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Spell-Spear of the Morning *PRIMER*

Commander / EDH Bracket 3 RW (Boros)

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Welcome to Spell-Spear of the Morning!

Hi there! Welcome to the primer of this Boros, spell-slinging, Voltron deck; commanded by Feather, the Redeemed. Once upon a time, high up in the Ravnican skies, the Firemane Angel known as Pierakor az Vinrenn D'rav fought in countless defensive battles to preserve her home-plane and protect its inhabitants from evil. Unfortunately, not all such engagements were won. After a specifically horrific encounter during the War of the Sparks, she found that she was the only survivor of an onslaught heretofore unheard of within the ranks of her former compatriots. The tremendous grief and survivor’s guilt nearly overwhelmed her. This problem was compounded by Ravnicans who hadn’t witnessed the battle, who blamed Feather solely for its devastating loss against Nicol Bolas’ forces.

Fortunately, not all was not lost. In a stroke of luck, the Angel’s home of Parhelion returned after having disappeared years before. A new host of Angels awaited within. Feather’s ever-continuing desire to serve the greater good and enact her vengeance on Bolas has inspired them to new heights of zeal and dedication. Now, a new generation of Firemanes has been formed and Feather will be leading them into the fray. Nothing will be able to resist her this time, as she intends to bring all of the Boros’ guild most potent magic with her, and use it against whatever attempts to stop her from accomplishing her mission. This deck is meant to be played casually. It’s not meant to be used in a competitive fashion, but of course anyone is welcome to try! Feel free to comment on anything you (dis)like throughout this primer; hope you will enjoy it!

Because she almost embodies value. She has the completely insane ability of recycling any instants or sorceries that target her own forces, at basically no cost. All one needs is an infinite hand-size (which is not that hard to attain), and one has a potentially large arsenal of spells at one’s disposal every single turn. Aside from that, she has rather spectacular combat prowess for a creature with a casting cost of just three mana.

The following ten parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck (maximum score is 50 points).

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates whether the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 4

Seven rocks are featured and along with four cards that provides the occasional treasure token. So, not that much to work with, but considering the deck’s mana curve that’s not necessarily an issue.

Ramp: 1

As mentioned in the previous section, not much is required to get this deck going (with 43 of its cards having CMC2 or less). Still, it wouldn’t do not to include any ramp, so two options have been added (including one of the most powerful ones in existence).

Card Advantage: 3

This deck profits from tutor options (four cards) almost as much as it does from regular draw (five cards). There’s also some filtering to ensure the deck can weed out the useful cards from less important ones. To ensure no cards get wasted, four spells have been included that negate the necessity of discarding.

Overall speed: 3

It achieves average speed, compared to most commander decks. Most of its spells have very low casting-cost and the deck’s resources can easily accommodate any spell during almost any game-phase. Feather ensures that the deck’s instants and sorceries can be recycled all of the time after casting, so this deck never runs out of steam (especially if one can ensure that discarding is no longer required).

Combo: 1

No combos featured in this wondrous collection of spells.

Army: 3

In terms of pure combat power, the deck doesn’t pack much. That is, until one starts to generate creature tokens; including possible dragon tokens for every instant/sorcery casting. Other ways in which creatures in this deck interact with the deck’s controller casting non-creature spells. Either they can copy these spells or they can deal damage.

Commander: 3

The major advantage of having Feather around, is that she grants her controller an infinite pool of instants and sorceries that can target her (and potentially others depending on circumstances). Not having her around disables that, which is not necessarily game-killing, but does make obtaining victory a whole lot more difficult.

Interaction: 4

Plenty of ways to mess with opponents have been included. Most of them fall into the non-combat damage (mostly caused by instant/sorcery casting) but other spells have also been added to counter (blue) spells, exile opposing creatures or inhibit the casting opportunities of the deck’s opponents.

Resilience: 4

As this deck has a (at least in part) Voltron-focus, some protection is required for its leader (which is why four cards have been added for this purpose). Some life-gain ensures that the deck’s controller can recover lost life. Other spells were added to offer a few possibilities to inhibit the opposition.

Spellpower: 5

Some massive protection spells ensure this side of the battlefield is protected (at least temporarily). Then there’s some strong token generation and the dealing of non-combat damage. Most important of all though, are the eighteen spells that can boost Feather and her compatriots, not to mention the avenues with which these spells can be copied multiple times per casting.


Total power score: 31

Spell-casting on a massive scale to boost creatures; it’s this deck’s major strength. It has plenty of resources to accomplish this: an incredible arsenal of low-cost spells to use (most of which can be recurred when Feather is around) and a very large amount of effective creatures and spells to interact with these castings, in terms of non-combat damage potential and token generation.

Winning with this deck, involves casting as many instants/sorceries as possible per turn, specifically examples that target individual creatures. Said castings then need to interact in as many ways as possible with permanents on the deck’s side of the battlefield in order to produce benefits OR deal as much damage as possible to the opposing side. If one can keep Feather alive while doing this, it will become quite common to cast five to seven spells on her every turn (assuming one has the mana for this), which is absolutely crazy!

At least three cards in the starting hand ought to be lands (or two lands and a cheap-to-cast rock like Arcane Signet, Mox Amber or Sol Ring). It is recommended not to start a game without this hand (even if one has to mulligan down to three cards). The ideal hand would also contain some additional ramp and/or low-cost draw options.

Some resources need to appear in order to start out properly. Grant priority to the casting of cards mentioned in the previous section, as well as other resources like Land Tax, Sword of the Animist and Talisman of Conviction. Other additional mana resources, like those that generate treasure tokens such as Smothering Tithe, Storm-Kiln Artist or The Reaver Cleaver) will also come in handy. Try to play Library of Leng, Reliquary Tower or Thought Vessel onto the field as well, in order to ensure discarding is a thing of the past (which becomes especially important once Feather hits the field). Secondary priority is a resource like Esper Sentinel to increase draw (note that most other draw for the deck will come from the casting of instants).

Along with basic resourcing, the need to prioritize Feather’s protection now becomes more acute. She can be made much more resilient through the application of equipment like Commander's Plate and Swiftfoot Boots. The deck also contains Mithril Coat for this purpose, but it is recommended to not cast it until after Feather makes her appearance, as it can then be equipped to her for free; saving precious mana for more instants to boost her power.

Time for Feather to join us, boost her with instants and sorceries and then send her straight at our enemies. To maintain a high pace, try to go for boosting options for Feather that also provide additional draw. Excellent examples include Balduvian Rage, Crimson Wisps, Defiant Strike, Fists of Flame, Psychotic Fury, Rebellious Strike or Shelter. Aside from these, more ‘regular’ boosts ought to be used too, like Blazing Crescendo, Brute Force, Run Amok, Temur Battle Rage and Titan's Strength.

While one sends a (boosted) Feather into the enemy lines, she doesn’t necessarily have to do so alone. Artifacts and companions like Cori-Steel Cutter, Monastery Mentor or Young Pyromancer can spawn armies based off of the power bleeding into them from non-permanent/creature castings. Along with that, introduce options that allow all the deck’s creatures benefit from the instant boosts it can field by summoning Feather, Radiant Arbiter, Leonin Lightscribe, Mirrorwing Dragon or Zada, Hedron Grinder. Finally, get some cards in here that cause straight up pain when one casts non-permanents. Caldera Pyremaw, Coruscation Mage, Fiery Inscription, Guttersnipe or Kessig Flamebreather are all excellent at this job.

By the time the first eight or so turns have been completed, the deck should be able to support multiple casts per turn easily that boost the abilities of Feather and her ilk. This power can easily be fed into Rite of the Dragoncaller to generate some massive, winged, fire-breathing allies to end things decisively. One could cast lots of cheap spells and follow it up with Stormscale Scion to do something similar.

Reliable sources of mana, and some utility:

The cards used to accelerate mana-availability:

  • Arcane Signet: a guaranteed, cheap source of any Boros-mana one requires.
  • Chrome Mox: one card exiled is a small price to pay for free mana!
  • Jeska's Will: excellent mana-boost spell; especially at the start of games.
  • Land Tax: there are few ramp enchantments that match this one in power-level.
  • Mox Amber: great mana-source in a deck with a cheap-to-cast commander.
  • Mox Opal: all one needs is metalcraft, and one gets some free mana!
  • Primal Amulet  : doesn’t just cheapen instant/sorcery casting, but can also potentially copy such spells.
  • Smothering Tithe: the likelihood that opponents will pay for drawing is basically zero, so this enchantment will almost always deliver copious amounts of treasure tokens.
  • Sol Ring: are there EDH decks without this card?
  • Storm-Kiln Artist: casting and copying spells suddenly became valuable.
  • Sword of the Animist: excellent piece of equipment on Feather to grab more lands.
  • Talisman of Conviction: an easy rock that brings us uncomplicated Boros-mana.
  • The Reaver Cleaver: on a strong creature, this has the potential to grant us a butt-load of additional mana (in the form of Treasure) after every attack.
  • Thought Vessel: a mana-rock combined with a Spellbook; nice.

One requires more spells to cast. These are the ways to acquire them:

  • Blazing Crescendo: massive power upgrade, and the opportunity to top-deck.
  • Crimson Wisps/Expedite: makes a creature that just appeared on our side of the battlefield useful immediately, while also providing us with potentially more spells to cast.
  • Defiant Strike/Guided Strike/Rebellious Strike: temporarily increases the power of a creature (in some cases rather substantially), while also granting us some draw.
  • Enlightened Tutor: success with this deck can depend a great deal on its enchantments and artifacts, so it’s a good thing we have some tutoring options for these.
  • Esper Sentinel: draw unless opponents pay tax; most decide not to pay.
  • Fists of Flame: a chump’s in our way? Doesn’t mean we can’t still hurt you, and the additional spell in our arsenal is nice too!
  • Library of Leng: more cards in hand means it becomes easier to keep recycling spells that are cast on Feather. Also, forced discards no longer really affect the deck’s controller.
  • Psychotic Fury: there’s anger, and then there’s blinding rage … oh well, as long as you’re damaged and we get to draw.
  • Shelter: that’s not going to hurt it; and thanks for the draw!
  • Titan's Strength: makes our stuff stronger and grants a bit more influence on what will be cast next.

Because we can’t say ‘no’ to even stronger creatures:

  • Akroma's Will: with Feather around, this spell becomes something that makes the deck’s creatures completely indestructible and effective to the ultimate degree.
  • Angelfire Ignition: makes something (recommendation: Feather exceptional for a turn and powerful for all turns to come. The ability to flashback this spell is great too.
  • Blackblade Reforged: power drawn from the lands in our sword-arm.
  • Boros Charm: either deals a substantial bit of damage, turns our stuff indestructible or allows for one creature to strike twice this turn.
  • Brute Force: the red version of Giant Growth.
  • Commander's Plate: the best plate for any commander in MTG.
  • Leonin Lightscribe: so this gives heroic to everything?!
  • Reckless Charge: stronger, faster and not just the once!
  • Run Amok: it just became much stronger and more or less unstoppable.
  • Shadowspear: nice alt-weapon for Feather, should she lose her sword in battle.
  • Take Up the Shield: that just made it invincible, stronger and sort of a vampire.
  • Temur Battle Rage: it can strike twice, and under the right circumstances it can also eat that thing keeping it from you first and then kill you.
  • Unleash Fury: and now she’s twice as strong! Cast this last in a row of spells on Feather, to make her truly godlike!
  • Wild Ride: a strong power boost, along with some speed.

You don’t have to go at it alone:

  • Cori-Steel Cutter: so much love for this new addition to the equipment pool! The ability to create a new Monk with prowess after every second (and beyond) non-creature spell-casting per turn is so powerful in this deck.
  • Leyline of Resonance/Mirrorwing Dragon/Zada, Hedron Grinder: with the targeting of one, comes the added bonus of targeting all.
  • Monastery Mentor: this scholar uses the deck’s power to churn out graduates.
  • Rite of the Dragoncaller: the explosiveness of non-permanent power jives well with the elemental awesomeness of aerial, fire-breathing monstrosities.
  • Stormscale Scion: cast this once one’s had the opportunity to saturate the battlefield with non-permanent power and an explosion of powerful dragons is the result.
  • Young Pyromancer: when grouped, little fire elementals become dangerous quickly.

Get ready for the pain:

  • Caldera Pyremaw: every non-creature spell makes it stronger, not to mention more capable at dealing higher and higher amounts of non-combat damage to unwilling targets.
  • Coruscation Mage: it comes with a brother or sister, to hit our opponents for every non-creature spell we cast.
  • Fiery Inscription/Guttersnipe: instants and sorceries; even more dangerous than most realize.
  • Firespitter Whelp/Kessig Flamebreather: creatures can be quite powerful, but perhaps even more power resides within the residue of non-creature spell casting.
  • Kediss, Emberclaw Familiar: with as powerful a commander as Feather.
  • Urabrask  : not just damage per non-permanent spell, but more mana to cast more spells as well.
  • Vandalblast: opposing artifacts are done.

U few ways to avoid getting hit:

Appreciate the time you took to read this primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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