Boros Signet

Boros Signet

Artifact

, : Gain .

Latest Decks as Commander

Boros Signet Discussion

RNR_Gaming on Zurgo's Sammurai

2 days ago

You're probably going to want the standard ramp package of Sol Ring and Arcane Signet. Also, some of the guild signers like Boros Signet and Rakdos Signet could be helpful. If you can proxy or just have a lot of disposable income Mana Crypt, Chrome Mox, Mox Diamond and Mana Vault are things to consider.

Perhaps add some damage based sweepers like Blasphemous Act and Sweltering Suns to capitalize on Zurgos ability.

Lastly, it seems like you have all of the current samurai stuff but I have a feeling there will be more with the new set thats going to drop sometime next year. So, my last bit of advice is to be patient because you'll probably get some new toys soon.

Last_Laugh on NaRsEt TuRnTaKeR

4 weeks ago

Narset wants LOTS of ramp. Stick to 2 drop or less though (3 if it adds more than 1 mana). Azorius Signet, Boros Signet, Izzet Signet, Talisman of Progress, Talisman of Conviction, Talisman of Creativity, Pentad Prism, Coalition Relic, Worn Powerstone, Basalt Monolith, and Crystal Vein.

A few pillowfort cards will go a long way also. Smoke is amazing here.

Feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Narset, American Beauty

NV_1980 on Velomachus, Air Raid Bomber *Primer*

1 month ago

Hi m8,

Nice deck. I think there are some nice ways to make it faster. Not sure what your budget is, but here's my two cents:

  • Fellwar Stone/Boros Signet (in exchange for Dragonlord's Servant; I think another rock is more useful to you since it will help you to cast other spells besides making the casting of Velomachus cheaper.
  • Esper Sentinel (in exchange for: not sure): not exactly a cheap card, but this guy either slows down opponents (through tax) or accelerates you (by allowing you to draw); their choice.
  • Monologue Tax (in exchange for: Citadel Siege, which only really becomes useful when your commander hits the field): also pretty expensive, but daaaamnn, this thing really generates mana.
  • Treasure Nabber (in exchange for: not sure): steal someone else's mana rocks to cast Velomachus faster.

Hope this helped.

Regards,

NV_1980

ScionsStillLive on Nicol Bolas, the Ravager

2 months ago

After looking at the decklist, I have some suggestions:

Cards to take out: Hellkite Punisher costs too much and is only a slightly bigger Shivan Dragon

Lathliss, Dragon Queen could work well in a more dragon-based deck, but it is unlikely to create many tokens in this deck

Liliana's Steward is too underwhelming of an ability to be used effectively. Same with Phyrexian Rager

You already have a lot of bounce spells, so Man-o'-War is not necessary and doesn't serve much else function as a creature

Boros Signet doesn't work in this deck because of commander colour identity

Mishra's Bauble is also a quite underwhelming card and not that useful

Rakdos Locket, Izzet Locket, and Mana Geode have better alternatives, as far as mana cost goes

Switcheroo also has better alternatives, ability and mana-wise

There are a few other cards that could be taken out, but I'm mainly highlighting the ones that should be taken out.

Cards to put in:

More removal like Cast Down and Terminate could replace a couple of bounce cards

Cards like In Bolas's Clutches and Control Magic could be considered if you want to have some more options for stealing creatures

The lockets and geode we took out earlier could be replaced with cards like Izzet Signet and other cheaper rocks

Try adding some more lands, 26 lands is not enough for a Commander deck. It is recommend to have around 35-38 lands, depending on your curve

Other than that, the deck seems fine. This deck has a lot of potential, if done right!

multimedia on Ghired Quartermaster

2 months ago

Hey, nice version with such a low budget. Only 40 cents or less for each card is an interesting idea.

Even though you're building a very low budget deck still consider some basic deck building guidelines to structure your deck? A basic structure is helpful when building any causal Commander deck to give you a good start.

The numbers in this basic structure are just a start, not all areas are covered and the final numbers may be more or less for each part. A basic structure doesn't need anything but the basics, you can add other cards to make up other areas that you want specifically with your Commander after. 10 ramp and 10 draw sources help to make a smoother gameplay experience. The balance of extra mana from ramp with the draw sources theoretically helps to have mana and cards in your hand to cast with the mana. Creatures can be part of the numbers and cards that have more than one effect that can go in many different areas are excellent and should be priority for cards to play.

Compare the above example to your current deck structure:

  • 33 lands
  • 26 creatures
  • 16 removal sources
  • 3 ramp sources
  • 1 draw source

The amount of creatures is a fine number, but there's disproportionate amount of removal compared to other areas. 33 lands with only 3 ramp sources, two of which are 4 CMC and 5 CMC are risky numbers because you can potentially get land screw (not drawing lands) as well as mana screwed (not having enough mana to cast spells). Having major potential for both of these to happen in a game can be really frustrating and is really bad for gameplay.

I believe you can never have enough draw in Commander since draw keeps the game going for you making gameplay much more fun. Harmonize is a good card, but only having it for draw is not enough.


Ghired and the other impactful cards here are high CMC and you want to get to five mana for Ghired quicker than only relying on your land drops. More ramp can help and the best ramp to add such as Sol Ring and Arcane Signet are budget cards. Unfortunately, they aren't 40 cents or less though, here's some to consider:

3 CMC or less ramp is preferred to have these plays in the early turns of the game which is best time to cast ramp since then it helps you to cast Ghired and all the other high CMC cards you want to cast later on in the game. You don't want to be casting 5 CMC or even 4 CMC ramp instead you want to use that amount of mana along with ramp that you cast before it to cast other more impactful spells.


Lots of draw especially repeatable draw sources are important to have in Commander. Unfortunately, because of the budget restriction for cards doesn't give you a lot of options, but here some to consider:

  • Garruk's Packleader: repeatable draw any time a 3 or more power creature you control ETB including creature tokens. Rhino's have 4 power.
  • Voice of Many
  • Zephyr Boots: repeatable draw, can also give equipped creature flying evasion.
  • Mouth / Feed: only can cast Mouth first to create a 3/3 Hippo then Feed can only be cast from your graveyard.
  • Mask of Memory: repeatable draw, equip any big creature you control who has evasion such as trample or flying.
  • Shamanic Revelation

Creatures who can draw are nice with Flamerush Rider to make a copy of them to then populate with Ghired. This interaction is very good with Garruk's Packleader since the more Packleaders you control the more draw you get especially when you populate a Rhino as well as each Packleader triggers to draw from the other. Three of these suggestions care about the amount of creatures you control which is good when playing tokens.

I've given you a lot to think about, but I offer more advice in another comment if you would like, including cuts to consider. Good luck with your deck.

multimedia on Kaalia's My Life(gain) with Dragons

2 months ago

Hey, what you have so far is fine with many good cards, but also quite a few cards that look out of place or could be replaced with better even budget options. I see that you're not finished yet with your first version since have only 18 lands as well as missing Command Tower.

I want to mention that if you want to gain life then a good way is playing flying Angels who have lifelink who you can cheat onto the battlefield with Kaalia or even cast. Gaining life from attacking Angels goes well with the overall game plan of cheating creatures onto the battlefield attacking.

After you add more lands to get 35-38 then also consider adding more ramp?

Cards such as Wanderer's Twig and Armillary Sphere are not ramp since they don't put the land you get onto the battlefield, it goes into your hand for a land drop. These types of cards are quite bad when there's actual mana rock ramp that could be added. Weathered Wayfarer also isn't ramp, but the difference is it can be a repeatable effect to get a land which is worth it from a one drop. A reason to add more ramp is as a backup plan to be able to cast high CMC creatures if and when Kaalia gets disrupted since don't count on having/controlling Kaalia all game.

I offer more advice. Good luck with your deck.

Phule451 on I'll form the head

2 months ago

Zetalpa, Primal Dawn is kinda mana intensive, but can win you the game with all it’s keywords. Also surprised not to see a couple white staples, Tragic Arrogance and Darksteel Mutation are just phenomenal re moral in the commander format. Also, you’ve got a Boros Signet on your main list and Arcane Signet on the maybe board, but Arcane is just superior to Boros just because it doesn’t cost the mana the turn you play it. Though I’d recommend both, you could really use more ramp…

multimedia on God Save the Queen

3 months ago

Hey, good work in progress so far for a first deck with an interesting concept.

Command Tower and Arcane Signet are two staples to consider adding. Consider adding some flying creatures who can disrupt your opponent to help you do keep the monarch and some repeatable sources of flying creatures?

Blind Obedience can be opponent mana rock ramp disruption and shuts off haste of opponent's creatures who might want to attack you. With Cunning Rhetoric opponent may not want to attack you because then you'll exile card from top of their library.


The mana curve is very high here since you have so many 5 CMC, 6 CMC or higher cards. Cutting some of them for lower CMC cards and more ramp would help gameplay. More two drop mana rocks can make it easier/faster to cast Marchesa. Since she's a 4 CMC creature then a turn two mana rock can potentially let you cast her turn three if you make your land drops.


Some lands to consider adding in place of some basic lands that are within your budget to improve the manabase:

If you're playing Dark Depths then consider Thespian's Stage? Stage is the land that combos with Depths to get Marit Lage. When you control Depths and Stage pay 2 mana to copy Depths with Stage. Stage becomes Depths with no ice counters on it and the legendary rule will take place since you can't control two legendary Depths at the same time. Choose to keep Stage and remove Depths. Since Stage has no ice counters it's saced to create Marit Lage.

If interested I offer more advice including cuts to consider. Good luck with your deck.

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