|Commander / EDH||Legal|
Printings View all
|Commander 2019 (C19)||Common|
|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 .
Boros Garrison Discussion
1 month ago
03 Nov Updates with ELD:
Bounty Agent > Odric, Master Tactician : With our reasonable amount of recursion in the deck, the agent can be a good removal against our opponent's commander or other legendary artifact, creature or enchantment
1 month ago
You're going to have to run a lot of symmetrical effects (hit all players) and then run cards to get around them yourself. In a 4 player pod, if you 1 for 1 trade cards from hand for opponents lands, you're going to be really far behind. You start with 7 cards, while your opponents collectively have 21 cards. 1 for 1 trades are not the way to go about building this deck.
Now, some ways to negate the drawback
- Boros Garrison and other bouncelands -> lets you get more from untapping just 1 land, and the bounce resets a land to enter untapped again
- Lands that tap for 2+ mana -> Ancient Tomb City of Traitors Gaea's Cradle most of these are expensive-ish. Also check out depletion lands Remote Farm its a full cycle and they cheap.
- Permanent untap effects -> Seedborn Muse and similar
- Lots of artifact or creature based mana. Signets and Talismans are great in five color budget.
Next, some cards that destroy lands or hate on lands. Armageddon Boil Choke Flashfires Acid Rain Ravages of War Destructive Force Contamination Blood Moon Magus of the Moon Tsabo's Web Omen of Fire Strip Mine Wasteland Impending Disaster Tectonic Break Ruination Wildfire
Then we run some cards that let us recur lands, or like when lands break Ramunap Excavator Crucible of Worlds Life from the Loam Terravore The Gitrog Monster Titania, Protector of Argoth Splendid Reclamation
Add some lands matter cards, some ramp, and some good beaters, and you have a deck.
1 month ago
Gideon for protection, lifegain, aggro creature, and removal if he gets that high; Zenith for fetch/ ramp with birds and other green creatures, serra ascendant is an EDH staple due to lifegain, aggro nature and synergies with other target list cards; birds for ramp, sacred foundry for boros because I hate bounce lands and this speeds up the deck.
Guildmage mana abilities are not as good as Trostani and are costly, Ascendant takes this spot. Momentous fall is too slow and don't see when I would play this over other cards; Frostfang is fantastic until tons of tokens are out and I am unintentionally milling myself; birds is a better roc egg, I am not running midrange but token focused so that is why it is out.
1 month ago
the manabase is very slow, all your duals come in tapped. I'm not a fan of that fact, but hey, it is budget, so good job making it competitive for 50 bucks. I guess what I'm trying to say is, for people willing to spend a bit more money on this, upgrading the mana base is what I would do first. get rid of all the guild gates and the life lands or what ever their called and get shock lands. upgrade the warped land scape and evolving wilds into fetch lands instead. the only lands I would keep that come in tapped are the bounce lands. Selesnya Sanctuary , Gruul Turf , Boros Garrison , Jungle Shrine , Rogue's Passage , Skarrg, the Rage Pits , Contested Cliffs and the basics are what I would keep, dump the rest for better things. This is of course only aimed at people that can afford it. Sacred Foundry for example is dirt cheap for a shock land. the others aren't expensive either. So for People that can afford them, I recommend: Sacred Foundry , Stomping Ground , Wooded Foothills , Windswept Heath , Bloodstained Mire , Prismatic Vista , Naya Panorama & Bant Panorama . These last 2 are dirt cheap, tap for a colorless and can fetch you all and 2 of your dominating colors in your deck. But if you really wanna splash the cast, replace those 2 with Arid Mesa & either: Marsh Flats for a white fetch, Scalding Tarn for a red fetch or Misty Rainforest / Misty Rainforest for a green fetch. looking at the card cost in the deck I would go for white and green for the last 2 slots, but these last lands I mentioned cost a fortune, we are talking upwards of a 100 $ a piece. Arid mesa is the cheapest @ 50 bucks I think. So my personal suggestion is to go with my original idea and go for the tri colored fetch lands (the panorama lands).
3 months ago
In my decks I'm showing Darkwater Catacombs , Boros Garrison , Cavern of Souls , Caves of Koilos , Dragonskull Summit , Evolving Wilds , Rakdos Carnarium , Sunbaked Canyon , Vault of the Archangel , Chromatic Lantern , Anointed Procession , Butcher of Malakir , and Cordial Vampire all as illegal in EDH. Also, the new cards from C19 have not yet been updated for legality, but since the official release is today that isn't terribly surprising.
3 months ago
Since you are playing Vampires with Daddy Markov at helm, you will find out that your deck will have a low curve (mostly 1-3 mana to get the most out Edgar Markov 's token creation) and will lean heavily on black (like 75%+ black). So it's better that your nonbasic lands enter the battlefield untapped and can generate black mana.
Some suggestions of cheap, untapped lands for Markov are Unclaimed Territory , Battlefield Forge , Caves of Koilos , Tainted Field , Tainted Peak , Foreboding Ruins , Smoldering Marsh , Graven Cairns , Concealed Courtyard .
4 months ago
What do you think of Sunbaked Canyon for this deck instead of a mountain.
I basically build your exact deck and its been super fun to play.
5 months ago
Commenting here rather than on your page.
I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.
Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:
- T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
- T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.
The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.
Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .
Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.
Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .
Dwarven Ruins and Ruins of Trokair for Heart of Ramos and Tooth of Ramos . This is because on T3 you can play your 3rd land and play an artifact to ramp with. On T4 when you play your fourth land, you now have 5 mana available and therefore are in ramp mode. You can also sac the artifact to generate another mana if need be, and it won't hurt your land base. These are under appreciated artifacts, and to be honest you don't need 26 lands in a 58 card deck. Yes, 58. Ajani and Mudhole are outside of your library.
Dormant Volcano and Karoo for Boros Signet and Boros Cluestone . Signet gets you two mana for the cost of one (Tapping two permanents equals out to 1 mana per permanent, but now you get one of each color) and Cluestone gets you one of any color, but also gives you draw options if you need it later on.
This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.
I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?
Cut out the following, for their listed reasons:
As mentioned before, you want more artifacts that produce mana. You currently have the following:
Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:
We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.
- Faithless Looting : Because it can be played twice, due to Flashback
- Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.
As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?
You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .
This took me like 40 minutes, so I hope it helps.
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%