Iroas, God of Victory
Legendary Enchantment Creature — God
As long as your devotion to red and white is less than seven, Iroas isn't a creature.
Creatures you control have menace.
Prevent all damage that would be dealt to attacking creatures you control.
|Have (4)||, Forkbeard , metalmagic , gildan_bladeborn|
Printings View all
|Secret Lair (SLD)||Mythic Rare|
|Commander 2016 (C16)||Mythic Rare|
|Journey into Nyx (JOU)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
|Quest Magic RPG||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Iroas, God of Victory Discussion
2 weeks ago
Teach those people to FEAR the Boros! Dolmen Gate and Iroas, God of Victory both turns combat extremely one sided and lets you keep your pointy beaters instead of just trading them. Archetype of Courage is a cheap creature that provides a pretty massive benefit with your commander; hard to lose in combat with +3/+0 and first strike for all your creatures. Along that line Rise of the Hobgoblins can give you both a bunch of tokens AND a first strike button for your creatures. Plus you get to say "Hobgoblin" a bunch of times in a game, that's just gravy.
3 weeks ago
lil_cheez Good-day brother! Thank you for the suggestions, Winota, Joiner of Forces seems like a auto include but im kinda just testing her out right now. Shes not in the main board right now do to its hard to do any testing, but from what ive tried pretty sure God-Eternal Oketra is getting cut for her. As for Iroas, God of Victory its cute but more a win-more card on turn 8 then helps me build my board state in the early turns. Good Card just I find it doesn't really help in the early game. But thank you for your insight and suggestions again!
3 weeks ago
Kudos Boros brother!
I see you run 15 human creatures (JK counted) and 15 nonhuman creatures, and from these 30 creatures 10 generate nonhuman creatures. I guess Winota, Joiner of Forces would be huge in this deck! Just don't remove Goldnight Commander as they work very well together!
Also an Iroas, God of Victory would not hurt (well I mean, would hurt your opponents)!
1 month ago
Iroas, God of Victory use him he is down to $8-$9 dollars and gives menace to all your creatures and goes with your theme
1 month ago
Do you have any cards that hold a special place in your heart? Perhaps it is of a fond memory from how you acquired it? Maybe it's a card you drafted and you won every game with it? Maybe it's a card that represents something special to you?
I think it is safe to say that all players, from those who have been here for 20+ years to the players who began just now, have at least one card that is special to you.
If you'd like to share, that's what this forum is for. As a community, I think we get a bit too hung up on people being "right" or "wrong", being "competitive" or "casual", being "kind" or "toxic".
We are a community. So let's come together and take a moment to appreciate the game for what it is.
Aurelia, the Warleader was one of my very first mythics when I started playing. Between her and Iroas, God of Victory, I quickly grew a deep affinity for combat matters. It's possible that these two shaped the player I am today - wanting to cast giant bombs and attacking relentlessly. Those, with Avenger of Zendikar gave me a deep and fond connection toward token-based strategies and combat-matters based themes.
Savage Ventmaw was a Dragon I pulled in a booster pack I found at Walmart. The insane glee I found from such a thing was immense. Being able to attack with a giant Dragon that pays for my next giant bomb is something I honestly still can't get over. Any chance I get, I include this card in my decks. This is probably where I got my Timmy mindset from, if I am being honest. :) Still my #1 favorite Dragon in the whole game. I honestly don't think this will ever change :3
Satyr Hedonist and Generator Servant may seem like garbage cards, but in my early days of playing, these cards ramped me into seriously huge plays. I quickly realized that with Generator Servant, nothing says that both mana must be spent on a creature spell in order to give it haste - only one portion needs to. This means you can potentially give haste to two creatures, if you can. The jank I have put together with these two is probably, along with Savage Ventmaw, why I have a passion for Gruul - hence the coloration of my username.
Gift of Orzhova is a card that holds an incredibly special place in my heart. My dad was a lot of things, some good and some bad. One thing he was though was an artist, in a sense. He was a craftsman. He knew woodworking, masonry and stained glass. He taught me stained glass and it was a moment of my childhood that helped me get through the hard times. When he passed, I inherited all of his equipment. Now, due to unfortunate economic situations I have been forced to sell it all, but that doesn't matter. Items and money mean almost nothing to me. I have the memories, knowledge and skills. I still know how to do stained glass, and when I buy my home next year I'm going to set up in the basement just like my dad did. He passed away of cancer in 2009, and seeing these angelic wings made of stained glass brings a tear to my eye every time. Love you, dad.
One more. I absolutely LOVE Minotaur. It's my favorite tribe, even more so than Dragons. I hope we get stronger representation later on for EDH, but I have a very dirty Modern deck that destroys a lot of opponents. Regardless, when Ixalan introduced us to our first (on cardstock, that is) Minotaur Planeswalker, I can't even describe how happy I was. So, I picked up the Angrath Planeswalker deck, the one with Angrath, Minotaur Pirate one. And I shit you not, the booster pack that came with it had Angrath, the Flame-Chained in it. OH. MY. GOD. I know it might mean nothing to most of you on here, but seriously that made like my entire week. Also gotta give a shoutout to my boy Neheb, the Worthy and his other additions. And yes I know of Sethron, Hurloon General, and he's great and all but... we need more support in the +99, you know? A single Rageblood Shaman, Felhide Petrifier and Kragma Warcaller does not a good deck make.
3 months ago
Rri's Greasy Suggestions
My understanding of the deck is that it's essentially a Sneak Attack style deck - put creatures in and muck face. The main goal with these suggestions is to get Kaalia of the Vast out by turn 2 or 3 and put more relevant threats down! Apologies if this isn't the most organized, but hope it helps.
Akroma, Angel of Fury - literally a 6/6 with firebreathing 90% of the time
Emeria Shepherd - even you complain about this one.
Kaalia, Zenith Seeker - Yes flavour, but fricken goofy card
Kambal, Consul of Allocation - What does gaining life do for you? I would only run him if you ran necropotence or equivalent
Mana-Charged Dragon - Nobody is paying into that lmao
Rakdos the Defiler - I get that you have big balls, but he's pretty much single use - I enjoy the meme though.
Iroas, God of Victory - I understand that he lets Kaalia get through, but that wouldn't be a problem if you could just get her out earlier.
Angel of Deliverance - If you're getting delirium with this deck at it's present state I'm super impressed.
Sorin, Grim Nemesis - There is better ways to draw cards and you can't cheat him into play
Karoo Lands: They are decent, but you're missing out on precious early mana when you run them.
Nephalia Academy - This is the most Cam card I have ever seen, run Rogue's Passage if you want colourless utility.
Vivid Meadow: Again slow, run a City of Ass in this slot
Armillary Sphere - If you are hell bent on this effect, run a Thaumatic Compass
Darksteel Ingot - 2 mana artifacts are way better for a turn 3 Kaalia.
Sunforger - Personally this doesn't do it for me, super mana intensive for the effect, especially when you have black for tutoring/card draw.
Instant and Sorceries
Ghostly Prison - You have fatties to smack people in face, if they swing at you, swing at them harder - or block :^)
Aura of Silence - You aren't on the stax path my son and you can find more efficient instant speed removal!
Akroma's Vengeance - Austere Command
Diabolic Tutor - Demonic Tutor
Orim's Thunder & Return to Dust - I would suggest just running a less expensive removal, or more flexible removal eg. Disenchant or Chaos Warp
I would suggest cards that more aggressively use your life total, you're playing an agro strategy and want to be firing on all cylinders!!
Card Draw and Tutoring
Necropotence - Draw a shit ton of cards, and more selection of what you want to put down with Kaalia.
Painful Truths, Sign in Blood, Night's Whisper - Efficient card draw!
Faithless Looting, Tormenting Voice, Thrill of Possibility - Slot in these if you are planning on going a stronger recursion route.
Wishclaw Talisman - Fun tutor!
Enlightened Tutor - Finds you boots, sword, or whatever else you may need.
Demonic Tutor, Vampiric Tutor - Need I say more?
Gamble - Put all your money on red lmao
Mausoleum Secrets & Diabolic Intent – Conditional Tutors which seem decent in this deck.
Vilis, Broker of Blood - This card is insane, especially when you get to cheat him out.
Razaketh, the Foulblooded - Turns Kaalia into a huge toolbox, also really strong in the recursion route.
Archfiend of Despair - Doubles damage!!
Rakdos, Lord of Riots - Reduces the cost of your big creatures, letting you actually play them after you swing.
Sire Of Insanity - Discarding everyone's hand is pretty good for you, as this deck should be pretty good at top decking.
Scourge of the Throne & Hellkite Charger - More combat - wins with Sword of Feast and Famine!!
Resolute Archangel - A lot of the cards I'm suggesting are pretty hard your life total, resetting to 40 with a Necropotence out is pretty gross.
Sneak Attack - Does pretty much the same thing as Kaalia.
Karmic Guide, Reya Dawnbringer, Primevals' Glorious Rebirth, Animate Dead, Living Death, Phyrexian Reclamation - Recursion is super strong, plus you run a shit ton of legendaries for rebirth. As an aside, Leonin Relic-Warder gives infinite ETB with Animate Dead - something to keep in mind.
Legion's Initiative - Pretty flexible protection, also making Kaalia a 3/3 is pretty relevant.
Aggravated Assault - Even more combat, wins you the game with Sword of Feast and Famine.
Kaya's Ghostform - Leave it and forget it protection for Kaalia.
Talisman of Hierarchy, Talisman of Indulgence, Talisman of Conviction, Fellwar Stone - even potentially Mind Stone - 2 mana rocks are super good as they enable the turn 3 Kaalia.
Wayfarer's Bauble - An all star, also Kaalia turn 3.
Lotus Petal - SPEEDY
Nyx Lotus or Nykthos, Shrine to Nyx - A lot of your creatures have super high devotion, take advantage of that.
Caves of Koilos, Battlefield Forge, Sulfurous Springs, Sacred Foundry, Godless Shrine, Blood Crypt, Luxury Suite, Exotic Orchard, City of Brass, Rugged Prairie, Fetid Heath, Silent Clearing, Sunbaked Canyon, Tainted Field - or even more basics: Untapped coloured lands!!
3 months ago
Hiya! Long time Boros player here.
Additionally, Feather is a very mana-hungry commander. Because of that, I recommend you up your land count to 38 lands. You need to consistently make your land drop every single turn with this deck, so you need to have a healthy land count.
Now besides those, I've just got a few tips when it comes to building a Feather deck. Many Feather decks run into the problem of wanting to do too much. You said you want your build to be the token build with Voltron as a back-up. I think that's great. I see you running cards like Iroas, God of Victory and Elesh Norn, Grand Cenobite that support the token theme that I don't see others run in Feather decks, so kudos to you for those. With that in mind, you might want to reconsider running the burn cards you currently have since they don't support tokens nor board-wipes.
Okay, let me get into important pieces of Feather decks. Feather is a powerful commander, but she has one serious flaw- if she's not on board, your deck falls apart very quickly. When she is out the cards in your deck as incredible, when she's not they're quite bad. Your deck relies almost entirely on synergy, so you need to make sure you protect Feather. With that in mind, figure out how many low-cost protection spells that target you need to consistently protect Feather. Basically, enough so that you always have a way to protect Feather when you play her.
Now, as far as ramp goes, I find you really want your ramp to be two-mana and be able to produce colored mana. This way, you can play Feather on turn 3 with one mana open to protect her.
You've got a solid list already, I think the suggestions and some thoughtful consideration on your part can make it even better.
3 months ago