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 (2)||Forkbeard ,|
|Want (5)||wkli6 , Soulo , DoucheFX , st3ffimylove , _signal_|
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|Commander / EDH||Legal|
Boros Charm occurrence in decks from the last year
Latest Decks as Commander
Boros Charm Discussion
5 days 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.
3 weeks 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.
1 month ago
I mean I've also been a fan of Searing Blaze it's a little less good without the fast fetches Bloodstained Mire, Prismatic Vista, Wooded Foothills, Scalding Tarn and Arid Mesa. Other than that the creatures most seem to rotate between Goblin Guide, Monastery Swiftspear and Eidolon of the Great Revel - though you're probably want to be more spell based to play your burning man and snipe off creatures; if you were inclined to add black Bump in the Night does work. If you were to add white Boros Charm is super solid. Lastly, Shard Volley usually gives people a tad more extra reach.
2 months ago
The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...
The list is huge, and it grows every year.
This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.
Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.
Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.
Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.
Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.
Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!
Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.
Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.
Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.
Garruk's Uprising alone is reason to run at least Green.
Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.
You get the idea.
As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.
One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.
Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.
I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.