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The Gimmick Outlined

This is my take on Boros Feather EDH. Rather than go for the general "most competitive possible" style deck, I wanted to do something a little different. Every single creature in the deck has some interaction with casting spells, and nearly all my spells are meant to target creatures.

My goal here was to build a deck that can have interesting (and hopefully powerful) interactions in any given hand. Feather is the key to it all of course, with the spell recurrence being the driving force behind basically every combo the deck has to offer. It's better in 1v1 than multiplayer, but it can still win games in multiplayer with a good draw.

Strategies change based on the hand you draw, but in general the goal is to play Feather on turn 3, then start casting several spells every turn to protect/pump/draw until your opponent is dead.

Win Cons

The main win con with this deck is to go over the top with commander damage and have Feather kill my opponents, but depending on the draw there are a couple different ways things can play out.

Commander Damage

The biggest fuel of the commander damage win con is all the protection spells. Gods Willing, Feat of Resistance, Shelter, these spells and more allow me to basically tell my opponents "Sorry, you can't block or remove Feather, take your damage and enjoy it". Pump spells are my other method for getting the commander damage win, through things like Titan's Strength and Brute Force as well as double strike enablers like Temur Battle Rage and Boros Charmfoil allowing Feather to deal massive damage in single attacks.

Go Wide with Creatures

Sometimes, it's not reasonable to get commander damage kills with Feather, either due to lack of protection spells, good fliers on my opponents' board, or just a general pressing need to kill more than 1 opponent at a time. For this reason, I have a good number of creatures in the deck that can be threats attacking with or without Feather. Electrostatic Infantry, Phalanx Leader, Leonin Lightscribe, and several others provide consistent threats when attacking so long as I can keep casting more spells.

The nastiest go-wide enablers are Monastery Mentor and Young Pyromancer. Token generators with the spell engine provided by Feather will get out of hand very quickly. In just a couple turns, I can be stacking up dozens of Elementals or Monks. These also combo excellently with the spell copiers Zada, Hedron Grinder and Mirrorwing Dragon. To date, I have only lost a single game in which I got out a combo of a token generator and a spell copier on the battlefield at the same time.

The Secret Third Thing

I have a couple other alternative win cons in here. Guttersnipe and Coruscation Mage can provide a no-attack wincon just through pinging off my repeated spells, though generally they are just accelerators for my other wincons rather than winning by themselves.

The secret third thing is Akroan Conscriptor. This guy is downright mean, I often end up feeling bad in games where I use him to win. If I just stack up all my spells on the Conscriptor, I can steal everyone elses' creatures and beat them to death with them. It also works as semi-removal on opponents turns, as I can steal creatures in response to attempted attacks. To date, the nastiest thing I've pulled off in this deck is using Akroan Conscriptor to steal my opponent's Sliver Overlord, and then using the "take control of target sliver" ability on Overlord targeting itself to permanently keep control of the Overlord for the rest of the game.

Consistency

The main key to why I love this deck so much is the consistency. I can almost always count on any given hand being able to produce some crazy effects. The two keys to consistency here are cantrip spells and value engines.

The cantrips are the biggest keys to success in this deck, allowing me to keep drawing cards and digging for answers every turn. Might of the Meek, Expedite, Defiant Strike, Shelter, Guided Strike, and more. These spells allow me to keep my hand full and keep my stuff alive by letting me find the other great spells I have in the deck.

Outside of the creature token value engines outlined above, there are also a couple engines for producing Treasure tokens that can be very clutch for the deck. Storm-Kiln Artist goes absolutely crazy if I can keep him alive, basically providing me the mana to dump my hand on every turn of the game, my own turn as well as any opponent's turns. Slightly slower but still very good Treasure engines are Ancestor's Aid and Sudden Breakthrough. If I get one of these going with a Zada or a Mirrorwing Dragon, it's another engine that can easily get out of hand quickly.

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96% Casual

Competitive

Revision 24 See all

(3 days ago)

+1 Rebellious Strike main