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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Foundry Champion
Creature — Elemental Soldier
When Foundry Champion enters the battlefield, it deals damage to target creature or player equal to the number of creatures you control.
: Foundry Champion gets +1/+0 until end of turn.
: Foundry Champion gets +0/+1 until end of turn.
landofMordor on Boros Aggro
6 years ago
Hey friend, this is a great GTC/DGM block deck. I think, though, you could increase your deck's effectiveness by branching out a little bit.
Lightning Helix, for example, is one of the best burn cards of all time, and was printed during RAV. It's far-and-above better than Mugging since it can go to the face. Similarly, try Lightning Bolt instead of Electrickery.
My best piece of advice, though, is that you don't have to have Battalion in order to attack effectively. Rigging Runner, other RW creatures with Raid/Battle Cry/Enrage, and things like Hero of Bladehold can be way better at the top of your curve than Foundry Champion or even Aurelia, the Warleader. Think about it this way -- it's to your benefit to end the game (by winning) before your opponent can ever reach 5-6 mana, because by the time they do, your 1-mana creatures will be outclassed, and it won't really matter how indestructible you can make them, because your opponent can cast haymakers like Gideon Jura, etc. Of course, you lose some of the cool Boros guild flavor that way, but it does make the deck perform better, I think.
Monomanamaniac on Scrubby Boros Burn
6 years ago
Boros Reckoner possibly? Spark Trooper could be useful. Then there's the Foundry Champion to combo with Boros charm and the Boros reckoner. Assemble the Legion isn't terrible. Also Firesong and Sunspeaker would love to play around with that and lightning helix and Warleader's Helix. Aurelia's Fury also could give you a lot of good burn, add well as Deflecting Palm is absolutely brutal as well. searing mediation is a decent Boros mechanic. Ah and don't forget Balefire Liege, Aurelia, the Warleader, and Gisela, Blade of Goldnight I always get really messed up by them. I'm not saying overhaul your deck, just sharing what I've seen work
KongMing on Panharmonicon Infinite Combo
7 years ago
Why are you thinking about removing the Hellkite? Is it the high CMC?
Other lower CMC options that do similar things include the following: Gibbering Fiend, Keldon Marauders, Impact Tremors, Forgeborn Oreads, Keldon Champion, Foundry Champion, Blind Hunter, Bloodhunter Bat, Dakmor Ghoul, Grim Guardian, Pierce Strider, Purphoros, God of the Forge, and Outpost Siege. Personally, I think Gibbering Fiend and Keldon Marauders are the best. They're super low CMC, so you can play them much earlier in the game and start pinging the opponent for more damage sooner.
Invader Parasite is another option, if you don't mind not having any friends. Just make sure you don't accidentally exile all of your own lands, too.
kellen.rice on
7 years ago
Cool deck, I always liked soldiers! I think you should possibly add in Hero of Bladehold to spawn in more soldiers. I also think you should splash some red in this deck to add cards like Akroan Hoplite, Foundry Champion, Assemble the Legion, and Iroas, God of Victory.
lagotripha on The Barber
7 years ago
So, modern. For casual play modern is pretty much anything goes, but when playing competitively the game is decided by turns 3/4. This means that the majority of spells are as low cost as possible, intended to remove your opponents threats Path to Exile Be a threat itself Lingering Souls or help stall that decision until later turns where something larger can defeat your opponent Remand into Supreme Verdict, for example.
There are four common archetypes- aggro (kill your opponent as quicly as possible playing fast efficient creatures and spells like Lightning Bolt or Goblin Guide with just enough protection to make sure they hit your opponent for that final bit of damage, Midrange which aims to trade 1 card for one card in the first few turns to prevent damage then cast efficient mid-cost creatures in the 3/4/5 slots to win the game Siege Rhino/Thoughtseize style, combo where if you can get the peices onto the battlefield with enough to protect them you just abruptly win (usually turns 4/5/6) eg Melira, Sylvok Outcast/Kitchen Finksetc, and control which is almost all spells to screw over your opponent with a couple of cards that eventually deal enough damage to win, Supreme Verdict/Celestial Colonnade.
I've listed the kind of cards that are the most archetypal examples, but the variation within these strategies permits for an astounding variety of viable decks at every price and in every colour. Certainly most won't win major tournaments, but they can win your local FNM.
This deck is kinda split down the middle in terms of what it wants to be, running high cost combo or control threats like Foundry Champion or Eldrazi Devastator Warstorm Surge and Assemble the Legion, aggro tools like Boros Swiftblade and midrange tools like Gideon's Avenger.
I'd reccomend making this a creature based control deck based around cards like Nearheath Pilgrim, Boros Reckoner, Spitemare, Lightning Bolt, Flame Slash/Roast instead of shock and some bigger spells, aiming to stall the game with infinite life to resolve an Assemble the Legion or Foundry Champion (which oddly can dodge a lot of removal at the moment if you have mana. Weird). The rest of the deck should be dedicated to resisting your opponent 1-shotting you and removing growing threats. Condemn or Oust is cheap, and if you aren't planning on killing your opponent quickly the drawback is minimal (and screws over Death's Shadow). Legion's Initiative provides some combo protection, and should be retained, but Gleam of Battle and Brave the Sands can be replaced with tools to help . Ready / Willing, Ephemeral Shields, Ajani's Presence and Valorous Stance are all good options to enable the combo. With your sideboard it looks like you're trying to transform into aggro, if so look at threats like Keldon Marauders, Monastery Swiftspear, Skullcrack etc. You'll still want a Shattering Spree or similar artifact/enchantment removal in your sideboard for people playing Ensnaring Bridge, affinity (Batterskull decks) and if you're unlucky hexproof with Worship.
All told, good luck, happy testing and have fun.
Olde_English on Reckoning of Zurgo
7 years ago
When it comes to creatures, I see about 22 that you could do without. Here's my list of the creatures you should oust:Accursed Witch Flip, Aerial Responder, Anax and Cymede, Aven Skirmisher, Boggart Brute, Caravan Escort, Farbog Revenant, Foundry Champion, Hope of Ghirapur, Kitesail Scout, Lightning Runner, Mystic Familiar, Olivia, Mobilized for War, Relic Seeker, Renegade Wheelsmith, Riot Ringleader, Sabertooth Outrider, Sungrace Pegasus, Suntail Hawk, Sweatworks Brawler, Weldfast Engineer.
Many of these cards don't fit your theme or are weak in general. Right now you have a creature heavy strategy, where your creatures support Zurgo and help make him a more effective attacker. I think removing these creatures would benefit your deck a lot.
Olde_English on Reckoning of Zurgo
7 years ago
When it comes to creatures, I see about 22 that you could do without. Here's my list of the creatures you should oust:Accursed Witch Flip, Aerial Responder, Anax and Cymede, Aven Skirmisher, Boggart Brute, Caravan Escort, Farbog Revenant, Foundry Champion, Hope of Ghirapur, Kitesail Scout, Lightning Runner, Mystic Familiar, Olivia, Mobilized for War, Relic Seeker, Renegade Wheelsmith, Riot Ringleader, Sabertooth Outrider, Sungrace Pegasus, Suntail Hawk, Sweatworks Brawler, Weldfast Engineer.
Many of these cards don't fit your theme or are weak in general. Right now you have a creature heavy strategy, where your creatures support Zurgo and help make him a more effective attacker. I think removing these creatures would benefit your deck a lot.
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