This is a budget Boros deck made to blow things up. And keep on blowing things up.

When it's not blowing things up, it is lighting fuses and waiting for things to blow up.

The theme of the deck is also it's main strategy. It uses various cards to blow up enemy creatures or even just blow up all your opponents. Your basic strategy is to run into your opponents with all of your creatures all of the time. You have cards that grant them lifelink, make them indestructible or let them just do damage to targets for attacking. While you are pounding them on the ground, you have cards lurking in the wings that put everything on a timer. I mean everything. Both Incendiary and Time Bomb can finish the game if left unchecked for too long. So in typical Boros fashion you are waging war with dual weapons at your disposal. If they cannot face you on the ground you will win from your beatdown. If they do not have answers for your actual kill cards then they will just outright lose the game.

And the whole time you will be blowing stuff to bits!

A card breakdown follows:

The Creatures:

Bomb Squad: The go to guys when you need someone blown up. Even though their destroy ability is delayed, once they start lighting fuses creatures are going to die. And with the added value of damaging their controllers when it happens. Pure win for flavor and usefuless for the deck in a casual multiplayer game.
Bomber Corps: The heart of the deck. These guys run around blowing everything up. As long as they have some cover from their fellows. Pairing the Bomber Corps with Frontline Medic means your guys will survive their bombing runs. And whats better than guys with bombs? Indestructible guys with bombs!
Boros Mastiff: Besides protecting your Bomber Corps when you attack someone, these heroic hounds do something very important for the deck. They get lifelink when they attack with a Battalion trigger. Those lives are important when you are triggering your Time Bombs. As long as you have more life than your opponents when that bomb goes off, you win.
Court Street Denizen: These guys let you tap out troublesome blockers before you attack. And if you are dropping a ton of soldiers from Assemble the Legion you may finish a game. The legion tokens are white and red, triggering the denizen's triggered ability for each token. And the soldier tokens have haste! This can lead to some surprise blowouts.
Frontline Medic: This guy has so many uses in this deck. First, they protect all your attacking creatures by making them indestructible. Second, once indestructible all your creatures survive you activating a Time Bomb. This can mean you just sweep the table and all your creatures are the only ones left on the board. Lastly, If people do not pay attention, it's sacrifice ability may stop a player from interfering with your game plan. And lastly, you need medics around when you play with explosives.
Lantern Scout: The whole point of the scout in this deck is to give your creatures lifelink until end of turn. This is yet another opportunity to push your life total out of Time Bomb range.

The Enchantments:
Assemble the Legion: You need a battalion to protect your bombers. And the best way to do that is by dropping a horde of soldier tokens every turn onto the table. This lets you swarm your opponents. Even better, if you have Raid Bombardment in play, these soldier tokens will just bomb the life out of your enemies. Depending on what you have in play, you will have an army of hasted, lifelinked and indestructible soldiers attacking every turn.
Incendiary: This card is full of win. You drop it on any creature. Yours, an enemy's or whatever. Then every turn Incendiary gets a fuse counter. Then whenever the enchanted creature dies, you get to throw x damage at ANY target you like where x is the number of fuse counters on Incendiary when the creature died. People underestimate the threat this card possesses all the time. The creature you enchant with it has nothing to do with what you get to target with Incendiary when it goes to the yard.
Raid Bombardment: This makes every guy you got with low power a bomb-throwing maniac. You do not even have to hit the player for this to kill them. Declare your attackers, then resolve the damage before blockers are declared and BOOM! Coupled with Assemble the Legion this can become quite gratuitous.

The Other Stuff:
Time Bomb: This card puts an immediate clock on the table. The longer you wait to set it off, the worse it's going to get. Unaddressed, this card will finish off everyone at the table at one go. Except for you of course. If you managed to squeeze some bonus life out of your Boros Mastiffs or Lantern Scouts. Also, your creatures will survive if you managed to resolve an attack with your Frontline Medic in play.
Wear / Tear: Utility card for any kind of enemy artifact or enchantment that stalls your game. Great card.
Ondu Rising: Another potential source of lives to help you survive detonating one of your Time Bombs.

Mountains and Plains: Great mana sources. Since the deck does not run any double mana costs on the cards, basics work here.

Well, that is it for the deck. Please post any comments or suggestions here.

Suggestions

Comments View Archive

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Revision 3 See all

(7 years ago)

-2 Angelic Skirmisher maybe
-1 Boros Charm maybe
-2 Incendiary Command maybe
-2 Mass Hysteria maybe
-2 Shrine of Burning Rage maybe
-2 True Conviction maybe
Date added 8 years
Last updated 7 years
Legality

This deck is Casual legal.

Rarity (main - side)

14 - 0 Rares

9 - 0 Uncommons

13 - 0 Commons

Cards 60
Avg. CMC 2.86
Tokens Soldier 1/1 RW
Folders Magic Marc Cards
Votes
Ignored suggestions
Shared with
Views