The most intriguing red and white instants and sorceries for a
Feather, the Redeemed
commander deck. Card by card breakdowns coming slowly but surely.
Now Featuring synergistic creatures and other stuff too!
"Board wipes"
-
Fell the Mighty
+
Arcbond
+
Chandra's Ignition
- Wipe the board multiple times. Arcbond is for sure more conditional and weirder, but also has big blowout potential
-
Scattershot
- Target the original at your own creature, and the copies at your opponents'.
Draw
Does it draw a card? Can it target a creature you control? Then it's here. To note: Feather's effect happens EVERY turn, not just your own, so to get the best bang for your buck you should prioritize instants over sorceries so that you could cast a spell up to 4 times each turn cycle (in a 4 player game). And also just play
Vedalken Orrery
to be safe.
-
Crimson Wisps
: Can come in handy in some very niche situations involving Protection.
-
Defiant Strike
: The extra point of damage can swing some combats, or buff a Chandra's Ignition. Not the strongest buff, but with Feather it's still drawing you up to 4 each turn cycle.
-
Expedite
: Granting haste is a strong effect, and this is one of my favorite cantrips. Accelerate does the same thing for one mana more.
-
Formation
: You wait a turn for the card, but in exchange you get to explain to the table what banding does and how it will make you win every single combat.
-
Guided Strike
: One more mana than defiant strike, but you also get first strike. Still, one more mana is a lot more mana.
-
Lightning Blow
: Exactly like guided strike, except without the power buff and you draw the card a turn later. Still... it draws a card.
-
Niveous Wisps
: See Crimson Wisps.
-
Psychotic Fury
: A great one to hit Feather with, and in conjunction with any power boosting spell can turn her into a 3-turn-or-quicker clock.
-
Renegade Tactics
: No one said you had to target an opponent's creature! But you still can, in a pinch.
-
Rile
: There are a few high quality Enrage payoffs (like **
Silverclad Ferocidons
,
Trapjaw Tyrant
,
Bellowing Aegisaur
, and... well actually that's all of them), and this is the cheapest and nicest way to enable them.
-
Stun
+
Boiling Blood
+
Pressure Point
+
Panic
: More cheap cantrips that you can throw at your opponent in a pinch, or target your own throwaway creature to get multiple uses.
-
Bandage
: Hey, who knows, maybe preventing 1 damage will be useful some day and you'll get a crazy-good blowout.
-
Carom
- And now for one extra mana, you get to ping something else too! The blowouts keep comin'!
-
Zap
+
Flare
+
Blindblast
: Well, it draws a card, doesn't it?
-
Ember Shot
: Okay, fine, you should probably draw the line somewhere.
-
Aleatory
+
Chaotic Strike
: Even if you use the mostly pointless coin flip clause, guess what! You still draw a card.
-
Spiritualize
: All I really want is a little bit of life to take the pain away, getting strong today, draw a card each day.
-
Withstand
+
Swift Maneuver
: Like Bandage, but Bandage-ier.
Protection
-
Ajani's Presence
- Indestructible is a very big effect, and this spell in particular can stretch to cover several of your key creatures.
-
Apostle's Blessing
- Get a free block or blank a removal from pretty much anything at all, for just two life and one mana. One of the best targeted protection effects you'll find around. Can also be used to alpha strike past monocolored blockers with a Zada or Mirrorwing
-
Bathe in Light
- A protection effect that spreads to all your other creatures if you target Feather or any other Boros card.
-
Feat of Resistance
- Blanks a removal spell AND steadily grows a creature.
-
Give No Ground
- A fog-type effect, especially when paired with an especially beefy, deathtouch, or indestructible creature.
-
Graceful Reprieve
- A protection spell that also gets value from ETBs
-
Eerie Interlude
- Protect your entire nontoken board and repeat your ETBs as many times as your heart desires.
-
Sacred Boon
+
Temper
- Keep permanently growing a creature's toughness, maybe someone like a
Palisade Giant
?
-
Test of Faith
- Like the above cards, but actually pretty good.
-
Ephemeral Shields
- A real gotcha protection spell, since you can cast it while tapped out with a board full of tokens.
-
Sheltering Light
+
Gods Willing
- Indestructible/Protection and it also scries 1! So you can get half-decent value even when not needing the protection.
Removal
-
Into the Maw of Hell
- Repeatable land destruction if you target a throwaway token or
Stuffy Doll
-
Fall of the Hammer
+
Tail Slash
+
Soul's Fire
- Removal that targets one of your creatures is at a premium because they trigger Feather, but you will need some additional parts in order to give them an extra push. Think about cards like
Basilisk Collar
that provide deathtouch, or cards that can quickly grow the creature's P/T (like
Cathars' Crusade
or
Citadel Siege
or
Blade of the Bloodchief
.
-
Impact Resonance
- A reeeeeal cute one. Here's how it works: Source A (it could be your creature, or an opponent's creature, or even your own Impact Resonance that you just got back in the end step) deals X damage. You cast Impact Resonance, giving you a Fireball for X. You divide X-1 however you choose amongst the hostiles, then 1 to any creature you control, triggering Feather. Rinse, repeat.
Value
-
Descent of the Dragons
+
Divergent Transformations
+
Indomitable Creativity
- Turn your random tokens into more formidable threats. For the latter two, don't forget to include a
Mistveil Plains
in case your payoffs get removed and you need to shuffle them back in to find them again later!
-
Heat Shimmer
+
Twinflame
- Build your own
Blade of Selves
. Another card that gets exponentially better with strong ETB creatures and Zada/Mirrorwing.
-
Launch the Fleet
- At first it grows your army. Then, when you get more mana or find your Zada, you will start doubling your army. And if you've got an
Anointed Procession
, you double that.
-
Make Mischief
- It enrages. It makes tokens. It kills tiny creatures and will keep opponents from attacking you forever. Love this card.
-
Otherworldly Outburst
- Wrath protection. They kill your big board of 1/1s, you get a bigger board of 3/2s.
-
Strength of Arms
- A lower-impact repeatable token creator with any equipment out, with the marginal benefit of growing a creature to sneak in extra commander damage or mess up combat math.
Ramp
It should now be mentioned that Boros is not very good at ramping (GASP), and that this deck especially can get hungry for mana when it starts going off. Unfortunately, there aren't a ton of targeted spells in these colors that get you the good ramps, so you will probably be relying on mana rocks. You can include something like
Unwinding Clock
or
Paradox Engine
to get max value off of them and keep your spells a-flowin' during other players' turns. Now, there are still a couple of cute things we can do to get mana the inherently synergistic way:
-
Path to Exile
: It's a land-pulling factory with your
Young Pyromancer
. And if you need to efficiently get rid of your opponent's biggest creature, hey, it does that too.
-
Spawning Breath
: Triggers enrage, makes a token, and advances you in mana. It's everywhere you want to be.
Stealy Stuff
One thing that red isn't lacking is
Threaten
effects, and a couple options can become marginally broken with Feather's help.
-
Debt of Loyalty
- One of the most interesting cards to run, and sort of a buildaround. It can steal pretty much any of the opponent's creatures in a pinch, but the coolest way to use it would be by running cards like
Captivating Crew
or Akroan Conscriptors, swinging at an opponent (or, in a pinch, targeting it with a kill spell), and targeting it when it would die. You keep the creature permanently, and all the other pieces return to your hand to repeat again. It's definitely some setup, but the payoff is there.
Bazaar Trader
is less of a roundabout payoff for the stealing spells, but it's also not an instant or sorcery, so what am I doing talking about it here?
-
Press into Service
- A bananas steal spell in this deck, since the Support ability lets us target our own creature to trigger Feather.
-
Cloudshift
- Once you steal their girl, you blink her and she comes back under your control. Oh, and then Cloudshift comes back to your hand. Can also be used as a repeatable protection spell.
-
Magnetic Theft
plus Bazaar Trader is a cute way to steal an equipment, and get around a Lightning Greaves if you need to kill an opponent's creature. Also effectively reduces the equip cost of
Sunforger
to
Multipurpose
-
Ground Rift
- Can be used for multiple alpha strikes. Target the original at your own creature, and the copies at your opponents'. Beyond that, anything with Storm will always be inherently ripe for breaking, especially when combined with the new Splice's Skill to create an army of Golems.
-
Balduvian Rage
- Cantrips in the early game, becomes a repeatable
Fireball
-type spell late in the game.
-
Acrobatic Maneuver
- Protects a creature from removal, can re-trigger an ETB, and draws you an extra card every time.
-
Collective Defiance
- Target a throwaway creature to repeatedly wheel your hand (or nug the opponent for 3, I guess)
-
Dawn Charm
- Protects a creature repeatedly or fogs in a pinch. It also has a third mode that maybe might be useful sometimes, probably?
-
Fiery Gambit
- Don't get the bonkers ultimate effect the first time? That's okay, because with Feather's ability you could just try again later!
-
Gallantry
- Grows a blocking creature pretty significantly, so it has more serious political implications when compared to similar cantrip spells mentioned above.
-
Kor Chant
- A wickedly versatile protection/removal spell.
-
Repel the Darkness
- Tap your own creature and an opponent's + draw a card, or tap two opponent's creatures! Wow!!! Okay, this one isn't that crazy.
-
Shelter
- Okay, this card is my JAM. Blanks removal, pushes through attacks, AND IT REPLACES ITSELF.
-
Spark of Creativity
- Like the card? Play it. Don't like it? Well, you can still not have it deal damage to your creature and try again next turn!
-
Survive the Night
- Clues are a special type of card draw, since they could be copied by Anointed Procession and can contribute to some light artifact synergies. Oh, and the spell makes something indestructible too.
-
Valorous Stance
- Part efficient protection, part niche removal spell.
-
Intimidation Bolt
hits a small creature or repeatedly fogs your opponents.
-
Boros Charm
- Repeatable to turn a creature into a killer, single-use to save your board or, uh, deal 4 to a planeswalker or player? I guess?
Payoff
-
Fateful Showdown
- You can see above we get a lot of cantrips, and we get a lot of ways to copy them and cast them multiple times in a turn cycle. Once we draw a lot of cards and accumulate a massive hand, we can use this card to deal a massive amount of damage to a single opponent (and follow up with
Impact Resonance
, maybe? We can dream!). Also a repeatable wheel in a pinch, targeted at our own creature.
-
Rally the Righteous
- Goes from a simple trumpet blast to a crazy player-killer when you target Zada.
-
Seize the Day
- An extra combat on each one of your turns. Keep in mind, though, that it only untaps a single creature you control, so vigilance-granting effects work well with it. Absolutely bananas if you copy it with something like Zada.
-
Riding Red Hare
- What's better than repeatedly making Feather a 6/7 unblockable? How about a 6/7 with Horsemanship!
-
Aurelia's Fury
- Freezes opponent's out of noncreature spells and picks apart their board/life total. Again, the secret is to point 1 piece of damage at a friendly creature.
-
Splicer's Skill
- Once you accumulate enough spells and mana, you can start splicing this onto your cantrips and, eventually, Storm spells.
Etc
-
Reign of Chaos
- Throw away a white token and destroy an enemy plains. The definition of narrow and probably useless, but can be hilarious if it goes off.
-
Soul's Grace
- With the right cards around it, can gain you a lot of life quite quickly. Make sure you are paying lifegain payoffs.
Not Instants or Sorceries but Still Good
So: you've got a deck, and you've got lots of spells. Now whaddya do?
You got spells, so let's get value for casting them.
Primal Amulet
and
Pyromancer's Goggles
to clone spells (fun with removal! point the original at a friendly throwaway to trigger Feather, then use the copy to remove something significant),
Guttersnipe
puts a clock on the opponents,
Sphinx-Bone Wand
and
Aetherflux Reservoir
to build steam to a kill,
Dreadhorde Arcanist
is straight-up better than Snapcaster Mage (and unreal with double strike/pump spells - see below),
Veilstone Amulet
blankets your whole team,
Balefire Liege
does literally everything, and
Sunbird's Invocation
casts even more spells within your spells (better if your curve skews higher).
If you're casting targeted spells, you're gonna want the token makers:
Akroan Crusader
,
Vanguard of Brimaz
,
Monastery Mentor
,
Goblinslide
and
Young Pyromancer
. From there, you have
Fanatical Devotion
to protect your important creatures at the expense of the small ones,
Mentor of the Meek
draws you yet even more cards,
Anointed Procession
to double 'em,
Anax and Cymede
to pump them, and
Tethmos High Priest
to get back small targets. And in the end,
Zada, Hedron Grinder
and
Mirrorwing Dragon
. The spellslinger/tokens strategy starts with Feather and the token producers and ends with these two creatures; without them, the deck won't go off in quite the same way.
But it isn't the only way! As you've seen above, you can tailor your spell toolkit to favor blink spells, and an ETB-centered strategy is definitely viable too. You get the additional targeted spells Long Way Home, Justicar's Portal, and
Otherworldly Journey
, plus an enormous assortment of synergistic permanents. Think about cards like
Restoration Angel
,
Blade Splicer
,
Wall of Omens
,
Norin the Wary
and
Purphoros, God of the Forge
,
Genesis Chamber
,
Felidar Guardian
,
Kiki-Jiki, Mirror Breaker
,
Siege-Gang Commander
,
Conquering Manticore
,
Tuktuk Scrapper
,
Dualcaster Mage
,
Reveillark
,
Sun Titan
, yada yada yada...
Feather has also cemented itself as the best
Sunforger
deck to date, and all the usual suspects should follow it like water to salt:
Mistveil Plains
,
Godo, Bandit Warlord
,
Stoneforge Mystic
,
Stonehewer Giant
, and
Puresteel Paladin
if you have a bigger equipment package. And Sunforger would bring Feather to 7 power, which of course means Voltron, which of course means giving Feather double strike or a significant power boost! You get more instant/sorcery options like
Assault Strobe
,
Double Cleave
,
Phalanx Formation
,
Temur Battle Rage
,
Uncaged Fury
,
Blazing Shoal
,
Reckless Charge
,
Fists of the Anvil
,
Titan's Strength
and
Blood Lust
. Outside of targeted spells,
Duelist's Heritage
is one such nice way, but there's also
Fireshrieker
,
Berserkers' Onslaught
,
Blood Mist
,
Concerted Effort
or
Odric, Lunarch Marshal
plus any other double strike creature,
Ghostblade Eidolon
,
Goring Ceratops
(I suppose),
Grappling Hook
(superb with deathtouch too),
Rage Reflection
,
Savage Beating
,
Silverblade Paladin
,
Sunhome, Fortress of the Legion
,
True Conviction
, and
Haze of Rage
.
Lastly, there's the "self-burn" route, which gets extra value from the spells that repeatedly cantrip to burn your own creatures by playing cards that benefit from taking damage:
Boros Reckoner
,
Spitemare
, the aforementioned
Stuffy Doll
and
Truefire Captain
. With this package, you're encouraged to play bigger-damage spell effects, like
Blasphemous Act
,
Chain Reaction
,
Starstorm
,
Earthquake
,
Comet Storm
,
Magmaquake
,
Star of Extinction
,
Brightflame
,
Molten Disaster
and perhaps even
Repercussion
(though I recommend forgoing a token strategy if you go this route).