the deck.

Mountain: There are ten in the deck.

Command Tower: Best land in our format. It enters the battlefield and can tap to add one mana of any color in our commander's color identity. No restriction. No limitation. No drawback. Best land in EDH/Commander.

Myriad Landscape: Myriad Landscape enters the battlefield tapped. We can tap , tap Myriad Landscape and sacrifice it in order to search our library for up to two basic land cards that share a land type and put them onto the battlefield tapped. Myriad Landscape helps us ramp and color-fix.

Sunhome, Fortress of the Legion: Sunhome, Fortress of the Legion gives us or we can tap and tap Sunhome, Fortress of the Legion and target creature gains double strike until end of turn. Notice the text. It says "TARGET creature" and not "TARGET creature YOU CONTROL." This feature adds surprise and politics to the game. This is also another option to close out a game with General/Commander damage from Feather, the Redeemed.

Slayers' Stronghold: Similar to Sunhome, Fortress of the Legion, Slayers' Stronghold taps for and offers an additional creature-specific ability. If we tap and tap Slayers' Stronghold, target creature gets +2/+0 and gains vigilance and haste until end of turn. Notice the text. It says "TARGET creature" and not "TARGET creature YOU CONTROL." This feature adds surprise and politics to the game. This is also another option to close out a game with General/Commander damage from Feather, the Redeemed.

Reliquary Tower: This is a Thought Vessel in land form. Or, is Thought Vessel a Reliquary Tower in artifact form, since the latter was printed first? Either way, each card taps for and removes our maximum hand size requirement. WE WANT OUR CARDS!

Temple of the False God: A great land to draw on turn five or later. A terrible land to see in our opening hand. The odds are in our favor for the former scenario, so we'll include it in the hopes to never see it in our opening seven!

Rogue's Passage: By utilizing Rogue's Passage's activated ability, target creature can't be blocked this turn. Notice the text. It says "TARGET creature can't be blocked" and not "TARGET creature YOU CONTROL can't be blocked." Rogue's Passage adds surprise and politics to the game.

Each of the following lands tap for either or . Some of them can also provide . There are some restrictions, limitations and/or drawbacks to some of these lands and some have additional abilities as well:

Inspiring Vantage: Inspiring Vantage enters the battlefield tapped unless we control two or fewer other lands.

Boros Guildgate: Boros Guildgate enters the battlefield tapped.

Temple of Triumph: Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, we scry 1.

Sunbaked Canyon: We can tap Sunbaked Canyon and pay one life in order to add or to our mana pool. We can also tap , tap Sunbaked Canyon and sacrifice it in order to draw a card.

Needle Spires: Needle Spires enters the battlefield tapped. If we tap then Needle Spires becomes a 2/1 red and white elemental creature with double strike until end of turn. It's still a land.

Sacred Foundry: As Sacred Foundry enters the battlefield, we may pay two life. If we don't, it enters the battlefield tapped.

Clifftop Retreat: Clifftop Retreat enters the battlefield tapped unless we control a Mountain or a Plains.

Rugged Prairie: Rugged Prairie taps to add , or we can tap and tap Rugged Prairie for , or .

Wind-Scarred Crag: Enters the battlefield tapped. We gain one life when Wind-Scarred Crag enters the battlefield.

Battlefield Forge: Tapping Battlefield Forge gives us , or or and it deals one damage to us.

Making an appearance on the UP & UP Series, MTG Burgeoning discusses some UPdates & UPgrades to this Feather, the Redeemed EDH deck:

Spectator Seating replaces Boros Guildgate.

Needleverge Pathway   replaces Wind-Scarred Crag.

Blacksmith's Skill replaces Ajani's Presence.

Esper Sentinel replaces Boros Signet.

Storm-Kiln Artist replaces Declaration in Stone.

Goldspan Dragon replaces Anax and Cymede.

Manaform Hellkite replaces Akroan Crusader.

Making another appearance on the UP & UP Series, MTG Burgeoning UPdates and UPgrades this Feather, the Redeemed EDH deck:

Into the 99 - out of the 99:

Sundown Pass replaces Temple of the False God.

Smuggler's Share replaces Primal Amulet  .

Loran's Escape replaces Valorous Stance.

Boon of Safety replaces Apostle's Blessing.

Arcee, Sharpshooter   replaces Myth Realized.

In the following YouTube video, MTG Burgeoning showcases this Feather, the Redeemed build via deck tech as it officially enters into the Burgeoning Commander Catalog:

In the following YouTube video, MTG Burgeoning UPdates & UPgrades this Feather, the Redeemed deck via its appearance on the UP & UP Series:

Fiery Inscription replaces Guttersnipe.

Firebrand Archer replaces Thermo-Alchemist.

Kessig Flamebreather replaces Vanguard of Brimaz.

Ondu Inversion   replaces Plains.

Dowsing Dagger   replaces Inspiring Vantage.

In the following YouTube video, MTG Burgeoning UPdates & UPgrades this Feather, the Redeemed EDH deck via another appearance on the UP & UP Series:

Feather, Radiant Arbiter replaces Soul's Fire.

Lightning Blow replaces Seize the Day.

Fight as One replaces Sheltering Light.

Decanter of Endless Water replaces Thought Vessel.

Sejiri Shelter   replaces a Plains.

Castle Embereth replaces a Mountain.

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78% Casual

22% Competitive

Revision 7 See all

(2 days ago)

+1 Castle Embereth main
+1 Decanter of Endless Water main
+1 Feather, Radiant Arbiter main
+1 Fight as One main
+1 Lightning Blow main
-1 Mountain main
-1 Plains main
-1 Seize the Day main
+1 Sejiri Shelter  Flip main
-1 Sheltering Light main
-1 Soul's Fire main
-1 Thought Vessel main
Top Ranked
Date added 3 years
Last updated 2 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

32 - 0 Rares

23 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.39
Tokens Copy Clone, Dragon Illusion */* R, Elemental 1/1 R, Monk 1/1 W, Plant 0/2 G, The Ring, The Ring Tempts You, Treasure
Folders MTG Burgeoning's EDH/Commander Decks, Commander decks, Fun
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