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If you want to teach a beginner, I recommend raising your land count to a healthy amount- 38 or so. That way the beginner can play the game and not get land-screwed.
August 4, 2020 12:44 a.m.
A card I would highly recommend for the deck currently- Outpost Siege. If you need extra cards it can get you an extra card every turn. If you don't, it can punish opponents for board wiping you or killing your tokens.
I also recommend upping your ramp and your card advantage a bit. You're using tokens, so there are great ways to get advantage engines off of tokens going. Another definite recommend- Skullclamp.
August 3, 2020 4:46 p.m.
Contrary to popular belief, Boros doesn't have any harder of a time ramping than any other non-green color combination.
If you want to ramp early to get your general out faster, might I suggest some red ritual spells? Stuff like Seething Song or Pyretic Ritual. These give you a burst of red mana for a single turn that can really help get your general out several turns earlier. You already play Mana Vault which, let's be honest, is most of the time a ritual too since how often do you actually untap it?
On top of these early ritual effects, you could also consider playing some big-gun ritual effects like Mana Geyser or Brass's Bounty. While these aren't early game ramp, they can provide some explosive later-game turns.
If you're already playing Smothering Tithe I recommend playing some more wheel effects. Wheel of Fortune is ideal, but if you don't have access to it you can instead play stuff like Magus of the Wheel.
Another few cards that might be good- your deck really wants to be making it's land drops every turn and would also really appreciate more ways to get card advantage, so cards like Land Tax (just got reprinted in double masters so it's high price tag just dropped!) or Gift of Estates or Tithe could help out a lot. At that point, draw effects that break even get better since you're plus-ing off of land effects, so your Faithless Looting and Tormenting Voice effects can swap lands for better cards.
Last few cards- if you've been liking Neheb, the Eternal, Neheb, Dreadhorde Champion could also be a really good card for the deck. It can cycle your cards into your big gun spells and then give you extra mana to fire off another burn spell. Deflecting Swat is an incredible card for this deck since it can do a bunch of shenanigans AND protect your commander. I think Flawless Maneuver would also be worth it to protect your commander.
That was a lot more than I expected, the ideas just kept flooding in hahaha. You know.... unfortunately it makes me want to build yet another Boros deck...... Why do I keep doing this to myself?
August 3, 2020 4:42 p.m.
Hello, long time Boros EDH player here.
The idea that you shouldn't overextend is true, but it is not a problem unique to Boros in EDH. No deck should overextend. If you aren't confident that you can rebuild after a board wipe or can be blown out for committing to a line of play, then you probably shouldn't overextend. That's known as being greedy and your opponents will punish you for it. This isn't just something Boros or Mono-white/red players should do, this is something all players should do.
With that in mind, your deck isn't any less weak to board wipes or removal or just running out of steam than it was before, you just learned to play a bit better. If you want the deck to be more resilient to not running out of gas/not getting blown out, you'll need to add in a lot more card advantage and a lot more ramp.
If you're worried about the ramp and the card advantage taking up slots that could be creatures, look into ways you can generate mana and card advantage by playing creatures and attacking. You can take full advantage of the fact that your creatures likely won't die in combat since you've got an indestructible commander that protects them from taking damage during combat.
Finally, for an aggressive deck, your mana curve is much too high. You have too many 4 drops in the deck, too many 5 drops, too many 6 drops. Unless you smooth that out, your deck is going to feel very clunky. On top of that, I recommend considerably trimming down on the 4-drop slot. Ironically, that's your most crowded slot, but it's currently the slot that needs to be slimmed down the most. Your commander, that you want to cast as soon as you can so it can start protecting your creatures in combat, is at that 4 mana slot.
August 1, 2020 11:38 p.m.
Oh my goodness I love this.
You have my upvote.
July 28, 2020 9:23 p.m.
Hiya, what's your reason for running Zirda, the Dawnwaker? I see two cards that can benefit from the cost reduction ability being Sunforger and Sword of Feast and Famine. Is that really enough to warrant an include in the deck? If you're using it for the tap ability, aren't there better cards that do that?
July 27, 2020 2:46 p.m.
Card Advantage in Boros isn't difficult. You've got lots of it in red that you can use. There are Wheel effects, Impulsive draw, artifact synergies, etc.
Note that I said card advantage and not card draw. While cards like Thrill of Possibility or Faithless Looting draw you cards, you don't net any advantage. In fact for some cards like Faithless Looting you end up down a card. Your deck needs card advantage, not card draw.
July 26, 2020 7:19 p.m.
So if I'm understanding the idea behind your deck correctly, you want to ramp your first few turns, then wipe the board, then start landing big angels and clean up the game with them.
If this is the case, I have a few suggestions.
1) Run more cheap ramp. If you want to ramp the first few turns, you need to run more ramp. I recommend 12-14 ways to ramp for 1-2 mana. This will help accelerate you to your midgame quicker.
2) Run more board wipes and removal. If you want to wipe the board every game, you'll want to run more. White has the best removal in the game, so take advantage of that.
3) You'll still want to run some more ways to gain card advantage. You're not the only one with board wipes, so you're liable to get blown out too.
July 25, 2020 2:34 p.m.
Interesting that you bring up other builds. My answer to that is simple- I think the other builds are building their deck incorrectly.
After counting the amount of ramp you play in the deck, I only counted 8 pieces of ramp, maybe 10 if you're generous with your definition of ramp. I would hardly consider that a solid ramp package, that seems like a very average, possibly lacking ramp package. Most decks nowadays seem to want 10-12 reliable sources of ramp (the consensus I've seen lately).
But maybe you don't use a different mulligan, maybe you have better luck than me (and lots of other people), who knows. Let me put it this way: If you find yourself making every single land drop of the game, or at least not missing a land drop for the first 6 or so turns (even missing land drops after that doesn't sound great), then you're fine and don't need to make any changes. If you find yourself doing that on a semi-regular basis then you need to run more lands and/or run more cards that find lands. White is great in this category with cards like Land Tax, Tithe, Gift of Estates, etc.
July 22, 2020 10:36 p.m.
Hiya! Looking over your deck I'm a fan. You've got a lot of cool threats, plenty of ramp, plenty of card advantage. A lot of things are looking great.
Now, the two parts of your deck that I think could use some more work are your removal and your land count. Although you run a ton of ramp, you also have a pretty high mana curve, so upping your land count by 3-4 lands to 37-38 sounds like a good idea.
The other part of your deck that seems rather subpar is your removal. A lot of your removal is burn based and not super versatile. If you've been liking it then you do you, but White is the best color for removal in magic, so I recommend taking advantage of that incredibly good removal.
Other than that, you've got my upvote. Thanks!
July 22, 2020 4:03 p.m.
Hiya! I've found Feather to be a very mana hungry commander, so making your land drop every turn is critically important. Because of that, I recommend upping your land count up to 38.
July 22, 2020 3:44 p.m.
Hiya! Long time Boros player here.
A lot of the cards in this deck might be good in other formats but don't scale well to Commander. Commander games typically go till turn 10 and you have 3 other players to deal with rather than just 1 player with 20 life.
Because EDH games are on a different scale, every deck in EDH has to have good removal (both single target and board wipes), ramp, and ways to generate card advantage. Each of these categories should have 10 card slots devoted to them.
July 21, 2020 4:06 a.m.
Hiya! Long time Boros player, hope to be of some help.
First thing, you'll want some more lands, especially with the higher mana curve you've got. I recommend running 37-38 for your deck.
Next thing, your deck is lacking a lot in the card advantage department. I recommend upping the number of cards that can produce you advantage up since right now you've got a solid 2 and a few others that are situational. Without a steady flow of cards you're liable to getting blown out, running out of steam, or falling behind.
Another thing, small burn spells or combat tricks aren't very good in Commander if they don't synergize with the rest of the deck. I don't see a ton of burn or combat trick synergy in this deck, so I recommend cutting them.
Last thing, a YouTube channel known as the Command Zone recently did a study on around 100 recorded games of Commander. One of the things they found is that you don't cast many spells with a cmc of 7 or higher in an average game. On top of that, those spells come down on the turns that the average game of Commander is looking to end aka the late game when you want to win. Your deck has a lot of creatures at 7 cmc and above. Unless you can find a way to consistently cheat them out, I recommend trimming down on those. Running 2-3 cards at 7 cmc and above is probably best if you don't have consistent ways to cheat them out.
July 16, 2020 4:33 p.m.
In my previous comment I said you should trim on the 4 cmc slot. Trim means cut, so I recommend playing less 4 cmc cards. 4 cmc is around the point where cards start to feel a bit clunky.
As far as card advantage goes, if you want to rely on equipment synergies you can play cards like Mask of Memory and Sword of Fire and Ice. If you like wheel effects there are cards like Magus of the Wheel or Reforge the Soul. If you like impulsive draw play Light Up the Stage or Ignite the Future or one of the myriad Chandra's like Chandra, Torch of Defiance. If you wanna do artifact synergies you can use Endless Atlas or Tome of Legends.
Lots of options for card advantage. Take your pick for what you like, what matches your playstyle, and what synergizes with your deck best.
July 15, 2020 6:44 p.m.
Hiya! Long time Boros player here.
I also noticed that your deck is still lacking on the card advantage a bit. It seems like Winota is doing all the heavy lifting, which I guess isn't the worst since the deck revolves around her.
July 15, 2020 5:50 p.m.
Commander / EDH
SCORE: 7 | 17 COMMENTS | 772 VIEWS | IN 1 FOLDER
Commander / EDH
SCORE: 2 | 104 VIEWS | IN 1 FOLDER
|Avg. deck rating||4.00|
|Suppressed formats||Standard, Legacy, Pre-release, MTGO, Unformat, Heirloom, Vintage, Archenemy, Planechase, Vanguard, Modern, Pauper, Noble, Casual, Hero, Block Constructed, Limited, Duel Commander, Tiny Leaders, Highlander, Magic Duels, Penny Dreadful, Frontier, Leviathan, 1v1 Commander, Pauper EDH, Canadian Highlander, Brawl, Arena, Oathbreaker, Custom|
|Good Card Suggestions||48|
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