Maybeboard


This deck is all about using Queen Kayla bin-Kroog to constantly wheel and establish a large board presence in order to set up for one of two game-winning combos. It is intended to be as budget as possible without missing out on key pieces.

This deck lives and dies by its commander. Queen Kayla bin-Kroog is a repeatable Tolarian Winds in the command zone that lets you cast free spells, and with the negative reputation Boros has with card draw, it is extremely important that its ability receives heavy use throughout the game. In order to maximize its effect, minimal cards need to be played outside of its ability ("draw that many cards"), or else you'll be wheeling 2 cards per turn instead of 7 just because you wanted to play an extra mana rock. Ideally, the only cards you'll be playing are lands and removal spells, and then rest of your permanents will be played with Kayla's ability. Occasionally you'll get 4 artifacts with the same mana cost that are all super important, but you should always be wary of whether or not the spell you're casting is worth reducing the effectiveness of your future wheels.

A major part of keeping your hand full is the early game, which is almost comically slow. Turns 1 and 2 play a land, turn 3 cast your commander, turn 4 start wheeling. Almost every game should follow this opening. Don't play the rock on turn 2 unless you've got 3 of them in hand that all cost the same, because you'll play it anyways on turn 4 and you'll reduce the effectiveness of your wheel. There are still card draw spells in the deck that will help you recover from playing cards, but you need to minimize it as early as possible, especially in the opening turns.

Eventually, your graveyard and battlefield will contain enough key pieces to win using one of the two major combos in the deck. The easier one to pull off is having a Myr Welder with a Staff of Domination and a mana rock that produces 2 or more mana, such as Worn Powerstone, exiled underneath it. The untap ability allows you to generate infinite mana, and thus infinite staff abilities can trigger. From there it should take some fiddling, but with infinite mana and staff activations (such as drawing your entire deck), winning should be easy enough to figure out from there. The easiest one in my opinion is exiling a Fire Diamond or similar as well as a Reito Lantern under the welder to shock people to death with a Pyrite Spellbomb.

The second one is harder to pull off, but infinitely more fun in my opinion: Sunforger and Reito Lantern. By paying a total of 16 mana for attaching, unattaching, and activating the lantern twice, you can play a Chance for Glory and Angel's Grace every turn and put them back into the library to be played by Sunforger again. This gives us infinite turns, in a Boros deck, which is cool. From there, you can slowly draw your deck, play all your lands, and add a Pyrite Spellbomb to the mix. Again, you can win in a variety of ways from this position in case the easy ways have been exiled or something, but may take a bunch of fiddling. You can even win with a Halo Fountain if you work at it. You've got infinite turns, take all the time you need.

Battlemage's Bracers: Pay 1 extra mana to wheel twice per turn. That means twice the number of permanents that can be put into play for free.

Thousand-Year Elixir and Halo Fountain: 5 extra mana to wheel twice per turn is a bit more than 1, but still extremely good. They also both come with more upsides.

Elixir of Immortality: If you can't find any reanimation or want to reactivate all your instants for Sunforger, this'll do it. Also one of the only ways to gain life in the deck.

Library of Leng: Incredible. If you draw a hand of 5 3-drops or non-permanents, this will let you keep them while you can keep wheeling. You can discard as many cards to your library as you like, and put the rest in your graveyard. You don't even have to reveal the cards you put on your library. Containment Construct performs similarly as well.

Lightning Greaves and Swiftfoot Boots: Haste is good. Hexproof is good. Helps your commander avoid removal and lets your Myr Welder start your combo immediately.

Cathar Commando, Duergar Hedge-Mage and Skyclave Apparition: Removal that Kayla can actually play.

Glint-Horn Buccaneer: If left alone for multiple turns (or with enough protection), it is a great alternate win condition.

Oswald Fiddlebender: Artifact Birthing Pod is good. Find important pieces, sacrifice pieces that you need in the graveyard.

Lavabrink Floodgates: The only artifact that Kayla can't play, but it's mostly here so you can get some free mana when you sacrifice Staff of Domination to Oswald. It also is the only card that gives both 2 mana at once and colored mana.

Weathered Wayfarer and Squee, Goblin Nabob: Adding lands to your hand will allow you to make your wheels bigger, and thus draw more cards. Same applies for Squee, you should never play him with Kayla unless you desperately need a chump blocker Letting him discard and return to your hand at your upkeep will net you a card the first time you wheel each turn.

Sunforger: A pet card of mine, and also enables one of the aforementioned combos. Outside of that, it lets you fetch up removal at instant speed for potentially game-saving Settle the Wreckages.

Reito Lantern and Reito Sentinel: Enable combos and just generally enable you to find discarded cards again.

Zirda, the Dawnwaker: Makes that 16 mana infinite turns combo cost only 8. Also just makes your wheels cheaper.

Sevinne's Reclamation and Sun Titan: Reanimate your important cards.

Past in Flames: Reanimate your...spells? It's a wild card for any spell you discarded 7 turns ago that you need.

Blasphemous Act, Depopulate, Divine Reckoning, and Hour of Revelation: All of the boardwipes in this deck cost 4 or less almost all the time. If you spend 4 mana to wheel, it's important that you aren't 1 mana away from casting the game-saving boardwipe you just drew.

These are cards that would make the deck a lot better, but don't do enough for their price or are just too expensive in general. This is different from the maybeboard in that I'm not considering them for the deck because of this reason, while I actually could see myself playing those cards in the deck. If you have the money, these are definitely important includes in this deck.

Ranger-Captain of Eos, Esper Sentinel, Dockside Extortionist, Teferi's Protection, Recruiter of the Guard, Imperial Recruiter, Stoneforge Mystic, Wheel of Fortune, Illusionist's Bracers, Sensei's Divining Top, Crucible of Worlds, Sword of the Animist, Retrofitter Foundry, Smothering Tithe, Urza's Saga, Inventors' Fair, Mana Vault, Cursed Mirror, and a generically better mana base.

Jeweled Lotus and Mana Crypt aren't particularly good due to Kayla not being able to play 0-mana artifacts, which would mean reducing your wheel effectiveness. Although they're still probably worth running because of course they are.

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99% Casual

Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

35 - 0 Rares

24 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 2.65
Tokens Citizen 1/1 GW, Elephant 3/3 G, Human 1/1 W, Illusion */* U
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