Sideboard

Instant (2)

Creature (3)


Maybeboard

Instant (1)

Sorcery (1)

Planeswalker (1)


This is my Boros aggro-Voltron deck. It performs reasonably well in the current competitive Standard environment (RTR, GTC, DGM, M14, THS, BNG, JOU, M15). The sideboard provides for a slightly more midrange conversion which helps the deck stabilize against aggro.

Main

The main strategy is an aggro-Voltron approach. Cast a double strike creature, power it up, and make it unblockable via protection spells, if needed. This deck can win in three turns under several ideal conditions, but it consistently puts lethal on the board by Turns 4 to 5. If it takes any longer than that, you'll start facing threats from the opposition and your ability to win will be severely hampered. You can't really afford to block often. High-risk, high-speed.

Let's go through the cards.

Creatures

  • Fiendslayer Paladin: Comes out of the box with first strike and lifelink. Essentially hexproof against black and red. The extra life he provides really helps the deck stabilize. Needless to say, he'll dodge most forms of removal.

  • Fencing Ace : The speedy younger brother of Fabled Hero. He makes Turn 3 wins possible. A lot of players underestimate him, but don't expect them to make the same mistake on Game 2.

  • Soldier of the Pantheon : Impervious to any multicolored board presence, attacking and blocking with impunity. His life gain ability is an added bonus, and his mana cost couldn't be any better. He doesn't give a darn about Detention Sphere or Voice of Resurgence.

  • Hero of Iroas : A great Turn 2 play. He has a vanilla heroic ability that beefs him up. He turns Madcap Skills into a 1-drop. Great for fast tempo and pressure.

  • Brimaz, King of Oreskos: So many weapons here. He's a tough, vigilant token generator and provides us with cannon fodder for when we are forced to sacrifice creatures. He is an offensive and defensive powerhouse.

Enchantments

  • Chained to the Rocks: Handles unruly creatures like Desecration Demon or gods for a very cheap cost. Terrific targeted removal. Has synergy with Ethereal Armor.

  • Ethereal Armor: One of the best offensive Auras in Standard. It adds size and offense for a tiny price, and has incredible synergy with itself and any other enchantment.

  • Madcap Skills: Adds devastating offense to a double striker and grants incredible evasion. Incredibly difficult for the opponent to handle, especially in the opening turns.

Other Spells

  • Boros Charm: Renders most board wipes impotent, gives double strike to whoever doesn't have it already (except Soldier of the Pantheon ), or helps us push through the extra damage we need to win. No more justification for its inclusion should be necessary.

  • Brave the Elements: Makes our team unblockable and protects them from removal.

  • Gods Willing: Can trigger heroic, optimize our drawing, protect our primary attacker from removal, or make it unblockable. Enough said.

Side

The mainboard is a bit of a crap shoot against aggro and tempo decks. If they come out faster, or if you draw a poor hand (say, with only one land and you fail to draw another), you'll likely lose. If an aggro deck (such as one of the Selesnya/Naya brews with Brimaz, King of Oreskos, Voice of Resurgence, and Fleecemane Lion), curves out on you before you can set up your offense, you're dead. The entire sideboard is designed to change the matchup substantially after Game 1. By adding more lands and ten more powerful removal spells (including a playset of Anger of the Gods), you'll have a much better chance of stabilizing the board in subsequent games, affording you breathing room to assemble a win condition (usually an enchanted Fabled Hero or Hero of Iroas ).

Let's go through the cards.

  • Anger of the Gods: Great against aggro rush, especially by Turn 4 or so when your primary attacker can either survive it or be protected from it. Also good on Turn 3 against R/G or Jund Monsters, since it will wipe out any mana dorks your opponent might have in play.

  • Battlefield Forge: The extra pair of dual lands makes the aggro matchup less of a gamble by giving the deck a more midrange feel. You'll have enough mana to use removal spells to stabilize the board while you assemble a win condition.

  • Celestial Flare: Extra removal that is quite strong against Voltron strategies as well as aggro. Can be used offensively where appropriate. Can send a monstrous Fleecemane Lion to the graveyard.

  • Fabled Hero: A very powerful attacker who compensates for the reduced creature board after sideboarding against white aggro decks. A properly-upgraded Hero should put you within reach of the win by Turn 4. Even if you only have 3 mana, he can swing for 18 on his first attack if you attach a Madcap Skills and an Ethereal Armor to him (he'll be a 9/6 double striker). He'll draw a lot of removal, though, so try not to tap out while he's on the board if you have a Gods Willing in hand.

  • Glare of Heresy : Hoses Elspeth, Sun's Champion and Detention Sphere in the control matchup. Smashes almost all aggro threats from white weenies and Selesnya/Naya "good stuff" decks, which are almost coin-flip matchups when we rely solely on the mainboard.

Suggestions

Updates Add

With the cycling out of RTR, Street Justice heads into retirement. I think I'll keep the deck together, because it's fun to play in casual Modern. It's very vulnerable in that format, more so than it ever was in Standard, but I don't have the heart to break it down just yet. Thanks to everybody for helping me with the build and assisting me in making it a competitive asset at FNM the past several months.

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Revision 18 See all

(9 years ago)

+2 Battlefield Forge side
+1 Celestial Flare side
-1 Fabled Hero side
-1 Gift of Orzhova maybe
+1 Glare of Heresy side
-1 Hopeful Eidolon maybe
-1 Mana Confluence maybe
-1 Nyxborn Rollicker maybe
-3 Titan's Strength side
Top Ranked
  • Achieved #58 position overall 9 years ago
Date added 10 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

16 - 9 Rares

18 - 4 Uncommons

12 - 2 Commons

Cards 60
Avg. CMC 1.70
Tokens Cat Soldier 1/1 W
Folders new, Suggestions, boros , weenies, Decks, Retired Standard Decks
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