Choose one —
- Boros Charm deals 4 damage to target player.
- Permanents you control are indestructible this turn.
- Target creature gains double strike until end of turn.
|Want (8)||Wingstar22 , BasedNorseman , bloodmoonhowler , spencesteck , aed339 , SnarkyMcGee , jakwok21 , Miehen|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Uncommon|
|Masters 25 (A25)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2013 (C13)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Boros Charm occurrence in decks from the last year
All decks: 0.21%
Commander / EDH:
All decks: 0.07%
RW (Boros): 5.16%
RBW (Mardu): 1.23%
RGW (Naya): 2.68%
Boros Charm Discussion
4 days ago
Skyknight Vanguard is a pretty cheap knight with flying that also produces an additional body on attack although it is a soldier.
I’ve always like Fleetfeather Sandals since they give flying and hast to a creature.
Moonsilver Spear will make you some angel tokens that can be good flyers for the board.
A fun card I also always had in mind when I was working on a similar deck was Bludgeon Brawl since it will turn all of your mana rocks into equipment that will help your creatures hit hard.
1 week ago
I find giving Marchesa first strike makes her a very good attacker/blocker so Archetype of Courage will give your board first strike and keep your opponents from getting it.
Sphere of Safety is one of the best pillow fort enchantments you can have in a deck if you decide to dip into that at all.
Authority of the Consuls is a good card to make opponent's stuff enter in tapped and gain you life.
1 week ago
1 week ago
since you have Boros Charm, maybe you should have the other 2 charms for that combination.
2 weeks ago
Hey, nice to see Luminarch Ascension with a pillowfort strategy :)
Consider expanding the pillowfort?
These cards slow down the game which you can benefit from since Boros is not as fast as other color combinations. Turn one Deafening with as many creatures as you have can give you an advantage. Many enchantments here are high CMC cards which means most likely you will not be casting more than one a turn. Boros can have a difficult time stopping opponents combos which these cards can help with because many combos involve casting cards.
Other cards to consider adding:
- Sunbaked Canyon
- Hall of Heliod's Generosity
- Naya Panorama
- Talisman of Conviction
- Kazuul, Tyrant of the Cliffs: repeatable tokens, opponents are not going to want to attack you if it gives you a 3/3 for each creature who's attacking.
- Mask of Memory: repeatable draw, good with flying creatures.
- Nahiri, the Harbinger: repeatable draw, exile removal and her ultimate can tutor for one of Aureila or Helm for your winning combo turn.
- Boros Charm
Cards to consider cutting:
- Boros Guildgate
- Stone Quarry
- Rampaging Ferocidon: not good with the Aureila + Helm combo or Ascension, etc.
- Seraph of the Sword
- Everdawn Champion
- Serra's Blessing
- Baird, Steward of Argive
- Damping Sphere
- Leyline of Sanctity
- Warmonger Hellkite
Good luck with your deck.
2 weeks ago
Woah, holy knights.
Okay. So. first thing is first. Obviously, we are going knights tribal. The second thing to think about is what is it's theme. You said you want to go King Arthur. Honestly, King Kenrith makes for a better King Arthur deck. But, we're working with Syr Gwynn, so, we are more focusing on the Knights of King Arthur.
Are you wanting more of a knight heavy creature based deck, or equipment based deck. in my deck Valiant Knights of Eldraine, I focused more on a split of equipment and knights giving me 13 equipment and a total of 11 knights including Syr Gywn and 6 non knight creatures. Now, I've built my deck to try to be as powerful as I possibly can make it. What I'm going to suggest below is more flavor and theme based.
I think a cool direction to take this would be focusing on the Legendary theme, after all King Arthur is the most legendary legend of all time. And there is a perfect card that is knightly and legendary centered and it is, The Circle of Loyalty. For each knight already on the field, it costs one less. And when it is on the the field, for each legendary spell you cast, it creates a knight, and lets you sink some unused mana into making another knight.
Okay, we have our legendary theme. Let's round this out with some legendary weapons (think Excalibur) and legendary knights. Most renderings of King Arthur has anywhere from 12-15 knights at his table. I say we go somewhere in between and pick 13 legendary knights. Looking at the gatherer, I see a total of 31 legendary knights, but only 24 possible in our colors. I'd wittle it down to these 13 knights and 1 dragon. Adriana, Captain of the Guard, Arvad the Cursed, Aryel, Knight of Windgrace, Balan, Wandering Knight, Danitha Capashen, Paragon, Josu Vess, Lich Knight, Kwende, Pride of Femeref, Lena, Selfless Champion, Sylvia Brightspear and her dragon buddy Khorvath Brightflame, Syr Gywn, Hero of Ashvale, Syr Konrad, the Grim, Varchild, Betrayer of Kjeldor, and Vona, Butcher of Magan.
Next, I would put in an equipment for each of the knights. So, 13 equipments. Keeping with the legendary theme, there are 18 legendary equipments. My choices for the 13 to use are Blackblade Reforged, Elbrus, the Binding Blade Flip, Embercleave, Godsend, Helm of Kaldra, Sword of Kaldra, Shield of Kaldra, Helm of the Host, Konda's Banner, Shadowspear, Sword of the Animist, Tenza, Godo's Maul, and Tatsumasa, the Dragon's Fang.
So far that is a total of 28 legendary cards. You're going to want between 35 and 38 lands in this deck, I'd personally go with 36 bringing the total up to 64 leaving 46 spaces. Out of those 46 spaces, I'd want atleast another 10 ramp spells so, I'd look into Tithe, Weathered Wayfarer, Knight of the White Orchid, Arcane Signet, Boros Signet, Orzhov Signet, Rakdos Signet, Talisman of Conviction, Talisman of Hierarchy, and Talisman of Indulgence.
With the 36 spaces left, we probably want some card draw and tutors to get our knights equipment. Knights of the Black Rose, Puresteel Paladin, Stoneforge Mystic, Stonehewer Giant, Enlightened Tutor, Open the Armory, Steelshaper's Gift, Scheming Symmetry, Herald's Horn, Icon of Ancestry, and Vanquisher's Banner are all really good here giving us 11 options to dig, leaving us with 25 spots left.
Can't forget removal. I'd personally go with 7 single target and 4 board wipes. Those being Path to Exile, Swords to Plowshares, Crackling Doom, Utter End, Righteous Confluence, Return to Dust, Rakdos Charm, Wrath of God, Single Combat, and Tragic Arrogance.
With the remainder of the 15 spots, I would fill it with some utility and cards to push through for the win. Here I would look into Knights' Charge, Master Warcraft, War Flare, Boros Charm, Unbreakable Formation, Heavenly Blademaster, Knight Exemplar, Leonin Shikari, Silverwing Squadron, Nahiri, Storm of Stone, Gideon, Ally of Zendikar, Sorin, Vengeful Bloodlord, Bloodforged Battle-Axe, Sunforger, and Sigiled Sword of Valeron.
This should be a pretty well rounded and focused deck, or at least a path for you to take if you so choose.
3 weeks ago
I like this deck! For your consideration, Boros Charm to protect the fortress, Intimidation Bolt for if things get a little out of control or want to plan differently (smpke an opponents hatebear while preventing your creatures from swinging or hitting an opponents creature because you need one more turn to prepare), Labyrinth of Skophos, Harsh Justice and Deflecting Palm to turn the tables, and Stalking Leonin for more removal. Keep up the great work!
4 weeks ago
@ Skullclamped ,
This will be done in the very near future as I'm working on a huge update for the primer :) Wild Research is a good target, Mystic Remora or Smothering Tithe should also be very helpfull to get you through the early game.
It's very true that it's hard to pull of the combo with the Illusions of Grandeur . This deck isn't designed to win a lot of games after all though. While the value-engine and overall performance of this deck is working perfectly fine, I softened up the wincons by a fair bit over the cause of time. With all the tutors, card-draw and mana-accelerants it's pretty easy to pull of a win in my experience. At least for casual games within my playgroup the Zedruu-Deck has been way to powerfull and won most of the games. Even with this Jank-wincon I win my fair share of games. As you say it's easy to get to 1vs1 in the late game. Most opponents tend to have blown of nearly all of their ammunition at this point, while we can recur most of our stuff to pull of a win, even if it takes us 2-3 turns to pull it off. However this applies to my own playgroup, while you might have made slightly different experiences. So I'll list a few of my former win-conditions below:
- Approach of the Second Sun ... only one card, boring but easy.
- Wild Research , Nexus of Fate and Library of Leng ... take infinite turns and let Zedruu kill them all with commanderdamage while cyclonic rift clears the path.... way more flashy and surprisingly consistent.
- Swapping out a bordwipe for Austere Command and including Enchanted Evening doesn't only generate a ton of mana with Serra's Sanctum but also allows to blow up everyone's board while using Teferi's Protection to phase out laughing. Boros Charm might also be usefull in this scenario...
@ THCue , yeah you're absolutely right about the deck not being very budget-friendly... I'm thinking about building a budget version of this deck in the near future to make it more affordable for everyone. Adding some land-alternatives to the maybe-board might do it for now though :)