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.
|Have (3)||Forkbeard , , orzhov_is_relatively_okay819|
|Want (5)||wkli6 , Soulo , DoucheFX , st3ffimylove , _signal_|
Combos Browse all
|Commander / EDH||Legal|
Boros Charm occurrence in decks from the last year
Latest Decks as Commander
Boros Charm Discussion
4 days ago
Openil - just for clarity, this isnt intended to be a cEDH deck nor is it intended to function (well) in a cEDH meta. cEDH is simply too fast, and this deck does not currently run enough stax to bridge the gap. For cEDH, you would need to rely much more on combos nearly every game, and at that rate you're much too slow and inconsistent, the aikido shell just holds you back rather than a dedicated combo oriented shell.
This deck is however intended to function in a "pretty high powered" casual meta. When playing in more middling metas, I sometimes take out Sickening Dreams, or Ad Naus altogether, simply because combos like that tend to be frowned upon by middle power casual players, and it gets a lot of salt (which just isn't fun for me or the table when people get salty).
Additionally, the deck cost as it stands is simply because I enjoy the project of making something sub-optimal, as optimal as possible. I hope the price alone does not cause anyone to infer that this is intended to be a cEDH deck. It can function probably 90-95% the same on a sub-$800 budget (I haven't really been keeping up with prices in the last year, might be you could go even lower with all these new reprints).
Now, to the original question nade0 brought up -
With an "oppressive board state", assuming due to creatures as you mention, there's effectively three flavors - either they're going infinite token generation (or simply a shit load), they you have a bunch of creature based engines set up, or somewhere in the middle with a lot of big stuff but not 20+ of them.
For the former there's Rakdos Charm, simple enough.
For the latter of the three, you'll be relying on a lot of single target removal.
The middle is where it can get a bit tougher. Admittedly, there's no easy answer, but you'll be relying on pillowfort pieces while you a) just try to stay alive to where your opponent is below 20 ish life, and b) get damage in via Delirium type effects or some flying sunforger equipped beats, or even a Boros Charm. This sounds roundabout, and it is, but keep in mind that we play the long game and have high survivability so life totals are typically pressured, and with damage doublers we get a surprising amount of reach with seemingly incidental chunks of damage. There's also a lot of ways you can get creative to steal a win - part of the fun of this deck. You do need to be careful though, and use your removal well, lest you let their engines generate too much value and run off with the game.
To answer your more explicit question - why no board wipes? Because many players don't like them when they're cast. Sure, sometimes the table is relieved if someone really is running ahead (in which case I either didn't use removal correctly, or I got unlucky and never found any via any means), but for the most part it is a net-negative in a sociopolitical aspect. Making other players groan does not do much for your wanted perception of non-aggression.
4 days ago
Board protection also makes a huge difference. Teferi's Protection, Flawless Maneuver, Boros Charm, etc. can help you overextend safely so you don't become irrelevant and end up in topdeck mode after the first boardwipe.
1 week ago
i just uploaded one of my knucklehead decks for an example
my challange for this deck was to use Gideon's Sacrifice to win the game
Gideon's Sacrifice + Arcbond, + (Boros Charm, Fight as One, or Valorous Stance) is the combo
2 weeks ago
@king-saproling oh boy you threw out a bunch of cards without explaining any of them. Since you were nice enough to comment, let me explain my thoughts on them.
Short version: I don't like any of them.
Long version: I've already got a good amount of protection spells in my deck, including the two free ones that came from C20, so I don't feel the need for extra protection spells, especially ones that feel rather mediocre like the ones you mentioned. Getting more combats out of them with Aurelia is cute, but still doesn't make them any better than the protection spells I'm currently running (Deflecting Swat, Flawless Maneuver, Boros Charm, Teferi's Protection). Lapse of Certainty feels like it falls into the same category, I think I like Deflecting Swat much better.
The spells that let you either end the turn/take an extra turn but then you lose the game feel a bit too all-in for me. My deck can win just fine without them, and I'm not abusing any sort of combo. I have thought of angel's grace before, but it still feels a bit too situational for my liking. Most of the game it's gonna sit dead in my hand.
I'm not a fan of tap lands, so I actually cut Mistveil Plains from the list (the only tap land I play is Myriad Landscape because it's decent ramp). I also cut Signal Pest from the deck a while ago since it's cute, but not much better than that. Hero of Bladehold has a battlecry effect that's way more powerful. Treasonous Ogre is also way too all-in, and if I want a red ritual-type spell then I would look into Jeska's Will or Neheb, the Eternal or Mana Geyser before I woud consider the ogre. Knollspine Dragon is a cute wheel effect, but it's a whopping 7 mana. When you take a look at my two 7-mana spells in my current deck, they are game-winning powerful. The dragon isn't nearly as good as either of them. Then the big 5-mana damage enchantments I'd much rather have on a creature, which you can see is the case with my list.
So thanks for all the suggestions, but unfortunately I'm not a fan of pretty much any of the cards you suggested in Aurelia.
1 month ago
Deasert_Nomads_be_godly, thanks for commenting. As Daveslab2022 and cyeRunner eloquently stated, unfortunately the fetchlands are necessary for this suicidal deck to function optimally. There is no other way to inflict damage on yourself while also advancing your board position. The closest thing are the Zendikar Rising lands, but they don’t further the strategy.
If you are looking for a similar budget friendly deck, you can cut out the fetchlands and keep the manabase mono-red, and you have a traditional and highly effective burn deck. Bring in Rift Bolt, Shard Volley, Skullcrack, Monastery Swiftspear, Goblin Guide, maybe Light Up the Stage...sideboard Blood Moon, etc.
Or you can focus on Boros, run less fetchlands, and go with Lightning Helix and Boros Charm plus a combination of the above mentioned cards. Sunbaked Canyons are amazing because you can sac’em to draw a card when you need it, and without watering down your burn spell count. Plus you get access to good artifact and enchantment removal.
Honestly, I’m not sure what works best, traditional Boros burn or this hybrid suicide Mardu version. The former is more reliable during the early game, but the latter has more staying power for longer games.
1 month ago
Hey, you have several good cards, but also quite a few that can be upgraded even on a budget.
Utvara Hellkite and Lathliss, Dragon Queen are two Dragon upgrades because they can be card advantage since they create Dragon tokens when Dragons attack or when nontoken Dragons ETB. Drakuseth, Maw of Flames has a powerful attack trigger. Knight of the White Orchid is a Knight upgrade since it can tutor for any Plains including Sacred Foundry or Mistveil Plains and put it onto the battlefield.
Changelings are Knights and Dragons. Taurean Mauler gets bigger when any opponent casts a spell. Mirror Entity has an ability to change all creatures you control power/toughness and give them all creature types. Depending on how much mana you have you can make your army of creatures huge power with Entity.
Before you make other improvements however my advice is to first improve ramp because when the cards you want to try to win the game with are high CMC such as Dragons then lots of ramp should a high priority. The idea is to have more ramp and less high CMC cards because you can easily cast ramp, but without ramp you can't easily cast high CMC Dragons.
- Sol Ring: staple mana rock in Commander.
- Arcane Signet: staple mana rock in Commander.
- Keeper of the Accord
- Knight of the White Orchid
- Boros Signet
- Jeska's Will: can be a fast way to cast both your Commanders or a high CMC Dragon in your hand if you target an opponent who has seven or more cards in hand.
- Dragon's Hoard: ramp and can be repeatable draw with Dragons.
- Talisman of Conviction
The next important thing to expand on is draw. The options for repeatable draw are slim in Boros therefore you want to instead count on cards that give you repeatable card advantage in other ways. Keeper of the Accord is an example of a new card from Commander Legends that's a card advantage engine for white in muliplayer Commander since he creates creatures if you're behind on creatures and/or is land ramp if you're behind on lands and he triggers on each opponent's turn.
- Sunforger: when people talk about Boros usually Sunforger comes up in the conversation because it's powerful equipment for repeatable card advantage. When it's equipped to a creature you can at instant speed pay two mana to unequipped to tutor for any white or red instant spell in your library that's 4 CMC or less and cast that spell for free. Sunforger package is an art form for Boros players. +4 power is a big pump when the creature has double strike or flying.
- Mask of Memory: repeatable draw, effects that trigger when you do combat damage to a player can trigger twice with double strike. If equipped creature isn't blocked then you hit the opponent your attacking twice to draw four cards and discard any two.
- Open the Armory: tutor for any equipment.
- Sarkhan's Triumph: tutor for any Dragon.
With Sunforger Mistveil Plains makes it better because you can put an instant in your graveyard back into your library to cast it again with Sunforger. Example of a Sunforger package of instants:
- Swords to Plowshares: exile a creature.
- Boros Charm: give all permanents you control including lands indestructible.
- Chaos Warp: remove a permanent including a land.
- Shields of Velis Vel: give all creatures you control all creature types.
- Sarkhan's Triumph: Dragon tutor.
- Brought Back: permanent reanimation.
- Unbreakable Formation: give all creatures you control indestructible.
- Return to Dust: exile up to two different artifacts or enchantments.
- Valakut Awakening Flip: draw.
- Akroma's Will: make all your attacking creatures real threats.
If interested I offer more advice in another comment, including suggestions of cards to cut. Good luck with your deck.
1 month ago
I don't know if any exist, but if they do, you might want to add a few ways to give artifacts/enchantments shroud/trollshroud/indestructible. I do see you already have Boros Charm so good work. Also, the curve on your commanders and the deck in general seems low enough that you could go to 34 or even 33-32 lands.
I think my last suggestion would be Mistveil Plains and Tithe to go along with your Sunforger; this would only take a land slot and a 1-mana-instant slot so it wouldn't change the deck too much, but it would beef up your package quite a bit more than two cards worth. Even if you never find a Sunforger in a game, Tithe is a fine card. The only hesitation I see is either not owning a Tithe, or not wanting to play a tapped land, both of which are valid.
1 month ago
Hiya! Obviously Sword of Fire and Ice and Sword of Feast and Famine are obvious expensive upgrades for this deck. Seeing that you have a free equip in the command zone, I think the one thing this deck is missing is more interaction together with a Sunforger. The commander free spells like Deflecting Swat and Flawless Maneuver are phenomenal. Boros Charm is also a really important spell than can protect even your artifacts. Then there are board wipes that would be really useful when you're behind. Blasphemous Act is really good if you can give your creatures protection from red (which is easy with a sword). Winds of Abandon doubles as a one-sided board wipe and single target removal. Austere Command is flexible enough to only hurt opponents in your deck.