Welcome to my Boros Legendary deck list, with Tajic as the poster-child. Before you start reading, please know that while there are some strong card choices in this deck, this is not a hyper-competitive deck. If you want to play these colors but prefer a play-style that helps you win faster/have control of the board easier, you might want to look around at other deck lists.
[A Tall Tale of Heroes]
This deck originally started out as a Brion Stoutarm deck way back in 2008 when I started playing Commander with my friends. In fact, this was my first deck I've ever made. I've taken it apart at times, mainly to build other decks with Red and White into it, but I've always came back to building various Boros builds. Brion Fling came back, then it turned into an Agrus Kos Soldier tribal, Basandra using the Sunforger package, Aurelia the Warleader came around with Equipment Voltron, and then Tajic, who eventually was a shoe-in to the 99 and occasionally made a general in place of Aurelia. This deck was my good stuff deck that represented my favorite color combination of all time, always changing into new things but doing what Boros does best in Commander...well, minus the land destruction. That's in my Oros deck.
Now, for a good 6 months, the deck has become what it is today. Thematic, and still able to pull it's own weight, it remains one of my favorite decks of all time that has been constantly changing.
[The Theme: Legends and their Weapons of Choice]
This deck is thematic around two things: Equipments and Legendary Creatures. Equipments are easily supported in Boros; primary in white, secondary in red. The Legendary Creature theme, however, is a theme rarely seen in Boros decks, but has the potential to find interactive combos with its Legends. The thought of the colors red and white being enemies but working as a team in the midst of battle was all the inspiration I needed to make this deck toward this theme.
["Legendary Theme?" In Boros? I mean, that sounds kind of cool, but why don't you just use Sisay? She's better suited for this.]
I won't lie: Captain Sisay is a far more superior Commander for a Legendary-based deck. What seperates R/W from G/W is that in G/W, Sisay has a higher chance of card advantage--especially with a built-in toolbox. However, Sisay decks are prone to being targeted even before the game starts. With all of its utility, opponents would rather deal with Sisay's fragile body to prevent her from comboing off and/or maintaining a strong board.
This isn't to say Sisay is a bad Commander choice. A well-built Sisay deck will win many games and is in it's own right a very fun deck to pilot. The reason for having a Boros Legendary theme is because the deck has a different approach using combat and synergy. It is a theme that just so happens to have legendary creatures from Red and White interacting with each other, including a soft lock, and an "I win" combo.
[Wait, do I have to play with mostly Legends in this deck? Can't I just get away with using utility creatures?]
You can and you are most welcome to do that. In fact, this deck was originally made with only 14 of it's creatures being legendary. I eventually came to realize that for every card I replaced, I found a Legendary creature that had a similar role/purpose/ability. I also got tired of seeing the same old utility creatures that included: Wurmcoil Engine, Angel of Serenity, Solemn Simulacrum, Serra Ascendant, Balefire Dragon, Mirran Crusader, Boros Reckoner, and more. All of these cards are great in their own right, but I eventually just settled on using a Boros deck that uses a bunch of Legends and it was actually pretty fun and I didn't end up missing any of the other cards despite them being slightly better. This is a deck that uses Legends, but isn't reliant on having a bunch of Legendaries out at once (unless you have a Heroes' Podium in play).
How convenient for this to be our Coat of Arms
[So, why Tajic?]
You can practically pick any of the 10 available Boros legends and call it a day. I only gravitate towards Tajic because he's a cheap sword-wielder and indestructibility is always a winner. If you don't want to use Tajic, I recommend Aurelia or Gisela due to how much they put on the table.
[So when should I use Aurelia, Gisela, or Tajic?]
Up to you on what you want to kick off with. Your first choice is usually Tajic or Aurelia if in a 3~4 man multiplayer. Ideally, you play Tajic if you're playing one-on-one casual or maybe 3-way. If you decide to take the deck out for another spin the game after (or if you know who you are going against), then you choose between Tajic, Aurelia, or Gisela.
When to use Tajic? Preferred table size: 2~3 players
+Most resilient of the three. Can survive through most board wipes.
+Battalion + going past creatures with protection/unblockable makes for Commander damage.
+The cheapest costing of the three. Can curve into an X&Y Sword the turn after.
+Excellent with tokens and the Angels of this deck.
-Low P/T for four mana. Yes, the Equipment and Anthem effects can help, but without them he's mostly there to block until you have enough creatures.
-Doesn't have much presence in a larger multiplayer game.
When to use Aurelia? Preferred table size: 2~4 players
+Great for offense and defense, especially when equipped.
+Utilizes the X&Y Swords the most, since you get two procs provided you connect twice.
+Most likely to reach 21 Commander damage.
+Flying, Vigilance, Haste is one of the best combination of keywords in the game.
-Makes it so you have to single out an opponent, which may have the opponent have enmity for you.
-6 CMC, having her die makes her Commander tax stack up, which may be detrimental if you need that two mana to equip her and have to wait a turn to do so.
When to use Gisela?
Prefered table size: 4~6 players
+By herself, she has the strongest body of the trio.
+Excellent for shaping the game by just sticking around the table, and to your advantage.
+The most political of the trio, since you practically help your opponents kill your opponents.
+Is a combo piece with Hidetsugu.
-With the way this deck is made, you aren't using damage to all creature spells, thus not using her abilities to the fullest.
-Highest cost in the game, and does have a target on her head to the opponent who's most likely at a disadvantage with her out. Cast with caution.
When to use anyone else?
Any time you feel like mixing it up a bit, though I'd prefer you use Iroas or Basandra. I will say that a couple times I have played Basandra for laughs. While her static ability is almost ignorable, forcing attacks and having a 4/4 Evasive body for 5 is great for carrying X&Y Swords.
[You'll enjoy playing with this deck if]
You like swinging into the red zone while still maintaining a good defense.
You love playing the two best colors for Equipment.
You want to play two colors that let you have the mindset of using the best of what you are given, but work around getting cards with the use of artifacts.
You enjoy the flavor of legendary creatures in general and how they have a feeling of "teamwork" to them.
You really love Equipment. Especially Sunforger.
[You won't enjoy this deck much if]
You prefer playing a deck with a lot of EtB creatures.
You prefer to lean towards more control, without relying on combat damage.
You prefer to play a Boros deck that uses mass land destruction, or with a different theme.
You feel safer using green, black, and blue for their better card drawing.
Commander Damage.
The main win-condition with any of the main three Commanders. While Tajic is generally the hardest to win with this path, it's still possible. Aurelia having the easiest time.
Combat damage/Alpha Strikes, especially with flyers.
Either using giant flying creatures, forcing their creatures to be tapped, or unblockability, you are able to smack down for damage and your "pot shots" to random opponents can leave a dent while you maintain a defense through most of the game.
There are many tools for the right job, but this one gets the job done.
Sunforger.
I can't stress enough how much this helps you win games. It doesn't kill the opponent by itself, but it helps you get there through using either:
Enlightened Tutor (Artifact/Enchantment Tutor)
Tithe (Mana Fixing)
Path to Exile (Exile a creature.)
Boros Charm (Burn their face, Double Strike a friend, or respond to a board wipe.)
Chaos Warp (Tuck a permanent.)
Oblation (Tuck a non-land permanent.)
Wild Ricochet (Nasty trick.)
Return to Dust (Exile pesky Artifact/Enchantments, possibly twice.)
Master Warcraft (Pretty much either a Fog, situational Wrath, or alpha strike. It's amazing.)
Combos
Gisela + Hidetsugu = Opponents life totals are 0 or 1.
Yosei + Brion + Recurssion = Soft Lock towards one opponent.
Aggravated Assualt + Sword of Feast and Famine + An evasive creature = Infinite combat steps.
[Weaknesses]
Blue decks with a lot of card advantage, and your colors lack of such.
Sometimes you're facing a deck with a lot of card draw, particularly blue. We are in the worst colors for card draw, so we have to use whatever we get, while other colors have an easier time getting what they really want.
Mass Token Swarm decks.
Sometimes a hoard of tokens or a Craterhoof Behemoth army is too much for us. We will most of the time have at least 2 to 4 non-token creatures on our side, so we can't always blunt an aggressive assault.
Lock-Down Control decks.
Sometimes you'll have "that one guy" who wants to play solitaire with himself to try and win. It happens, and at this point you'll need to rely on your other opponents and work with them to work around it. Your deck has spot-removal, but like all decks with spot-removal, you're not always going to have it available.
Fast-Combo decks.
Sometimes you don't have the necessary card to stop that 5th turn combo. It happens. Just shrug your shoulders and roll your eyes at the uneventful, anti-climatic win and move to the next game.
Eiganjo Castle – Two damage reduction can be relevant at times when trading with equal P/T bodies.
Kor Haven – If you ever need to play the stalling game.
Kher Keep – More stalling. Also enables Tajic's Batallion if you need it.
Mistveil Plains – Combos well with Sunforger allowing repeatable casts of Instants, provided you have two white permanents... but that shouldn't be hard in the slightest.
Sunhome, Fortress of the Legion – None of these legends have Double Strike, but, sure, let's put in a land that does give them it.
Slayer's Stronghold – I don't think I need to rave about vigilance any longer, do I.
Puresteel Paladin
Equipment is a thing in this deck, so might as well have this guy over to help us get cards early, help up equip late.
Grand Abolisher[Benched]
A card that I'm surprised not a lot of people use often. This guy is insurance to make sure no blue mages can screw you over. Doesn't have anything to do with any non-legend dealing with Equipment, but is granted a slot.
Leonin Shikari
Instant Speed spell-block in a cheap body and cost. Every Equipment loves this girl. Even her kicks.
Stoneforge Mystic
Hey, Equipment fetch that can come back with Sun Titan and cheat Batterskull into play if you want to rush with Tajic.
Stonehewer Giant
Hey look, even more Equipment fetch! Having this guy alive means you're going to suit up your Voltron Commander and/or assemble the Kaldratron if your opponents are too busy with other pressing matters.
Sun Titan
Most 3 or below drops being permanents, this guy seems like a good shoe-in and is too good to pass up.
Eight-and-a-Half-Tails
8 1/2 is our cheapest costing legend in this deck with a low-yet-restrictive cost of double white. Since the deck is more white than red, it shouldn't be much of an issue to cast her and use her abilities to the fullest. That said, 8 1/2 is a card that is revered for being one of the better choices for a Voltron Equipment deck. With enough mana, she can protect herself, permanents, and other creatures from incoming spot-removal for 3 mana. Cards like Path to Exile give 8 1/2 a discount of only 1W. Finally, 8 1/2 can make a creature psuedo-unblockable, though you have the X&Y Swords and Rogue's Passage to handle that.
+ Sword of Light and Shadow(Enables easier mana use.)
Lieutenant Kirtar
Flying in the air and serving as an offensive/defensive rattlesnake card. One of the great things about Kirtar is how it exiles a creature attacking you, forcing players to make a decision: take out Kirtar first or wait until they can. Able to stare down at players playing Eldrazi Titans, Avacyn, and the like, Kirtar doesn't take sass from anyone.
+ Sun Titan(Kirtar can come back for another round.)
+ Sigil of New Dawn(For 2WW, Kirtar goes back to your hand to be recast again. Great for stalling.)
+ Yomiji, Who Bars the Way(Same as Sigil, except just Kirtar's cost for a total of 1W)
Kemba, Kha Regent
Having Equipment as a sub-theme, Kemba is an obvious inclusion. A toughness of 4 means that she's likely going to be good wall. You'd want to see her out early so you can pull out tokens.
+ Tajic, Blade of the Legion(Helps out enabling Battlion)
+ Sun Titan(Along with most of her favorite Equipment, she herself can be resurrected.)
+ Godo, Bandit Warlord(Helps her get a weapon.)
Anax and Cymede
One thing I'm going to preach a lot is how valuable Vigilance is. With the help of the X&Y Swords, having a creature with Vigilance with even one Sword gives you the advantage of having an available attacker and having a defense at the same time. This causes players to get discouraged to attack you in most situations, particularly in the early game. In A&C's case, their vigilance is coupled with First Strike, so they take a page off Akroma in being a "dangerous wall" type of card.
+ Boros Charm(Serving as a one-shot trick provided you didn't need to use it for a sweep effect. Give the couple Double Strike and they are a 4/3 Double Striking force with Trample. Adds to the versatility of Boros Charm if you are starved for that last bit of damage that the 4-damage mode of Charm can't quite do.)
Fumiko the Lowblood
A red legend that practically became a pet card when first used in my Xenagos deck. A legend that produces a chaos effect on the table, forcing others to attack. Sometimes it will backfire, but most times you'll have a good defensive position. Beware of Seedborn Muse-like effects.
+ Heliod, God of the Sun(Or any Vigilance-granter causes Fumiko to be a living, killing wall.)
+ Tajic, Blade of the Legion/Avacyn, Angel of Hope(Can pretty much take punishment coming your way.)
Heliod, God of the Sun
Vigilance for everyone. Chance becoming activated slightly high with the color distribution of non-artifact/land permanents. Serves as a late-game mana sink. Heliod is Tajic's god of choice even though this guy is an egotistical man-child deity.
+ Tajic, Blade of the Legion(For Vigilance on an indestructible character, tokens for a Battalion creature.)
Iroas, God of Victory
A God that had a vision of a Dolmens' Gate and some Goblin War Drums and took inspiration from it. Once again, this card makes Vigilance creatures look more amazing than they were before. Getting him to become "active" might prove to be a challenge, as the three games I've played with him out managed to only activate him twice. Regardless, it's an Enchantment with relevant combat effects.
+ Aurelia, the Warleader(Makes combat incredible for you and perilous for your opponent.)
Brion Stoutarm
The team's ace basketball player. 4/4 Lifelink for 4 mana is pretty sweet, but what really sells Brion is how his ability to fling for that extra damage. You can also use his fling ability to save some of your other creatures from an ever worse fate like Control Magic and Exile effects.
+ Yosei, the Morning Star(A sacrifice outlet for Yosei that can be used at EoT or in response to something.)
+ Sigil of New Dawn(1RW means your sacrificed creature comes back to hand. If that creature is Yosei, then prepare to have your opponent cringe at your soft-lock.)
+ Yomiji, Who Bars the Way(Same as Sigil, except just costs R. Again, Yosei + Brion + this guy is a soft-lock.)
+ Gisela, Blade of Goldnight(Double up on the damage.)
Heartless Hidetsugu
This guy only cares about getting life totals down. Hidetsugu is mainly used as a combo piece with Gisela, but often times I've found using him in a political fashion with other players to help someone else finish off another player posing a threat to the table. He will draw hate at times and can have a short lifespan if cast too hastily.
+ Gisela, Blade of Goldnight (As mentioned, this will put your opponents at 0 or 1 life.)
+ Battleskull (Stay healthy!)
Basandra, Battle Seraph
4/4 Flying for 5 is fine. The second ability is pretty much protection from Condemn. The "force to attack" activated, however, has potential to force players to waste other creatures activated abilities or force to attack into their deaths. Also, Terese Nielsen art. Especially in Foil.
+ Any resilient/Vigilance creature in this deck (These guys along with Basandra can blunt off any attack coming your way.)
Agrus Kos, Wojek Veteran
One of your Anthem cards. By himself he swings as a 5/5, but with a handful of Boros legendaries (nine more to be exact), the Anthem effect can help out an offensive.
+ Boros Legends (Making the most of Agrus' buff by giving both effects.)
Jor Kadeen, the Prevailer
Another buff for your creatures, and usually always active thanks to the amount of equipment and mana rocks used in this deck. When I have him in hand, there are usually three artifacts on my side of the field, sometimes two. Even without Metalcraft, a 5/4 First Striker can win most fights mid-game.
+ Artifacts/Akroma's Memorial(Activate Metalcraft, especially great with Akroma's Memorial.)
Godo, Bandit Warlord
The only creature able to fetch Equipment. The right man for the job that brings the right tools for the job. Lightning Greaves for a fast Godo, Batterskull to have a 4/4 Vigilance/Lifelink join the fight, X&Y Swords, and so on. One of the best utility cards you will use in this deck.
+ Kemba, Kha Regent(Two generals that care about Equipment as mentioned above.)
+ Aurelia, the Warleader(Her and Godo enables three possible combat phases for the turn. Note that on the third combat phase, any non-Vigilance creatures will remain tapped and cannot be used.)
+ Fumiko, the Lowblood(Samurai relevancy.)
Yosei, the Morning Star
"Dangerous walls" is a term I like using in this deck breakdown. Yosei makes himself known by punishing players who attack you if Yosei is up and running, they pay the price. More of a utility legend, but 5/5 Flying body is never bad for squeezing out last bit of damage.
+ Sigil of New Dawn(Soft lock to one player, even more smooth with Brion out.)
+ Yomiji, Who Bars the Way(Yosei becomes even more of a "Do Not Touch" sign.)
+ Brion Stoutarm(Fling for instant alpha strike. Generates a one-player soft lock with Sigil of the New Dawn)
Yomiji, Who Bars the Way
Every Legendary permanent in this deck comes back. "Permanent". Yes, Yomiji is exempt from it's own ability but with the protection provided in this deck, it's possible for the deck to become even more resiliant. Yomiji is really there to become a presense, since it's power and toughness is subpar for what it costs.
+ Yosei, the Morning Star(Stated above.)
+ Brion Stoutarm(Stated even more above.)
+ Godo, Bandit Warlord(EtB trigger coming back.)
+ Lieutenant Kirtar(Activated Trigger coming back.)
Gisela, Blade of Goldnight
Gisela changes the state of the game the moment she sticks. Doubling damage to your opponents while halving the damage dealt to you. This legend basically tells the other players to kill off the "other opponent" and help them out a bit. Again, one of the better Boros Legends and is a combo piece for the deck. Also, 10+ First Strike. That's enough to kill off almost every creature in the format in combat and still live.
+ Heartless Hidetsugu (Instant winner.)
+ Brion Stoutarm (Stated above, it amp's the direct damage to a player.)
Avacyn, Angel of Hope
Giant 8/8 Flying Vigilance and, oh yeah, indestructiblity to all of your things. Really, what else is to be said about her? Like Kozilek, if she were to get stolen, do your best to try to save one of your removal spells for her.
+ Lightning Greaves/Champion's Helm(Invincibility rating goes up to 95%)
Akroma, Angel of Wrath
The big show. With aggressive keywork abilities, one of which being vigilance, Akroma is going to be a dangerous wall for other players to face against.
+ Aurelia, the Warleader (Teamwork Combo, ho!)
Razia, Boros Archangel
Akroma #2, though vastly weaker than her. Being a Boros Legend, I'm inclined to use her in this build. Even though Akroma outshines her most of the time, Razia still has some upsides towards her: She still holds the "dangerous wall" feel thanks to vigilance, her activated ability can redirect damage to kill an attack with up to a toughness of 9, and same ability can block and kill another creature with the redirection.
+ Aurelia, the Warleader (Teamwork from the grave!)
Reya Dawnbringer[Benched]
Giant Angel with an unimpressive body, but is able to add resilience to your legendary creatures. Flying is also Flying.
+ Lieutenant Kirtar (Probably not the best choice but good for stalling.)
+ Yosei, the Morning Star (More dragon shenanegins)
+ Brion Stoutarm (Again and again. Also an alternative soft-lock with Yosei provided Yomiji isn't in the picture)
Kozilek, Butcher of Truth
It's Kozilek. In a deck that strives to get as much card advantages as it can, a giant eldrich abomination is recruited. The only downside is not being able to use your graveyard for cards like Sword of Light and Shadow and Marshal's Anthem, but by golly does this guy do work. Bribery effects will be coming for this guy some of the time, but with access to Sunforger you can easily avert that with Oblation and Chaos Warp.
+ Aurelia, the Warleader (Wow! That's a lot of annihilation!)
+ Godo, Bandit Warlord (More annihilation!)
+ Akroma's Memorial/Lightning Greaves (Instant annihilation!)
Skullclamp - Any card draw we can get is good. Skullclamp is a card that can help us recover from sweep effects. You're not going to be abusing it like some G/B/X decks are able to do, but it's a card that lets us benefit for cheap.
+ Heliod, God of the Sun(Fortunately, Heliod's tokens can let us do that.)
+ Lieutenant Kirtar(Get a little more extra for your worth)
+ Brion Stoutarm(Fling for cards.)
+ Rakka Mar(Even Rakka can help abuse this if you decide to put her in.)
+ Squee, Goblin Nabob(...If you decide to let him in, sure.)
Lightning Greaves – Haste and Shroud. A Commander staple. The real winner of this card is how it's Equip Cost is 0. You need to be careful about using this card since you can't put any more Equipment on it after the Greaves are on. Swiftfoot Boots can work too and has the benefit of being able to equip the creature afterwards, but requires you to pay one mana. There are times where a single mana can make a huge difference. Your call to use one or the other, or both.
+ Leonin Shikari(Your team has shroud on a whim.)
Sword of Fire and Ice – Removal and card advantage if it connects. This card also prevents blue and red's theft effects, red's removal/board wipe, and blue's bounce.
Sword of Light and Shadow – The lifegain is whatever. You're using this card for it's Raise Dead effect. Protection from White and Black means the equipped creature won't be exiled/destroyed for a long time, despite the two colors being the best at board wipes.
Sword of Feast and Famine – Arguably the best Sword. You are able to use up your hand, gaining a huge advantage thanks to the swords "green" side. Speaking of green, you'll be able to pick fights with annoying green deathtouch creatures such as Acidic Slime, as well as blacks problematic creatures.
+ Aggravated Assault(These two equipped to an evasive creature hitting a player means infinite combos.)
Sunforger – The best toolbox card. If you want to know all the crazy things it will do, just go down to the Instants section. This card is why you play R/W/X.
+ Mistveil Plains(Enables reuse of Instants if you meet it's requirements)
Champion's Helm – Hexproof and +2/+2 to most of the cast, with a cheap cost of 1 to equip.
+ Leonin Shikari(If you feel you don't need boots, likely go for this and let the Hexproof roll by.)
Shield of Kaldra - Indestructibility. On Tajic it's useless on him, but giving it to another creature and making the rest of your Kaldra pieces indestructible is one path you can take with your Equipment as the game goes by to try to win.
[card]
Helm of Kaldra[/card] - Stats. The Trample and First Strike are much welcome. This is also the piece of the puzzle that makes a 9/9 killing machine for a simple cost of one colorless. Killing the token is useless if the pieces of Kaldra are still intact.
Batterskull – One of the strongest Equipments in the game and is seeing play in multiple formats. Relevant abilities by itself, transfering to an evasive creature later on if needed.
+ Godo, Bandit Warlord(This guy basically means you're getting 7 P/T for 6 mana.)
+ Stoneforge Mystic(Cheaty pants. Fetch if you need to zerg an opponent starting turn 4.)
Heroes' Podium – Yup. This was the card that decided to make me go into this theme. Essentially a Coat of Arms for yourself. The activated ability you'll sometimes use if you are fishing for answers, sometimes not as useful if you already have a good grip of options in your hand. Regardless, it's a great anthem effect.
Mind's Eye – Much needed card advantage. Can't abuse it like every G/U/X deck with Seedborn Muse effects but you get what you are given.
Staff of Nin – Even more much needed card advantage. Also hates annoying X/1's which are surprisingly common in this format.
Aggravated Assault – Swing again and again, great potential mana dump late game. Oh yeah, and it can kill people again and again.
+ Enlightened Tutor(If you have the other piece of the combo, go nuts.)
+ Sword of Feast and Famine(As mentioned above, infinite combat phases.)
Marshal's Anthem – Anthem effect is nice, but recurring your dead friends is amazing late game. Having Akroma/Razia in the graveyard might induce small smirks.
+ Enlightened Tutor(Bounce back from a Wrath effect.)
Chain Reaction – I'd like to point out that for an aggro/control deck, it doesn't use that many sweeper effects since we rely on combat tricks and spot removal. But we use a couple to back us up in case we really have to and when it's convenient with the deck for us to draw into it.
+ Gisela, Blade of Goldnight/Tajic, Blade of the Legion/Avacyn, Angel of Hope(Also, these guys don't seem to mind a a game of slaps.)
Austere Command – Don't care. This thing is versatile. Never leave home without it.
Insurrection – Another card that will likely kill one or two people after resolution.
+ Aurelia, the Warleader(Makes sure they go into overtime and leave no scraps.)
Enlightened Tutor – Searches for practically anything relevant to the match. Finds equipment, missing combo pieces, and even a God if you need the extra body. Marshal's Anthem is also a contender for the late-game if you have some Haste Angels in the graveyard.
Tithe – Card that ensures you will be playing your spells for the rest of the game by getting two "Plains Mountain".
Boros Charm – One mode burns for 4 (8 with Gisela); another mode is a love letter to board sweepers; and the final mode gives a cool combat trick in form of Double Strike. Possibly Trample if targeting Anax and Cymede.
Chaos Warp – Swiss army knife card that gets through anything without protection or untargetability. I have seen it flip into an Eldrazi before so there is always the risk of it backfiring, even if it's really low.
Oblation – See Chaos Warp but with the chance of drawing into something better/the same thing. Either way, it's a swiss army knife.
Wild Ricochet – This one is for all the blue mages in the house. And X spells.
Return to Dust – Because no one likes staring down that cheated Blightsteel Colossus or any Artifact/Enchantment giving unfair advantage.
Master Warcraft – This, THIS is how you throw off an opponent. THIS is how games can be won. THIS was a card that I first dismissed but after finally playing it I realized how much potential this can completely screw over an opponent. Undoubtedly the best Sunforger target for late game.
Aurelia's Fury[Benched] – Late game it sets up a potential turn around thanks to it's versatile use. The problem is waiting until end-game to even use it. Also, mana could be used to cast other things in the late game, you'd stop to wonder if you should cast Card A or Card B.
[Misc.]
Elesh Norn, Grand Cenobite
Two reasons:
1) While powerful, she can be incredibly dangerous. A single Bribery/steal effect will cripple me, and clone would be irksome. I prefer not to use her in a deck with a good chunk of small toughness friends.
2) Nope. Sorry. No Phyrexians. They don't fit with the rest of the cast.Yes, I know Heliod is a jerk, Kozilek is a giant eldrich abomination and Hidetsugu is sadistic, but all have something relevant.
Kiki-Jiki, the Mirror Breaker + Anything that combos with it
Putting Kiki-Jiki means most of the time, I'm going to have a 2/2 Haster that works with only Stoneforge Mystic and Sun Titan... and that's it. Adding Zealous Conscripts or the like doesn't really feel right to the decks theme, so I ultimately took them all out. I rather have a creature who remains decent than a creature who is either mediocre most of the time/a game winner a little of the time.
Konda's Banner
This type of card would be great for a Tribal deck, but for a deck like this, it's not quite impactful even though it fulfills the "legendary" theme. It does work amazingly well with Kemba, though.
Day of Destiny
Vanilla Anthem effect that Heroes' Podium achieves 90% of the time, along with an activated ability. Not that flashy, but it might end up being tested in the deck.
Pariah's Shield
With Tajic because a suit of armor needs a shield with that blade.
Jaya Ballard, Task Mage
Cute with Akroma's Memorial, but no Squee to create value worthwhile. Also, Grand Abolisher is pretty much a love-letter to blue decks.
Rakka Mar
Batallion triggers for Tajic and more friends for the other two main Commanders.
Tahngarth, Talruum Hero
Vigilance and the Fight mechanic goes well with the Swords and Gisela herself. Also, red Vigilance.
Odric, Master Tactician
More restrictive Batallion cost, but has been seen used to great effect.
Champion's Helm
Small buff, squeezed in the 3-drop slot along with Sunforger and the Swords. It's great and thematic, but if something comes across that has a bigger impact than it, then it might be shipped.
I'd stick one or two more wrath effects in there. Your Commander's indestructible, you run Akroma and you need to answer swarms. Might be worth adding a Boros Charm too. Protects you from wraths, helps with Commander damage with Double Strike and kills planeswalkers.
Thank you.
I do have Boros Charm in there, though. I have been thinking about keeping the two sweeper effects, but possibly adding Myojin of Cleansing Fire as a potential 3rd. The Kamigawa block really has a lot of experimental cards, I'm surprised I bypassed this one.
Ah, must've missed the charm! Myojin's cool. Planar Cleansing is an idea too, just because of the flexibility, but might eat all your equipment too often.
Planar Cleansing is one of those cards that would be amazing in situations if you didn't have a lot to lose. In a deck that relies on its Equipment and having some creatures out, I'm uncertain if I need this particular sweeper.
I've only had time to play a game against my friends Kaalia deck 1v1 non-French, Tajic in the helm. Went 2-0, but the second game was pretty close. Game 1 I went first, turn 2 Boros Signet, turn 3 Tajic, turn 4 swing for 2. He played Kaalia on his turn, I respond with Enlightened Tutor showing Sword of Fire and Ice. Turn 5, draw, cast, equip, swing, and take out Kaalia. His turn he plays a Rakdos Signet. On my turn, I draw into Sword of Light and Shadow, cast, equip, he scoops.
Game 2. He goes first and manages to get Kaalia out on turn 3 thanks to an early Boros Signet. I have nothing but Sunforger so I go ahead and cast it. Turn 4 she swings bring Avacyn, Angel of Hope into the mix. I had to eat a full 10 and then on my 4th turn, cast Tajic, end turn. He swings, but doesn't have an extra creature to cheat out so I get dealt another 10. My 5th turn I draw Chaos Warp, so I just pass turn, he swings once again with no extra creature, I Chaos Warp the Kaalia, having him reveal a Dragonskull Summit and I eat 8 damage. On my 6th turn I equip Sunforger on Tajic and pass. On his turn, he Demonic Tutors/Searches out Kaalia to recast her and swings with Avacyn, only for me to use Path to Exile on her thanks to Sunforger. On my turn, I draw into Sword of Feast and Famine and from there on out I was able to stop his threats by repeatibly swinging for 8 and having Sunforger ready. What sucks was that he had just drawn Static Orb which would have killed me having I didn't have the Sword.
Funny that in both games, I didn't draw a single creature.
Also, I decided to make some changes:
- Reya Dawnbringer (As I said, I've always had my eye on her if she would be good for the cost.)
- Grand Abolisher (This card has served me many, many great uses, but I'm putting it back to test out other things.)
- Aurelia's Fury (Like I said in the OP, never got to make the best use of it. Sunforger doesn't synergize well with it either.)
Played a 3-player game last night, only managed to squeeze 2nd place but it was a close one. The players were Karrthus, Animar, and myself (Aurelia).
Turns 1~6 was pretty much the Karrthus player cheating out his dragons by means of Urza's Incubator/Heartless Summoning, Animar slowly snowballing, and I sadly was holding Helm/Shield of Kaldra on an Aurelia taking potshots at people. The Karthus player was scared stiff of casting any of his dragons due to the Animar player running at least 5 clone effects, which will work to his advantage since he can just steal Karrthus. Animar ganged up on him and I did the same seeing that he didn't have any good flyers and I had Sword of Fire and Ice to take him down quickly. He played Steel Hellkite for free and then Darksteel Plate/Equip right after. The only cards in my hand were Agrus Kos, Wild Ricochet, and a couple lands. Couldn't get by him since I didn't fish up the right cards, and then Craterhoof Behemoth happened. Oh well.
Considered changes to ease up on Equipment cost management:
- Kozilek (Blasphamy, I know. Kozilek is an amazing card but I feel that whenever I have it in my hand, I have other cards I need to cast before him. Amazing in ramp decks, which is why I'm like migrating it to my Xenagos deck. Here, not so much.)
+ Puresteel Paladin(As I'm leaning towards more Equipment, I feel that this will assist in many ways in any stage of the game.)
Anax and Cymede feel a little subpar here; despite being a great attacker and defender, with only one way to trigger Heroic in Boros Charm,I don't feel as though they're living up to their full potential. There are other options that would be better; maybe something like Brimaz, King of Oreskos?
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Anax and Cymede feel a little subpar here; despite being a great attacker and defender, with only one way to trigger Heroic in Boros Charm,I don't feel as though they're living up to their full potential. There are other options that would be better; maybe something like Brimaz, King of Oreskos?
That may likely be the case. While I've had one instance of A+C using their Heroic, I agree that it's just not as impactful. Brimaz would very likely be the replacement upgrade as soon as I can find one.
Very flavourful deck, I like it a lot, but the deck construction itself feels a bit unfocused.
-- Anax and Cymede don't have terribly many heroic triggers and mainly benefit hoard strategies. I can only count a few token generators (Heliod, Khemba and Kher Keep, two of which are slow and one is situational).
-- Ditto with Agrus Kos. Definitely a horde enabler.
-- Path to Exile is almost always worse than Swords to Plowshares. Opponents almost always want more land than more life. Condemn is also crazy powerful with all the gods at the helm of decks these days.
-- Heartless Hidetsugu. Cards shouldn't be chosen because they synergize with only one or two other cards in the deck. He's good only to be abused or backed up with either burn to the face or creature threats that can't just be chump blocked. Otherwise he's often a dead card if your opponents can better capitalize.
-- Leonin Shikari. The Shikari-Greaves thing is definitely good, but otherwise, after I've tried so hard to include her in voltron decks, her tricks really aren't often that powerful for all the setup that she requires. You have to have her out AND an equipment that benefits AND multiple creatures to switch between AND the mana open.
Some legends to keep your creature section full without driving up the curve:
-- Commander Eesha. An excellent, efficiently-costed sword-carrier.
-- Linvala, Keeper of Silence. Another nicely costed evader with a handy ability.
-- Mangara of Corondor. A bit of control in the legendary slot. Holds swords. Sac with Brion on his trigger to get the exile without exiling him.
-- Tahngarth, Talruum Hero. Both his vigilance and his fight ability love equipment.
Of all of those suggestions, I feel that Razia's Purification is situation but also very tempting to use if I have a majorly equipped general. Urabrask is worth a try. I would consider Dictate, too. Though it's risky.
Very flavourful deck, I like it a lot, but the deck construction itself feels a bit unfocused.
-- Anax and Cymede don't have terribly many heroic triggers and mainly benefit hoard strategies. I can only count a few token generators (Heliod, Khemba and Kher Keep, two of which are slow and one is situational).
-- Ditto with Agrus Kos. Definitely a horde enabler.
-- Path to Exile is almost always worse than Swords to Plowshares. Opponents almost always want more land than more life. Condemn is also crazy powerful with all the gods at the helm of decks these days.
-- Heartless Hidetsugu. Cards shouldn't be chosen because they synergize with only one or two other cards in the deck. He's good only to be abused or backed up with either burn to the face or creature threats that can't just be chump blocked. Otherwise he's often a dead card if your opponents can better capitalize.
-- Leonin Shikari. The Shikari-Greaves thing is definitely good, but otherwise, after I've tried so hard to include her in voltron decks, her tricks really aren't often that powerful for all the setup that she requires. You have to have her out AND an equipment that benefits AND multiple creatures to switch between AND the mana open.
Some legends to keep your creature section full without driving up the curve:
-- Commander Eesha. An excellent, efficiently-costed sword-carrier.
-- Linvala, Keeper of Silence. Another nicely costed evader with a handy ability.
-- Mangara of Corondor. A bit of control in the legendary slot. Holds swords. Sac with Brion on his trigger to get the exile without exiling him.
-- Tahngarth, Talruum Hero. Both his vigilance and his fight ability love equipment.
Agree with the following potential cuts. Heartless was on there originally as a combo piece, and I had him in there to get life totals down quicker. Thinking about it though, he does draw hate. I will keep him out in the sidelines if I ever decide to use Gisela in the helm.
@Commander Eesha
Considerable, but not feeling it. Flying/Pro-Creatures seems like a nice candidate for carrying equipment like you said, but I worry if she'll become a dead draw since all the games I see her out she becomes just a wall that occasionally swings.
@Linvala
Oh, I would if I could. :/ But with that price tag and no reliable way to tutor her, I don't think she's worth the slot since chances are I won't see her often enough to lock down that "one" creature in all board states.
@Mangara
Considerable, for sure. With your reasons.
@Tahngarth
Likely getting in in place of Agrus. Vigilance is too good to pass up and removal is always great. Just like you said, he loves Equipment. Sword of X&Y will help on him taking out a problem creature scot-free.
For now, the changes are as follows:
- Anax and Cymede
- Heartless Hidetsugu
- Agrus Kos, Wojek Veteran
- Leonin Shikari
~~~~~~
+ Brimaz, King of Oreskos
+ Urabrask, the Hidden
+ Tahngarth, Talruum Hero
+ Ghostway
@Linvala
Oh, I would if I could. :/ But with that price tag and no reliable way to tutor her, I don't think she's worth the slot since chances are I won't see her often enough to lock down that "one" creature in all board states.
Ha ha, wow, I owe you an apology. When you complained about the price I thought "we got a burger-flipper here", but then I checked her current price and aye caramba. Wonder when she shot up so high. I love Eesha as she gets in with the swords and she's great politics in multiplayer, but fair enough.
Not much to report, since I was busy with real life and the only time I was able to play Magic was at the LGS but in a Modern tournament. Not many of the folks played Commander except one person who had an interesting Xira Arien deck that focused on land destruction/ramp. We played a couple games for funsies, ended up winning 1 of them because 8 1/2 Tails proved to be incredibly useful to his multiple instances of removal.
Anyway, no changes as of now, but I will fully put this deck to a real multiplayer setting this coming Friday and make more changes if needed.
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This deck originally started out as a Brion Stoutarm deck way back in 2008 when I started playing Commander with my friends. In fact, this was my first deck I've ever made. I've taken it apart at times, mainly to build other decks with Red and White into it, but I've always came back to building various Boros builds. Brion Fling came back, then it turned into an Agrus Kos Soldier tribal, Basandra using the Sunforger package, Aurelia the Warleader came around with Equipment Voltron, and then Tajic, who eventually was a shoe-in to the 99 and occasionally made a general in place of Aurelia. This deck was my good stuff deck that represented my favorite color combination of all time, always changing into new things but doing what Boros does best in Commander...well, minus the land destruction. That's in my Oros deck.
Now, for a good 6 months, the deck has become what it is today. Thematic, and still able to pull it's own weight, it remains one of my favorite decks of all time that has been constantly changing.
This deck is thematic around two things: Equipments and Legendary Creatures. Equipments are easily supported in Boros; primary in white, secondary in red. The Legendary Creature theme, however, is a theme rarely seen in Boros decks, but has the potential to find interactive combos with its Legends. The thought of the colors red and white being enemies but working as a team in the midst of battle was all the inspiration I needed to make this deck toward this theme.
I won't lie: Captain Sisay is a far more superior Commander for a Legendary-based deck. What seperates R/W from G/W is that in G/W, Sisay has a higher chance of card advantage--especially with a built-in toolbox. However, Sisay decks are prone to being targeted even before the game starts. With all of its utility, opponents would rather deal with Sisay's fragile body to prevent her from comboing off and/or maintaining a strong board.
This isn't to say Sisay is a bad Commander choice. A well-built Sisay deck will win many games and is in it's own right a very fun deck to pilot. The reason for having a Boros Legendary theme is because the deck has a different approach using combat and synergy. It is a theme that just so happens to have legendary creatures from Red and White interacting with each other, including a soft lock, and an "I win" combo.
You can and you are most welcome to do that. In fact, this deck was originally made with only 14 of it's creatures being legendary. I eventually came to realize that for every card I replaced, I found a Legendary creature that had a similar role/purpose/ability. I also got tired of seeing the same old utility creatures that included: Wurmcoil Engine, Angel of Serenity, Solemn Simulacrum, Serra Ascendant, Balefire Dragon, Mirran Crusader, Boros Reckoner, and more. All of these cards are great in their own right, but I eventually just settled on using a Boros deck that uses a bunch of Legends and it was actually pretty fun and I didn't end up missing any of the other cards despite them being slightly better. This is a deck that uses Legends, but isn't reliant on having a bunch of Legendaries out at once (unless you have a Heroes' Podium in play).
You can practically pick any of the 10 available Boros legends and call it a day. I only gravitate towards Tajic because he's a cheap sword-wielder and indestructibility is always a winner. If you don't want to use Tajic, I recommend Aurelia or Gisela due to how much they put on the table.
Up to you on what you want to kick off with. Your first choice is usually Tajic or Aurelia if in a 3~4 man multiplayer. Ideally, you play Tajic if you're playing one-on-one casual or maybe 3-way. If you decide to take the deck out for another spin the game after (or if you know who you are going against), then you choose between Tajic, Aurelia, or Gisela.
When to use Tajic?
Preferred table size: 2~3 players
+Most resilient of the three. Can survive through most board wipes.
+Battalion + going past creatures with protection/unblockable makes for Commander damage.
+The cheapest costing of the three. Can curve into an X&Y Sword the turn after.
+Excellent with tokens and the Angels of this deck.
-Low P/T for four mana. Yes, the Equipment and Anthem effects can help, but without them he's mostly there to block until you have enough creatures.
-Doesn't have much presence in a larger multiplayer game.
When to use Aurelia?
Preferred table size: 2~4 players
+Great for offense and defense, especially when equipped.
+Utilizes the X&Y Swords the most, since you get two procs provided you connect twice.
+Most likely to reach 21 Commander damage.
+Flying, Vigilance, Haste is one of the best combination of keywords in the game.
-Makes it so you have to single out an opponent, which may have the opponent have enmity for you.
-6 CMC, having her die makes her Commander tax stack up, which may be detrimental if you need that two mana to equip her and have to wait a turn to do so.
When to use Gisela?
Prefered table size: 4~6 players
+By herself, she has the strongest body of the trio.
+Excellent for shaping the game by just sticking around the table, and to your advantage.
+The most political of the trio, since you practically help your opponents kill your opponents.
+Is a combo piece with Hidetsugu.
-With the way this deck is made, you aren't using damage to all creature spells, thus not using her abilities to the fullest.
-Highest cost in the game, and does have a target on her head to the opponent who's most likely at a disadvantage with her out. Cast with caution.
When to use anyone else?
Any time you feel like mixing it up a bit, though I'd prefer you use Iroas or Basandra. I will say that a couple times I have played Basandra for laughs. While her static ability is almost ignorable, forcing attacks and having a 4/4 Evasive body for 5 is great for carrying X&Y Swords.
[You'll enjoy playing with this deck if]
4 Tajic, Blade of the Legion
Land – 38
9 Mountain
10 Plains
1 Shinka, the Bloodsoaked Keep
1 Eiganjo Castle
1 Mistveil Plains
1 Kor Haven
1 Kher Keep
1 Rogue's Passage
1 Sunhome, Fortress of the Legion
1 Slayers' Stronghold
1 Command Tower
1 Reflecting Pool
1 Transguild Promenade
1 Battlefield Forge
1 Boros Garrison
1 Boros Guildgate
1 Clifftop Retreat
1 Plateau
1 Rugged Prairie
1 Sacred Foundry
1 Temple of Triumph
Creatures – Non-Legendary – 5
2 Stoneforge Mystic
2 Puresteel Paladin
2 Leonin Shikari
5 Stonehewer Giant
6 Sun Titan
2 Eight-and-a-Half-Tails
3 Lieutenant Kirtar
3 Kemba, Kha Regent
3 Anax and Cymede
4 Fumiko the Lowblood
4 Heliod, God of the Sun
4 Iroas, God of Victory
4 Brion Stoutarm
5 Heartless Hidetsugu
5 Basandra, Battle Seraph
5 Agrus Kos, Wojek Veteran
5 Jor Kadeen, the Prevailer
6 Godo, Bandit Warlord
6 Yosei, the Morning Star
6 Aurelia, the Warleader
7 Yomiji, Who Bars the Way
7 Gisela, Blade of Goldnight
8 Avacyn, Angel of Hope
8 Akroma, Angel of Wrath
8 Razia, Boros Archangel
Instants - 9
1 Enlightened Tutor
1 Path to Exile
1 Tithe
2 Boros Charm
3 Chaos Warp
3 Oblation
4 Wild Ricochet
4 Return to Dust
4 Master Warcraft
1 Steelshaper's Gift
4 Chain Reaction
6 Austere Command
8 Insurrection
Enchantments - 3
3 Aggravated Assault
4 Marshal's Anthem
4 Sigil of the New Dawn
Artifacts – Mana - 5
1 Sol Ring
2 Boros Signet
2 Mind Stone
4 Thran Dynamo
5 Gilded Lotus
Artifacts – Equipment - 11
1 Skullclamp
2 Lightning Greaves
3 Champion's Helm
3 Helm of Kaldra
3 Sword of Fire and Ice
3 Sword of Light and Shadow
3 Sword of Feast and Famine
3 Sunforger
4 Shield of Kaldra
4 Sword of Kaldra
5 Batterskull
Artifacts – Other- 4
5 Heroes' Podium
5 Mind's Eye
6 Staff of Nin
7 Akroma's Memorial
Commander Damage.
The main win-condition with any of the main three Commanders. While Tajic is generally the hardest to win with this path, it's still possible. Aurelia having the easiest time.
Combat damage/Alpha Strikes, especially with flyers.
Either using giant flying creatures, forcing their creatures to be tapped, or unblockability, you are able to smack down for damage and your "pot shots" to random opponents can leave a dent while you maintain a defense through most of the game.
Sunforger.
I can't stress enough how much this helps you win games. It doesn't kill the opponent by itself, but it helps you get there through using either:
Combos
Gisela + Hidetsugu = Opponents life totals are 0 or 1.
Yosei + Brion + Recurssion = Soft Lock towards one opponent.
Aggravated Assualt + Sword of Feast and Famine + An evasive creature = Infinite combat steps.
Blue decks with a lot of card advantage, and your colors lack of such.
Sometimes you're facing a deck with a lot of card draw, particularly blue. We are in the worst colors for card draw, so we have to use whatever we get, while other colors have an easier time getting what they really want.
Mass Token Swarm decks.
Sometimes a hoard of tokens or a Craterhoof Behemoth army is too much for us. We will most of the time have at least 2 to 4 non-token creatures on our side, so we can't always blunt an aggressive assault.
Lock-Down Control decks.
Sometimes you'll have "that one guy" who wants to play solitaire with himself to try and win. It happens, and at this point you'll need to rely on your other opponents and work with them to work around it. Your deck has spot-removal, but like all decks with spot-removal, you're not always going to have it available.
Fast-Combo decks.
Sometimes you don't have the necessary card to stop that 5th turn combo. It happens. Just shrug your shoulders and roll your eyes at the uneventful, anti-climatic win and move to the next game.
Shinka, the Bloodsoaked Keep – First Strike for everybody. Particularly useful in a combat-based deck.
Eiganjo Castle – Two damage reduction can be relevant at times when trading with equal P/T bodies.
Kor Haven – If you ever need to play the stalling game.
Kher Keep – More stalling. Also enables Tajic's Batallion if you need it.
Mistveil Plains – Combos well with Sunforger allowing repeatable casts of Instants, provided you have two white permanents... but that shouldn't be hard in the slightest.
Rogue's Passage – Unblockability that's uncounterable. I'm in!
Sunhome, Fortress of the Legion – None of these legends have Double Strike, but, sure, let's put in a land that does give them it.
Slayer's Stronghold – I don't think I need to rave about vigilance any longer, do I.
Puresteel Paladin
Equipment is a thing in this deck, so might as well have this guy over to help us get cards early, help up equip late.
Grand Abolisher [Benched]
A card that I'm surprised not a lot of people use often. This guy is insurance to make sure no blue mages can screw you over. Doesn't have anything to do with any non-legend dealing with Equipment, but is granted a slot.
Leonin Shikari
Instant Speed spell-block in a cheap body and cost. Every Equipment loves this girl. Even her kicks.
Stoneforge Mystic
Hey, Equipment fetch that can come back with Sun Titan and cheat Batterskull into play if you want to rush with Tajic.
Stonehewer Giant
Hey look, even more Equipment fetch! Having this guy alive means you're going to suit up your Voltron Commander and/or assemble the Kaldratron if your opponents are too busy with other pressing matters.
Sun Titan
Most 3 or below drops being permanents, this guy seems like a good shoe-in and is too good to pass up.
Eight-and-a-Half-Tails
8 1/2 is our cheapest costing legend in this deck with a low-yet-restrictive cost of double white. Since the deck is more white than red, it shouldn't be much of an issue to cast her and use her abilities to the fullest. That said, 8 1/2 is a card that is revered for being one of the better choices for a Voltron Equipment deck. With enough mana, she can protect herself, permanents, and other creatures from incoming spot-removal for 3 mana. Cards like Path to Exile give 8 1/2 a discount of only 1W. Finally, 8 1/2 can make a creature psuedo-unblockable, though you have the X&Y Swords and Rogue's Passage to handle that.
+ Sword of Light and Shadow (Enables easier mana use.)
Lieutenant Kirtar
Flying in the air and serving as an offensive/defensive rattlesnake card. One of the great things about Kirtar is how it exiles a creature attacking you, forcing players to make a decision: take out Kirtar first or wait until they can. Able to stare down at players playing Eldrazi Titans, Avacyn, and the like, Kirtar doesn't take sass from anyone.
+ Sun Titan (Kirtar can come back for another round.)
+ Sigil of New Dawn (For 2WW, Kirtar goes back to your hand to be recast again. Great for stalling.)
+ Yomiji, Who Bars the Way (Same as Sigil, except just Kirtar's cost for a total of 1W)
Kemba, Kha Regent
Having Equipment as a sub-theme, Kemba is an obvious inclusion. A toughness of 4 means that she's likely going to be good wall. You'd want to see her out early so you can pull out tokens.
+ Tajic, Blade of the Legion (Helps out enabling Battlion)
+ Sun Titan (Along with most of her favorite Equipment, she herself can be resurrected.)
+ Godo, Bandit Warlord (Helps her get a weapon.)
Anax and Cymede
One thing I'm going to preach a lot is how valuable Vigilance is. With the help of the X&Y Swords, having a creature with Vigilance with even one Sword gives you the advantage of having an available attacker and having a defense at the same time. This causes players to get discouraged to attack you in most situations, particularly in the early game. In A&C's case, their vigilance is coupled with First Strike, so they take a page off Akroma in being a "dangerous wall" type of card.
+ Boros Charm (Serving as a one-shot trick provided you didn't need to use it for a sweep effect. Give the couple Double Strike and they are a 4/3 Double Striking force with Trample. Adds to the versatility of Boros Charm if you are starved for that last bit of damage that the 4-damage mode of Charm can't quite do.)
Fumiko the Lowblood
A red legend that practically became a pet card when first used in my Xenagos deck. A legend that produces a chaos effect on the table, forcing others to attack. Sometimes it will backfire, but most times you'll have a good defensive position. Beware of Seedborn Muse-like effects.
+ Heliod, God of the Sun (Or any Vigilance-granter causes Fumiko to be a living, killing wall.)
+ Tajic, Blade of the Legion/Avacyn, Angel of Hope (Can pretty much take punishment coming your way.)
Heliod, God of the Sun
Vigilance for everyone. Chance becoming activated slightly high with the color distribution of non-artifact/land permanents. Serves as a late-game mana sink. Heliod is Tajic's god of choice even though this guy is an egotistical man-child deity.
+ Tajic, Blade of the Legion (For Vigilance on an indestructible character, tokens for a Battalion creature.)
Iroas, God of Victory
A God that had a vision of a Dolmens' Gate and some Goblin War Drums and took inspiration from it. Once again, this card makes Vigilance creatures look more amazing than they were before. Getting him to become "active" might prove to be a challenge, as the three games I've played with him out managed to only activate him twice. Regardless, it's an Enchantment with relevant combat effects.
+ Aurelia, the Warleader (Makes combat incredible for you and perilous for your opponent.)
Brion Stoutarm
The team's ace basketball player. 4/4 Lifelink for 4 mana is pretty sweet, but what really sells Brion is how his ability to fling for that extra damage. You can also use his fling ability to save some of your other creatures from an ever worse fate like Control Magic and Exile effects.
+ Yosei, the Morning Star (A sacrifice outlet for Yosei that can be used at EoT or in response to something.)
+ Sigil of New Dawn (1RW means your sacrificed creature comes back to hand. If that creature is Yosei, then prepare to have your opponent cringe at your soft-lock.)
+ Yomiji, Who Bars the Way (Same as Sigil, except just costs R. Again, Yosei + Brion + this guy is a soft-lock.)
+ Gisela, Blade of Goldnight (Double up on the damage.)
Heartless Hidetsugu
This guy only cares about getting life totals down. Hidetsugu is mainly used as a combo piece with Gisela, but often times I've found using him in a political fashion with other players to help someone else finish off another player posing a threat to the table. He will draw hate at times and can have a short lifespan if cast too hastily.
+ Gisela, Blade of Goldnight (As mentioned, this will put your opponents at 0 or 1 life.)
+ Battleskull (Stay healthy!)
Basandra, Battle Seraph
4/4 Flying for 5 is fine. The second ability is pretty much protection from Condemn. The "force to attack" activated, however, has potential to force players to waste other creatures activated abilities or force to attack into their deaths. Also, Terese Nielsen art. Especially in Foil.
+ Any resilient/Vigilance creature in this deck (These guys along with Basandra can blunt off any attack coming your way.)
Agrus Kos, Wojek Veteran
One of your Anthem cards. By himself he swings as a 5/5, but with a handful of Boros legendaries (nine more to be exact), the Anthem effect can help out an offensive.
+ Boros Legends (Making the most of Agrus' buff by giving both effects.)
Jor Kadeen, the Prevailer
Another buff for your creatures, and usually always active thanks to the amount of equipment and mana rocks used in this deck. When I have him in hand, there are usually three artifacts on my side of the field, sometimes two. Even without Metalcraft, a 5/4 First Striker can win most fights mid-game.
+ Artifacts/Akroma's Memorial (Activate Metalcraft, especially great with Akroma's Memorial.)
Godo, Bandit Warlord
The only creature able to fetch Equipment. The right man for the job that brings the right tools for the job. Lightning Greaves for a fast Godo, Batterskull to have a 4/4 Vigilance/Lifelink join the fight, X&Y Swords, and so on. One of the best utility cards you will use in this deck.
+ Kemba, Kha Regent (Two generals that care about Equipment as mentioned above.)
+ Aurelia, the Warleader (Her and Godo enables three possible combat phases for the turn. Note that on the third combat phase, any non-Vigilance creatures will remain tapped and cannot be used.)
+ Fumiko, the Lowblood (Samurai relevancy.)
Yosei, the Morning Star
"Dangerous walls" is a term I like using in this deck breakdown. Yosei makes himself known by punishing players who attack you if Yosei is up and running, they pay the price. More of a utility legend, but 5/5 Flying body is never bad for squeezing out last bit of damage.
+ Sigil of New Dawn (Soft lock to one player, even more smooth with Brion out.)
+ Yomiji, Who Bars the Way (Yosei becomes even more of a "Do Not Touch" sign.)
+ Brion Stoutarm (Fling for instant alpha strike. Generates a one-player soft lock with Sigil of the New Dawn)
Aurelia, the Warleader
The best aggressive Boros general, hands down. The power of a Relentless Assault is tremendous, and a perfect carrier of X&Y Swords thanks to their on-hit effects.
+ Tajic, Blade of the Legion (Helps enable Batallion. Twice.)
+ Jor Kadeen, the Prevailer/Agrus Kos, Wojek Veteran (Anthem effects. Especially relevant if Aurelia is in the helm)
+ Akroma, Angel of Wrath (Vigilance and Haste and Flying.)
+ Razia, Boros Archangel (Vigilance and Haste and Flying. Again.)
Yomiji, Who Bars the Way
Every Legendary permanent in this deck comes back. "Permanent". Yes, Yomiji is exempt from it's own ability but with the protection provided in this deck, it's possible for the deck to become even more resiliant. Yomiji is really there to become a presense, since it's power and toughness is subpar for what it costs.
+ Yosei, the Morning Star (Stated above.)
+ Brion Stoutarm (Stated even more above.)
+ Godo, Bandit Warlord (EtB trigger coming back.)
+ Lieutenant Kirtar (Activated Trigger coming back.)
Gisela, Blade of Goldnight
Gisela changes the state of the game the moment she sticks. Doubling damage to your opponents while halving the damage dealt to you. This legend basically tells the other players to kill off the "other opponent" and help them out a bit. Again, one of the better Boros Legends and is a combo piece for the deck. Also, 10+ First Strike. That's enough to kill off almost every creature in the format in combat and still live.
+ Heartless Hidetsugu (Instant winner.)
+ Brion Stoutarm (Stated above, it amp's the direct damage to a player.)
Avacyn, Angel of Hope
Giant 8/8 Flying Vigilance and, oh yeah, indestructiblity to all of your things. Really, what else is to be said about her? Like Kozilek, if she were to get stolen, do your best to try to save one of your removal spells for her.
+ Lightning Greaves/Champion's Helm (Invincibility rating goes up to 95%)
Akroma, Angel of Wrath
The big show. With aggressive keywork abilities, one of which being vigilance, Akroma is going to be a dangerous wall for other players to face against.
+ Aurelia, the Warleader (Teamwork Combo, ho!)
Razia, Boros Archangel
Akroma #2, though vastly weaker than her. Being a Boros Legend, I'm inclined to use her in this build. Even though Akroma outshines her most of the time, Razia still has some upsides towards her: She still holds the "dangerous wall" feel thanks to vigilance, her activated ability can redirect damage to kill an attack with up to a toughness of 9, and same ability can block and kill another creature with the redirection.
+ Aurelia, the Warleader (Teamwork from the grave!)
Reya Dawnbringer [Benched]
Giant Angel with an unimpressive body, but is able to add resilience to your legendary creatures. Flying is also Flying.
+ Lieutenant Kirtar (Probably not the best choice but good for stalling.)
+ Yosei, the Morning Star (More dragon shenanegins)
+ Brion Stoutarm (Again and again. Also an alternative soft-lock with Yosei provided Yomiji isn't in the picture)
Kozilek, Butcher of Truth
It's Kozilek. In a deck that strives to get as much card advantages as it can, a giant eldrich abomination is recruited. The only downside is not being able to use your graveyard for cards like Sword of Light and Shadow and Marshal's Anthem, but by golly does this guy do work. Bribery effects will be coming for this guy some of the time, but with access to Sunforger you can easily avert that with Oblation and Chaos Warp.
+ Aurelia, the Warleader (Wow! That's a lot of annihilation!)
+ Godo, Bandit Warlord (More annihilation!)
+ Akroma's Memorial/Lightning Greaves (Instant annihilation!)
Skullclamp - Any card draw we can get is good. Skullclamp is a card that can help us recover from sweep effects. You're not going to be abusing it like some G/B/X decks are able to do, but it's a card that lets us benefit for cheap.
+ Heliod, God of the Sun (Fortunately, Heliod's tokens can let us do that.)
+ Lieutenant Kirtar (Get a little more extra for your worth)
+ Brion Stoutarm (Fling for cards.)
+ Rakka Mar (Even Rakka can help abuse this if you decide to put her in.)
+ Squee, Goblin Nabob (...If you decide to let him in, sure.)
Lightning Greaves – Haste and Shroud. A Commander staple. The real winner of this card is how it's Equip Cost is 0. You need to be careful about using this card since you can't put any more Equipment on it after the Greaves are on. Swiftfoot Boots can work too and has the benefit of being able to equip the creature afterwards, but requires you to pay one mana. There are times where a single mana can make a huge difference. Your call to use one or the other, or both.
+ Leonin Shikari (Your team has shroud on a whim.)
Sword of Fire and Ice – Removal and card advantage if it connects. This card also prevents blue and red's theft effects, red's removal/board wipe, and blue's bounce.
Sword of Light and Shadow – The lifegain is whatever. You're using this card for it's Raise Dead effect. Protection from White and Black means the equipped creature won't be exiled/destroyed for a long time, despite the two colors being the best at board wipes.
Sword of Feast and Famine – Arguably the best Sword. You are able to use up your hand, gaining a huge advantage thanks to the swords "green" side. Speaking of green, you'll be able to pick fights with annoying green deathtouch creatures such as Acidic Slime, as well as blacks problematic creatures.
+ Aggravated Assault (These two equipped to an evasive creature hitting a player means infinite combos.)
Sunforger – The best toolbox card. If you want to know all the crazy things it will do, just go down to the Instants section. This card is why you play R/W/X.
+ Mistveil Plains (Enables reuse of Instants if you meet it's requirements)
Champion's Helm – Hexproof and +2/+2 to most of the cast, with a cheap cost of 1 to equip.
+ Leonin Shikari (If you feel you don't need boots, likely go for this and let the Hexproof roll by.)
Sword of Kaldra - Exile. Especially great with Aurelia.
Shield of Kaldra - Indestructibility. On Tajic it's useless on him, but giving it to another creature and making the rest of your Kaldra pieces indestructible is one path you can take with your Equipment as the game goes by to try to win.
[card]
Helm of Kaldra[/card] - Stats. The Trample and First Strike are much welcome. This is also the piece of the puzzle that makes a 9/9 killing machine for a simple cost of one colorless. Killing the token is useless if the pieces of Kaldra are still intact.
Batterskull – One of the strongest Equipments in the game and is seeing play in multiple formats. Relevant abilities by itself, transfering to an evasive creature later on if needed.
+ Godo, Bandit Warlord (This guy basically means you're getting 7 P/T for 6 mana.)
+ Stoneforge Mystic (Cheaty pants. Fetch if you need to zerg an opponent starting turn 4.)
Sol Ring – Whatever.
Boros Signet – Color fixing.
Mind Stone – Card draw when you need it. Sun Titan's pet rock.
Than Dynamo – Can also follow up with another Equipment.
Gilded Lotus – Thran Dynamo #2, but with color.
Heroes' Podium – Yup. This was the card that decided to make me go into this theme. Essentially a Coat of Arms for yourself. The activated ability you'll sometimes use if you are fishing for answers, sometimes not as useful if you already have a good grip of options in your hand. Regardless, it's a great anthem effect.
Mind's Eye – Much needed card advantage. Can't abuse it like every G/U/X deck with Seedborn Muse effects but you get what you are given.
Staff of Nin – Even more much needed card advantage. Also hates annoying X/1's which are surprisingly common in this format.
Akroma's Memorial – This card basically says you're taking off the kiddie gloves.
+ Chain Reaction (Tickle fest.)
Aggravated Assault – Swing again and again, great potential mana dump late game. Oh yeah, and it can kill people again and again.
+ Enlightened Tutor (If you have the other piece of the combo, go nuts.)
+ Sword of Feast and Famine (As mentioned above, infinite combat phases.)
Marshal's Anthem – Anthem effect is nice, but recurring your dead friends is amazing late game. Having Akroma/Razia in the graveyard might induce small smirks.
+ Enlightened Tutor (Bounce back from a Wrath effect.)
Sigil of New Dawn – Enables you to be ready for sweep effects and synergizes with the following guys:
+ Brion Stoutarm/Yosei, the Morning Star/Lieutenant Kirtar (As stated above.)
Chain Reaction – I'd like to point out that for an aggro/control deck, it doesn't use that many sweeper effects since we rely on combat tricks and spot removal. But we use a couple to back us up in case we really have to and when it's convenient with the deck for us to draw into it.
+ Gisela, Blade of Goldnight/Tajic, Blade of the Legion/Avacyn, Angel of Hope (Also, these guys don't seem to mind a a game of slaps.)
Austere Command – Don't care. This thing is versatile. Never leave home without it.
Insurrection – Another card that will likely kill one or two people after resolution.
+ Aurelia, the Warleader (Makes sure they go into overtime and leave no scraps.)
Enlightened Tutor – Searches for practically anything relevant to the match. Finds equipment, missing combo pieces, and even a God if you need the extra body. Marshal's Anthem is also a contender for the late-game if you have some Haste Angels in the graveyard.
Path to Exile – What. Ever.
Tithe – Card that ensures you will be playing your spells for the rest of the game by getting two "Plains Mountain".
Boros Charm – One mode burns for 4 (8 with Gisela); another mode is a love letter to board sweepers; and the final mode gives a cool combat trick in form of Double Strike. Possibly Trample if targeting Anax and Cymede.
Chaos Warp – Swiss army knife card that gets through anything without protection or untargetability. I have seen it flip into an Eldrazi before so there is always the risk of it backfiring, even if it's really low.
Oblation – See Chaos Warp but with the chance of drawing into something better/the same thing. Either way, it's a swiss army knife.
Wild Ricochet – This one is for all the blue mages in the house. And X spells.
Return to Dust – Because no one likes staring down that cheated Blightsteel Colossus or any Artifact/Enchantment giving unfair advantage.
Master Warcraft – This, THIS is how you throw off an opponent. THIS is how games can be won. THIS was a card that I first dismissed but after finally playing it I realized how much potential this can completely screw over an opponent. Undoubtedly the best Sunforger target for late game.
Aurelia's Fury [Benched] – Late game it sets up a potential turn around thanks to it's versatile use. The problem is waiting until end-game to even use it. Also, mana could be used to cast other things in the late game, you'd stop to wonder if you should cast Card A or Card B.
Elesh Norn, Grand Cenobite
Two reasons:
1) While powerful, she can be incredibly dangerous. A single Bribery/steal effect will cripple me, and clone would be irksome. I prefer not to use her in a deck with a good chunk of small toughness friends.
2) Nope. Sorry. No Phyrexians. They don't fit with the rest of the cast.Yes, I know Heliod is a jerk, Kozilek is a giant eldrich abomination and Hidetsugu is sadistic, but all have something relevant.
Kiki-Jiki, the Mirror Breaker + Anything that combos with it
Putting Kiki-Jiki means most of the time, I'm going to have a 2/2 Haster that works with only Stoneforge Mystic and Sun Titan... and that's it. Adding Zealous Conscripts or the like doesn't really feel right to the decks theme, so I ultimately took them all out. I rather have a creature who remains decent than a creature who is either mediocre most of the time/a game winner a little of the time.
Konda's Banner
This type of card would be great for a Tribal deck, but for a deck like this, it's not quite impactful even though it fulfills the "legendary" theme. It does work amazingly well with Kemba, though.
Day of Destiny
Vanilla Anthem effect that Heroes' Podium achieves 90% of the time, along with an activated ability. Not that flashy, but it might end up being tested in the deck.
Pariah's Shield
With Tajic because a suit of armor needs a shield with that blade.
Jaya Ballard, Task Mage
Cute with Akroma's Memorial, but no Squee to create value worthwhile. Also, Grand Abolisher is pretty much a love-letter to blue decks.
Rakka Mar
Batallion triggers for Tajic and more friends for the other two main Commanders.
Tahngarth, Talruum Hero
Vigilance and the Fight mechanic goes well with the Swords and Gisela herself. Also, red Vigilance.
Loyal Retainers
Duh. The only problem is just finding one.
Sword to Plowshares OR Condemn
I feel this deck needs at least one more spot removal.
Brimaz, King of Oreskos
All around really good card. And Tajic. And Aurelia.
Odric, Master Tactician
More restrictive Batallion cost, but has been seen used to great effect.
Champion's Helm
Small buff, squeezed in the 3-drop slot along with Sunforger and the Swords. It's great and thematic, but if something comes across that has a bigger impact than it, then it might be shipped.
8/1/14
- Kozilek, Butcher of Truth
~~~~
+ Puresteel Paladin
7/29/14
- Reya Dawnbringer
- Grand Abolisher
- Aurelia's Fury
~~~~
+ The Kaldratron (Sword of Kaldra, Shield of Kaldra, Helm of Kaldra)[/quote]
This page will (hopefully) be constantly updated.
Feedback/Suggestions are always appreciated. :]
Thank you.
I do have Boros Charm in there, though. I have been thinking about keeping the two sweeper effects, but possibly adding Myojin of Cleansing Fire as a potential 3rd. The Kamigawa block really has a lot of experimental cards, I'm surprised I bypassed this one.
Planar Cleansing is one of those cards that would be amazing in situations if you didn't have a lot to lose. In a deck that relies on its Equipment and having some creatures out, I'm uncertain if I need this particular sweeper.
I've only had time to play a game against my friends Kaalia deck 1v1 non-French, Tajic in the helm. Went 2-0, but the second game was pretty close. Game 1 I went first, turn 2 Boros Signet, turn 3 Tajic, turn 4 swing for 2. He played Kaalia on his turn, I respond with Enlightened Tutor showing Sword of Fire and Ice. Turn 5, draw, cast, equip, swing, and take out Kaalia. His turn he plays a Rakdos Signet. On my turn, I draw into Sword of Light and Shadow, cast, equip, he scoops.
Game 2. He goes first and manages to get Kaalia out on turn 3 thanks to an early Boros Signet. I have nothing but Sunforger so I go ahead and cast it. Turn 4 she swings bring Avacyn, Angel of Hope into the mix. I had to eat a full 10 and then on my 4th turn, cast Tajic, end turn. He swings, but doesn't have an extra creature to cheat out so I get dealt another 10. My 5th turn I draw Chaos Warp, so I just pass turn, he swings once again with no extra creature, I Chaos Warp the Kaalia, having him reveal a Dragonskull Summit and I eat 8 damage. On my 6th turn I equip Sunforger on Tajic and pass. On his turn, he Demonic Tutors/Searches out Kaalia to recast her and swings with Avacyn, only for me to use Path to Exile on her thanks to Sunforger. On my turn, I draw into Sword of Feast and Famine and from there on out I was able to stop his threats by repeatibly swinging for 8 and having Sunforger ready. What sucks was that he had just drawn Static Orb which would have killed me having I didn't have the Sword.
Funny that in both games, I didn't draw a single creature.
Also, I decided to make some changes:
- Reya Dawnbringer (As I said, I've always had my eye on her if she would be good for the cost.)
- Grand Abolisher (This card has served me many, many great uses, but I'm putting it back to test out other things.)
- Aurelia's Fury (Like I said in the OP, never got to make the best use of it. Sunforger doesn't synergize well with it either.)
+ The Kaldratron (Sword of Kaldra, Shield of Kaldra, Helm of Kaldra)
Turns 1~6 was pretty much the Karrthus player cheating out his dragons by means of Urza's Incubator/Heartless Summoning, Animar slowly snowballing, and I sadly was holding Helm/Shield of Kaldra on an Aurelia taking potshots at people. The Karthus player was scared stiff of casting any of his dragons due to the Animar player running at least 5 clone effects, which will work to his advantage since he can just steal Karrthus. Animar ganged up on him and I did the same seeing that he didn't have any good flyers and I had Sword of Fire and Ice to take him down quickly. He played Steel Hellkite for free and then Darksteel Plate/Equip right after. The only cards in my hand were Agrus Kos, Wild Ricochet, and a couple lands. Couldn't get by him since I didn't fish up the right cards, and then Craterhoof Behemoth happened. Oh well.
Considered changes to ease up on Equipment cost management:
- Kozilek (Blasphamy, I know. Kozilek is an amazing card but I feel that whenever I have it in my hand, I have other cards I need to cast before him. Amazing in ramp decks, which is why I'm like migrating it to my Xenagos deck. Here, not so much.)
+ Puresteel Paladin (As I'm leaning towards more Equipment, I feel that this will assist in many ways in any stage of the game.)
GWSelvala and the Return to HumanityGW
UWDragonlord Ojutai, Control's Elder DragonUW
UBGTasigur, the God-Pharaoh's Gift to EDHUBG
UBRNicol Bolas and his Super
friendsPawnsUBRModern
UWUW Control/Midrange/Bad JundUW
WUBRGHumansWUBRG
BGMidrangeBG
That may likely be the case. While I've had one instance of A+C using their Heroic, I agree that it's just not as impactful. Brimaz would very likely be the replacement upgrade as soon as I can find one.
Suggestions:
Rune-Tail, Kitsune Ascendant - very powerful ability
Angel of Jubilation - if people are doing sac type stuff in your meta
Urabrask the Hidden - least offensive phyrexian, and amazing in a deck like yours
Dictate of the Twin Gods - use it when you want
Gratuitous Violence - one-sided doubling
Reconnaissance - pseudo-vigilance + never lose an attacker in combat
Waves of Aggression - more combats!
Leonin Sun Standard - great mana sink and it buffs all of your creatures
Faith's Reward - Ghostway - more ways to save your stuff
Razia's Purification - this should just be game over if used at the right time
-- Anax and Cymede don't have terribly many heroic triggers and mainly benefit hoard strategies. I can only count a few token generators (Heliod, Khemba and Kher Keep, two of which are slow and one is situational).
-- Ditto with Agrus Kos. Definitely a horde enabler.
-- Path to Exile is almost always worse than Swords to Plowshares. Opponents almost always want more land than more life. Condemn is also crazy powerful with all the gods at the helm of decks these days.
-- Heartless Hidetsugu. Cards shouldn't be chosen because they synergize with only one or two other cards in the deck. He's good only to be abused or backed up with either burn to the face or creature threats that can't just be chump blocked. Otherwise he's often a dead card if your opponents can better capitalize.
-- Leonin Shikari. The Shikari-Greaves thing is definitely good, but otherwise, after I've tried so hard to include her in voltron decks, her tricks really aren't often that powerful for all the setup that she requires. You have to have her out AND an equipment that benefits AND multiple creatures to switch between AND the mana open.
Some legends to keep your creature section full without driving up the curve:
-- Commander Eesha. An excellent, efficiently-costed sword-carrier.
-- Linvala, Keeper of Silence. Another nicely costed evader with a handy ability.
-- Mangara of Corondor. A bit of control in the legendary slot. Holds swords. Sac with Brion on his trigger to get the exile without exiling him.
-- Tahngarth, Talruum Hero. Both his vigilance and his fight ability love equipment.
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
Of all of those suggestions, I feel that Razia's Purification is situation but also very tempting to use if I have a majorly equipped general. Urabrask is worth a try. I would consider Dictate, too. Though it's risky.
Agree with the following potential cuts. Heartless was on there originally as a combo piece, and I had him in there to get life totals down quicker. Thinking about it though, he does draw hate. I will keep him out in the sidelines if I ever decide to use Gisela in the helm.
@Commander Eesha
Considerable, but not feeling it. Flying/Pro-Creatures seems like a nice candidate for carrying equipment like you said, but I worry if she'll become a dead draw since all the games I see her out she becomes just a wall that occasionally swings.
@Linvala
Oh, I would if I could. :/ But with that price tag and no reliable way to tutor her, I don't think she's worth the slot since chances are I won't see her often enough to lock down that "one" creature in all board states.
@Mangara
Considerable, for sure. With your reasons.
@Tahngarth
Likely getting in in place of Agrus. Vigilance is too good to pass up and removal is always great. Just like you said, he loves Equipment. Sword of X&Y will help on him taking out a problem creature scot-free.
For now, the changes are as follows:
- Anax and Cymede
- Heartless Hidetsugu
- Agrus Kos, Wojek Veteran
- Leonin Shikari
~~~~~~
+ Brimaz, King of Oreskos
+ Urabrask, the Hidden
+ Tahngarth, Talruum Hero
+ Ghostway
Ha ha, wow, I owe you an apology. When you complained about the price I thought "we got a burger-flipper here", but then I checked her current price and aye caramba. Wonder when she shot up so high. I love Eesha as she gets in with the swords and she's great politics in multiplayer, but fair enough.
Playtesting | Karador, Ghost Chieftain | Narset, Enlightened Master | Ephara, God of the Polis
Established | Gahiji, Honored One | Shirei, Shizo's Caretaker | Opal-Eye, Konda's Yojimbo | Rubinia Soulsinger
Retired | Medomai the Ageless | Diaochan, Artful Beauty
Anyway, no changes as of now, but I will fully put this deck to a real multiplayer setting this coming Friday and make more changes if needed.