Boros allies! Every creature you play has powerful effects on your whole army, backed up by impressive equipment. If you like fast, aggressive starts with a surprising amount of resiliency, this is the deck for you.

FAQ

  • Why Munda, Ambush Leader? R/W is my natural playstyle, being fun and fast, and Munda is the epitome of the R/W archetype. General Tazri is a good commander for 5-color allies, but she's a bit slow and lends herself to combo or silver-bullet style decks. Munda helps find the cards you want every turn, as long as you want to draw allies (if you don't want to draw allies every turn why are you here?). He's also a threat on his own, being able to wear equipment well and get in for commander damage.

  • Any combos I should be aware of? The deck has a Sunforger package that I'm working on improving with cards like Mistveil Plains to recycle instants turn after turn. For that reason, all of the interaction is instant speed. Notably, Join the Ranks can save your board if you have Kabira Evangel or Hero of Goma Fada on the battlefield, essentially serving as a better Boros Charm.

  • What are this deck's strengths? This deck can build a board fast. Between Munda setting up your draws every turn and every creature's impact growing larger with each rally ability added to the table, you'll quickly take the lead or come back out of nowhere. A lot of the ramp in the deck is cost reduction, allowing you to double- or triple-spell to set up massive game-ending turns. Additionally, the Sunforger package adds consistency and access to silver-bullet answers.

  • What are this deck's weaknesses? It's an aggro deck, and aggro decks become the threat player quickly. Be careful not to overextend into the inevitable board wipe and leave up protection spells if you can. It also suffers from its single-mindedness. Munda's rally ability is a may, so don't use it until your mana situation feels stable, ideally with four or five lands and at least one mana rock. You'll also need to pay attention to when you fetch/tutor as to not mess up the top of your library.

Edits

Commander 2017 & Ixalan

  • Fellwar Stone -> Herald's Horn: Cost reduction is better here than mana rocks, plus you'll be drawing two cards a turn forever with Munda.

  • Leave // Chance -> Vanquisher's Banner: Leave//Chance was supposed to be a Sunforger target, but I forgot about the split card rules change. More card draw is always nice, even if it's expensive.

  • Day of Judgment -> Settle the Wreckage: Settle the Wreckage is a Sunforger target, and being able to hit indestructible creatures is well worth the cost of ramping my opponents. It's also a good political card, and worst case scenario I can ramp myself by exiling some tokens!

  • Exotic Orchard -> Unclaimed Territory: Giving up on the Unified Front plan with this and Fellwar Stone. More ally-lands are always nice.

  • Call the Gatewatch -> Kindred Charge: I typically don't like sorceries in the deck because, unless it's in my opening hand, I probably won't draw it. However, Kindred Charge makes the cut. Getting an extra set of rally triggers is great, and it gives me free creatures to swing in with. Best case scenario, it could actually win me the game!

  • Smoldering Crater -> Path of Ancestry: Another R/W land is always nice, and the scrying helps me know if I should use Munda's ability or not (obviously the scry is less important if I already know the top card from previous Munda activations).

Round 2

  • Unified Front -> Pearl Medallion: Gave up on the Unified Front plan. Cost reduction artifacts are better for this kind of deck that traditional mana-rocks.

  • Drifting Meadow -> Mistveil Plains: The Sunforger combo is assembled! It's now possible to re-use the instants I grab with Sunforger by tossing them back into my deck. Important to note that Mistveil Plains is a Plains, meaning its fetchable by my fetchlands and by cards like...

  • Marshal's Anthem -> Tithe: Tithe is great! It's very likely that I'll be able to get full value out of this card, grabbing Sacred Foundry and Mistveil Plains. Marshal's Anthem was too expensive for getting back more than 1 creature, which didn't feel worth it. I'd rather rely on drawing Rally the Ancestors (it's even on theme!) than Anthem.

  • Infiltration Lens -> Legion's Initiative: Infiltration Lens doesn't really do a whole lot for me. I have enough card advantage between Munda and my various tribal cards that the lens never really gets tutored up. I much prefer the ability of Legion's Initiative to potentially just win me the game, or at least protect me from a board wipe. It's even fetchable with Enlightened Tutor!

  • Urza's Incubator -> Ruby Medallion: Mana curve is the consideration here. Urza's Incubator is very good, but the fact that it comes down on 3 is kinda rough when you really want to land a turn 3 Munda. Ruby Medallion doesn't help all my creatures, but it helps Munda, and that's the important thing.

  • Spinerock Knoll -> Winding Canyons: Spinerock Knoll is a good source of card advantage in a color combo that desperately needs it, but this isn't a burn deck. Winding Canyons helps this deck so much in a longer game. Your handful of protective Allies (Hero of Goma Fada, Kabira Evangel, and occasionally cards like Murasa Pyromancer and Tuktuk Scrapper) benefit greatly from instant-speed Allies.

  • Naya Panorama -> Flooded Strand: More fetchlands that can grab Mistveil Plains and Sacred Foundry are great. I love the panoramas, but budget isn't a consideration with this deck anymore.

  • Ancient Ziggurat -> Rugged Prairie: The restriction of Ancient Ziggurat isn't worth it in a two-color deck.

  • Open the Armory -> Expedition Map: One of the strengths of playing a two-color deck is the nonbasic lands. Being able to grab my silver bullet lands with the map can be a lifesaver.

  • Valorous Stance -> Teferi's Protection: Teferi's Protection is a very strong card, essentially offering an "oh no!" button. Valorous Stance tends to underperform in my meta.

  • Legion's Initiative -> Urza's Incubator: This deck benefits from explosive starts, and there are few more explosive starts in this deck than those with Urza's Incubator.

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Date added 7 years
Last updated 5 years
Exclude colors UBG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

44 - 0 Rares

27 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens City's Blessing, Copy Clone, Emblem Gideon, Ally of Zendikar, Knight Ally 2/2 W, Kor Ally 1/1 W, Soldier Ally 1/1 W
Folders Red white, Munda Allies
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