|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander Anthology 2018 (CM2)||Common|
|Iconic Masters (IMA)||Uncommon|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Common|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Commander 2013 (C13)||Common|
|MTG: Commander (CMD)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
Boros Garrison enters the battlefield tapped.
When Boros Garrison enters the battlefield, return a land you control to its owner's hand.
: Gain .
|Have (2)||bakeraj4 , Vasbear1|
|Want (7)||Aurock , Tomagotchi , Kagu11 , Koalatoucher , raefgall , epicureanbibliophile , nufmen|
Boros Garrison Discussion
1 month ago
Gishath, Sun's Avatar requires kind of an aggro strategy. You'll almost never win by casting dino after dino and swinging. Your goal has to be cast him as soon as possible then swing for cheat dinos into play. Extra combat steps really help with that. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // These are some ways you can get to 8 mana: Nature's Lore / Farseek / Rampant Growth / Sakura-Tribe Elder + Explosive Vegetation / Circuitous Route / Skyshroud Claim + Temple of the False God (or just wait a turn). Cultivate / Kodama's Reach + Hour of Promise (grabbing Temple of the False God and Boros Garrison ) will also do the trick. // You can take off some cards that don't synergize with the deck: Rootborn Defenses , Unbreakable Formation , Eerie Interlude ( Boros Charm and Heroic Intervention are enough protection), Onward (they can see it coming), Reinforcements (this is only useful when Gishath connects, otherwise is a dead card). // Gishath, Sun's Avatar requires kind of an aggro strategy. Your goal is to cast him as soon as possible. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // Eladamri's Call is better than Congregation at Dawn (if you have 11+ mana to cast both Gishath and Congregation, you should already be winning the game). But I don't think you should bother with tutors, since this is not a combo deck. You should focus on connecting with Gishath, and keeping your board state for the next swing. // Harmonize is never a bad card in decks without blue or black. You might need some cards when you don't have a creature. // Austere Command , Cleansing Nova , Blasphemous Act ( Akroma's Memorial protects your creatures from B. Act), Harsh Mercy , Mass Calcify , Solar Tide and Rout are better boardwipes than Wrath of God in this deck, since mana is never a problem for Gishath. Catastrophe , Armageddon and Decree of Annihilation if you feel like swinging without oposition.
1 month ago
Some land choices you might consider: Path of Ancestry , Fortified Village , Scattered Groves , Sheltered Thicket , Sungrass Prairie , Terramorphic Expanse , Blighted Woodland (ramp on a land), Opal Palace . Clifftop Retreat is good if you already have it. Gruul Turf , Selesnya Sanctuary and Boros Garrison allow you to go further on land drops and ramp. Sometimes, you will have to pay 14 mana for your commander, so be ready for that.
1 month ago
bushido_man96 as for Amulet of Vigor yes your absolutely right i did only put in there to speed up my tap lands but with 12 pure Taplands Temple of Silence , Sandsteppe Citadel , Rakdos Carnarium , Orzhov Basilica , Opulent Palace , Nomad Outpost , Izzet Boilerworks , Gruul Turf , Golgari Rot Farm , Dimir Aqueduct , Boros Garrison and Azorius Chancery , and 6 ETB tap unless lands Blood Crypt , Godless Shrine , Isolated Chapel , Overgrown Tomb , Sacred Foundry and Watery Grave think me having Amulet of Vigor is justified.
1 month ago
2 months ago
There are actually 4 effects that care about number of artifacts, Inventors' Fair , and I dropped Boros Garrison completely because it was slowing down the deck, and while I enjoy the card immensely because of art and it feels fantastic when you are able to replay the land next turn and untap with it, it's just not worth wasting an entire turn in the early game.
2 months ago
The issue with the artifact lands is that there is enough artifact hate out there that adding them to help just one instance of metalcraft seems not worth it. If you were running Mox Opal and a few other effects, sure, however here the reward doesn't seem to match the risk. Not to mention its for a card which just helps equip costs and by the time you're actually going ot be playing and equiping stuff where it's actually relevant you already have metalcraft.
For Boros Garrison , it's fine if you want to run a crad because you like the art or the flavour. But overall the ravnica bounce lands are detrimental in the vast majority of decks. In opposition to what was said, you can't count them as two lands. They are at best a land that taps for two mana, however for most decks the drawbacks are significant enough not to run. The issue with them is not that they don't do anything the turn the come down but that they negate turn two especially. Turn two for most decks is where they start pulling ahead. A majority of ramp spells are 2 CMC and they completely undo your second turn. Even with a Temple of Triumph , you could play it turn one to have access to two mana on your second turn. But you can't do that with the ravnica bounce lands. And on top of that, they aren't ramping either. Ancient Tomb gives you +1 on your pool at the cost of life. These cards don't. The only time they could be somewhat useful is if you're struggling to hit your third land. And in that case, you should be aiming your ramp to be 2 CMC rather than 3+.
Yes, solemn gives you a card when it dies, but a skilled oppoennt will understand opportunity cost. "I could not attack and they won't get a card, but that completely delays my strategy. Or I could attack, give them a single card and work towards killing them". If your opponent isn't going to attack because of a Solemn, chances are they aren't going to attack because of a few tokens, which will do much more work in the long run.
8/9 ramp pieces is not a good amount of ramp. Especailly with a 6 CMC commander and a curve peaking at 4 CMC. You should be aiming for somewhere in the 15 ramp card effects, with a bunch of them being 2 CMC (or less if you can). If you were running 14 other ramp cards and had Solemn, I would say that's fine. But with a relatively low amount of ramp and having a bunch of expensive (read 4 CMC) ramp cards, I would say that you need to slim your curve. While yes, anything less than 5 mana technically ramps into your commander, the cheaper it is, the more of them you can chain together. Because assuming you're hitting your land drops, playing two 2 CMC rocks on turns two and three will net you a turn four commander, while playing a single Hedron Archive on turn four will net you a turn five commander. That's why in general slightly weaker but more ramp is better than less ramp which is more powerful. You cna curve that of course, but the majority of your ramp should be cheap to play.
The idea of in a relatively low ramp deck going and cutting cheaper cards for more expensive ones seems ridiculous to me. I get that yo uwant to have a way of closing games out, however fattenign up your curve is the exact opposite of what you want to do. This just in general slows your gameplan and more than that can make many hands unplayable. Most curves want to have the vast majority of cards in the 1-3 CMC slot and taper off as they get higher up, regardless of playstyle of the playstyle of the deck (for commander at least). Adding a bunch of high end bombs seems counterintuative. Not only are they harder to cast, they draw more hate and are easier to deal with. The better way of closing out games would be to design the deck so that cards get more powerful as they synergise with other cards in the deck. For example, running a bunch of tokens and then using cards like Mikaeus, the Lunarch , Cathars' Crusade , etc. means that rahter than your opponent beaing able to play any single point removal spell to deal wit hyour threat, all of a sudden you have a bunch of creature that they have to deal with. Higher synergy decks will always be more powerful on average than decks which just run a bunch of curve fattening bombs. this is one of the few things I will agree with DespairFaction on, cards like Archangel of Thune would do well here given the token production that you have. And you don't need lifegain. Angel connects, you gain some life and make all your creatures bigger for next turn. As far as finishers go, this is actually a good ome. Cheap mana cost, flier and adds value to the rest of your board.
I think that Sublime Archangel isn't a bad fit here, she keeps the curve down and can help close out games by leveraging smaller tokens which trade unfavourably.
Anyway, that's my two cents on the matter. Please don't interpret this as a personal attack - I get that deckbuilding is a very personal thing (for the most part) and I don't want this to come across as belittling. I do however know from both a lot of personal experience and a lot of discussion with many players from across the specturm of casual and competitive that there are some concepts expressed which will ultimately hold the deck back. And if you're ok with that then that's entirely cool. But there are some fairly obvious standouts in both card choices and reasoning which I think is worth offering some counterpoints to.
3 months ago
3 months ago
This deck could use some more ramp, card draw, and lands. Also you have two cards too many in the list so that's a slight problem too.
Some cards to cut would be Sun Titan, Burning of Xinye, Elspeth, Sun's Champion, Great Furnace (It's strictly worse than a basic Mountain in this build as it dies to artifact removal and you have no synergy with it) and kinda Chance for Glory and Hostility. Sun Titan only returns permanents and most of your deck is instants and sorceries. I really don't think you want to destroy and of your own lands so the Burning is pretty bad. You have enough board wipe effects that also synergize with your commander and you don't have much of a token strategy going on so Elspeth seems pretty out of place. I suppose she's a potential alternate win-con, but most your deck has the ability to win off of any number of top-decks late in the game. I see how Chance for Glory is tempting, but it seems like a really niche card and I think I would rather have card draw in its place. Hostility is the card I'd like to see in action before really making a decision on. I feel like it could often just be a dead card because you'll want to be dishing out lots of damage and gaining lots of life with Firesong and Sunspeaker on the field, but I suppose it's another alternate win-con that synergizes with the deck.
I would think about adding Fateful Showdown and Khorvath's Fury since they draw cards and deal damage. Also, Magus of the Wheel if you can get your hands on one. Really and effect that either deals damage or draws more cards than you discard when you discard. Plus wheel effects are good for disrupting opponent's strategy. Rocks that draw cards like Hedron Archive, Dreamstone Hedron and Commander's Sphere are also good ideas.
In sum, get down to 100 cards, add more lands, ramp, and draw spells.
Boros Garrison occurrence in decks from the last year
All decks: 0.06%
Commander / EDH:
All decks: 0.06%
RW (Boros): 5.37%
RBW (Mardu): 0.92%
RGW (Naya): 2.01%