I'm glad to see the response in this thread! The discussion is great and there are some important points being made.
Here's what I think of some of the general issues raised in RW:
Card Draw and Flow - it's been highlighted that this is a major problem in RW, and I agree. However, I think that recent printings in Light Up the Stage, Experimental Frenzy, etc. are slowly addressing this issue in a color appropriate way. Combine them with the classic all-stars of Boros (Land Tax, Wheel of Fortune, Outpost Siege, etc.), as well as white's many small dedicated archetype support cards (like Sram, Senior Artificer, Dawn of Hope, Mentor of the Meek etc.), and it might be possible that this issue will slowly improve enough for RW to stop lagging behind so hard.
Mana Issues - Cards like Knight of the White Orchid, Boreas Charger, Isolated Watchtower, Sword of the Animist, and the recent Smothering Tithe can help produce a fair amount of mana, and when combined with regular artifact mana it seems like RW can keep up with the pace of the table. However, I peeked at EDHREC's Boros staples section, and I was shocked at the number of weak artifacts there are there, cards like Burnished Hart, Boros Cluestone and every other 3CMC bad mana rock. This points out to me that RW is really suffering in terms of mana and that there aren't better choices to have.
As a result, I think we can all agree that a RW commander that costs more than 4 will have a very big problem consistently hitting the board even with all of that support.
Removal Issues - I was actually very surprised to find claims in this thread saying black removal was better, which I wholeheartedly disagree with. White has Swords to Plowshares and Path to Exile, two of the strongest and most efficient spot removals in the format, and Oblivion Ring and Banishing Light which remove just about anything, along with noncreature removal such as Crush Contraband, Return to Dust, as well as a ton of diverse mass removal, like Cleansing Nova, Hour of Revelation. You can even blow up lands with Armageddon! Black can't do that!
I'd like to think harder about what we want from a RW commander, since if we don't know what that is we can't ask WOTC to print it for us.
Spellslinger commanders - I don't think RW can be a true spellslinging deck, since that archetype needs a LOT of card draw. RG has Wort, the Raidmother to copy giant spells in a color identity that has a ton of mana to pour into giant spells and tons of tokens to abuse the commander. Anything with blue or black probably has sufficient card draw that's built into the color. White is a big problem in that regard - even mono R can do fine with Zada, Hedron Grinder. With that in mind, the closest thing to spellslinging RW will likely do is stuff with Monastery Mentor and such, but there's really not much to work with.
Auras/Equipments - I feel like there are plenty of RW commanders that support running a ton of these. This relates pretty heavily to the claim that most boros commanders are just legendary turn-me-sideways cards that don't do much. I think the rest is pretty obvious.
Oh don't even think that the Emo kids didn't have a little laugh at the person playing Boros at the commander table. Nerds simply did the math on Boros and decided that there were better odds at winning the lottery than a game of Magic. Goth's simply enjoy the fact that it's better to be in black.
Well, technically, red would be the basket case. Green would be the athlete, white would be a princess, blue would be the brain, and black would be a criminal. Now, why are the girls in the weak EDH colors?
Cathars' Crusade is bonkers one of the best things happend to white because it leads to explosive turns, which white lacks. I remember having Crusade and Assemble the Legion on the field.
I prefer the Gleam of Battle version of the +1/+1 counter effect on attack and not damage done.
Can be either way, but I wanted something printable at 4~5 mana.
It's not THAT overpowered, i think. there are a lot of loops to go through to make it work, and that player gains control of the artifact you chuck (albeit tapped). you might be able to do cute things like howling mine, but you can't do stuff like spine of ish sah. you gotta at least have a guy and tap it with mana to get it back, at the risk of losing it. I figured it's a white bend, under the theme of "balance" (i.e. i gain control of the things i own). Maybe it's too hard a bend, but it was just a nuts idea i had at that time. Maybe each individual activation is undercosted.. maybe 1R and 1W would be better, and give a good symmetry to the guy's casting cost.
Fair enough. I didn't see the Donate effect. I just saw "R, tap an artifact, do damage equal to its cmc", which is insane. With the Donate, it's a lot more balanced. (Would be a hilarious use of Mishra's War Machine. 7 damage, and then the target can discard a card or get bolted every turn. Or just Draco if you're in five-color.)
Which is another thing: There are always workarounds. Or artifacts. And what you're talking about only works with Land Tax, not Oath of Lieges.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Pick one and focus on that, using the effects from the second to boost them, and include a few good stuff creatures from the second tribe. Flying and haste boosts knights late game and gives the aggro tribe extra gas late (play aggro and by the time your knights start getting outclassed Korvarth gives them evasion to finish people off). I built a dragons version focused on low CMC (5 or less with Lathliss and the win the game with 20 artifacts dragon at 6) dragons that get a lot better with doublestrike. Changelings get A LOT better considering they get buffed by both.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Several people have mentioned ramp as an issue. I think R/W ramps better than most color combinations that don't include green.
Other areas I'll concede to, but I dont think ramp is a weakness, relatively.
Red has some good ramp. I'd say blue and black also have some. (Seriously, High Tide/Bubbling Muck is a huge deal. Blue can also reduce mana costs and has colorless dorks, while black probably has the most mana doublers.) White? Not so much, but in normal, 20-life Magic, white doesn't need to ramp. Basically, white has Land Tax type effects.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I've been running this pair with my playgroup since they allow it. The original idea came from playing Firesong and Sunspeaker. I personally run cheap equipment, auras, and cantrips to synergize with the two.
There is a bit of balance with the two. Ronan can prevent a land from untapping, but he doesn't tap the land by himself. Cara meanwhile can return useful and cheap spells, but they are always 3rd from the top card which delays it from being used again.
So for example if I were to cast Niveous Wisps, Ronan can freeze a land, tap it and make it white with wisps, then draw a card from wisps, after that I deal combat damage with Cara which allows me to pick any card even the wisps, which places it third from the top of my library.
Just felt like I would share this to see if anyone would be interested. If its not to your playstyle that is understandable.
Ronan, Windpeaks Philospher1R
Legendary Creature - Human Wizard Ally (MR)
Whenever you cast a spell, ~ freezes target land. (Freezing a permanent causes it to not untap during their controller's next untap step.)
Partners with Cara of the White Forest 0/3
Cara of the White Forest1W Legendary Creature - Elf Soldier Ally (MR)
~ can't be blocked by creatures with power 4 or greater.
Whenever ~ deals damage to an opponent or planeswalker, return target card in your graveyard and place it third from the top of your deck.
Partners with Ronan, Windpeaks Philospher 2/2
While we're doing custom cards that can address these issues:
Quietfire, Jeskai Ascetic. 2RW
Legendary Creature- Efreet Monk
Defender, Vigilance
At the beginning of you upkeep, exile the top card of your library. You may play it until the end of your turn.
Whenever you cast a card from exile, creatures with defender lose defender and get +X/+X and vigilance until end of turn, where X is the spells converted Mana cost.
0/5
It's a build around with defenders, but it can be built other ways as well, as it generates ca and attacks well it can head up good stuff, or it can play voltron.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I've been running this pair with my playgroup since they allow it. The original idea came from playing Firesong and Sunspeaker. I personally run cheap equipment, auras, and cantrips to synergize with the two.
There is a bit of balance with the two. Ronan can prevent a land from untapping, but he doesn't tap the land by himself. Cara meanwhile can return useful and cheap spells, but they are always 3rd from the top card which delays it from being used again.
So for example if I were to cast Niveous Wisps, Ronan can freeze a land, tap it and make it white with wisps, then draw a card from wisps, after that I deal combat damage with Cara which allows me to pick any card even the wisps, which places it third from the top of my library.
Just felt like I would share this to see if anyone would be interested. If its not to your playstyle that is understandable.
Ronan, Windpeaks Philospher1R
Legendary Creature - Human Wizard Ally (MR)
Whenever you cast a spell, ~ freezes target land. (Freezing a permanent causes it to not untap during their controller's next untap step.)
Partners with Cara of the White Forest 0/3
Cara of the White Forest1W Legendary Creature - Elf Soldier Ally (MR)
~ can't be blocked by creatures with power 4 or greater.
Whenever ~ deals damage to an opponent or planeswalker, return target card in your graveyard and place it third from the top of your deck.
Partners with Ronan, Windpeaks Philospher 2/2
If we're keywording the Frost Titan ability (which isn't red), why not just use the imperative? "freeze target land"
I do like how you've shown that skulk and daunt are in fact very knobby abilities.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I've been running this pair with my playgroup since they allow it. The original idea came from playing Firesong and Sunspeaker. I personally run cheap equipment, auras, and cantrips to synergize with the two.
There is a bit of balance with the two. Ronan can prevent a land from untapping, but he doesn't tap the land by himself. Cara meanwhile can return useful and cheap spells, but they are always 3rd from the top card which delays it from being used again.
So for example if I were to cast Niveous Wisps, Ronan can freeze a land, tap it and make it white with wisps, then draw a card from wisps, after that I deal combat damage with Cara which allows me to pick any card even the wisps, which places it third from the top of my library.
Just felt like I would share this to see if anyone would be interested. If its not to your playstyle that is understandable.
Ronan, Windpeaks Philospher1R
Legendary Creature - Human Wizard Ally (MR)
Whenever you cast a spell, ~ freezes target land. (Freezing a permanent causes it to not untap during their controller's next untap step.)
Partners with Cara of the White Forest 0/3
Cara of the White Forest1W Legendary Creature - Elf Soldier Ally (MR)
~ can't be blocked by creatures with power 4 or greater.
Whenever ~ deals damage to an opponent or planeswalker, return target card in your graveyard and place it third from the top of your deck.
Partners with Ronan, Windpeaks Philospher 2/2
If we're keywording the Frost Titan ability (which isn't red), why not just use the imperative? "freeze target land"
I do like how you've shown that skulk and daunt are in fact very knobby abilities.
It's actually not the frost Titan ability, it doesn't tap the land. It's the ability that WotC has been toying with for red since shadows over innistrad. It's been on a few cards, just mostly limited chaff and not in enough numbers to get a critical mass.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
If we're keywording the Frost Titan ability (which isn't red), why not just use the imperative? "freeze target land"
I do like how you've shown that skulk and daunt are in fact very knobby abilities.
Well I didn't have the imperative ready with lower rarity cards that would lead up to it, but I felt leaving it as just "Freeze target land" would not be as crucial as it could be. Also thank you.
It's actually not the frost Titan ability, it doesn't tap the land. It's the ability that WotC has been toying with for red since shadows over innistrad. It's been on a few cards, just mostly limited chaff and not in enough numbers to get a critical mass.
Correct for both. In addition they usually experimented with it by having it force-tap the land as well. Mostly an alternative to land destruction as its not as harsh as something like a Stone Rain.
Lets see, your idea is very interesting. The only real fault I would say here is you have a redundancy with Vigilance. Otherwise its a good body that basically provides card draw, an attacker, and could be very useful with something like a Possibility Storm for 1-sided effect.
Hestia, God of the Hearth1RW Legendary Creature - God (MR)
Exile a card in your graveyard: Add W or R. "The farmer will chop a log into small pieces of wood to burn later to make fire to warm their home, their family, and food. What I merely do is that for a plane." 2/3
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There is literally a mod warning directly above you pointing to where Custom Card Creation belongs, warned for spam
If you look at other formats like legacy, we can look at what (nearly pure) boros-coloured decks exist:
- red deck wins (burn/sligh)
- strawberry shortcake (painter)
- blood and taxes (prison/weenies)
- prison (hard lockdown)
How many of those decks would be 'ok' to play in the stereotypical EDH playgroup? i'd wager none. there's this weird stereotype of EDH players thinking that lands and mana are sacred, somehow. I've not actually met a single one of these, but maybe the european/scandinavian meta is different. Anyways, one of the natural archetype that RW tends to go for are prison, mana denial, some light amount of taxing, and weenies/burn/sligh. I personally don't think that RW is weaker than the other colours; it just seems that way because many players have this idea that prison-style decks are not cool.
If players in a group decide that having creatures with power 6 or greater is completely uncool, then green would be unplayable, right? it's the same sort of idea.
There's a thought. A Boros variant of Gaddock Teeg, that limits everyone to certain amount of lands, either by way of making everyone sacrifice the excess on etb, or in a persistent Ward of Bones kind of way. And/or a 'creatures with power 5 or greater can't attack' style effect. A commander that keeps everyone on the early (for Commander) game without actually preventing anyone from playing... just keeping everyone a bit more 'honest' about it.
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X Hope of Ghirapur Swordpile W Ghosty Blinky Anafenza U Nezahal- Big, Blue and HERE! B Gonti Can Afford It R Etali, Primal 'Whatjusthappened?' G Polukranos Wants More Mana WU The Exalted Vizier Temmet WB Home, Athreos WR Basandra, Recursive Aggression WG Karametra, Momma of Lands UB Wrexial Eats Your Brains UR Arjun, the Mad Flame UG The Fable of Prime Speaker BR Hellbent, Malfegor Style BG Jarad, Death is Served RG Running Thromok WUB Varina and ALL the Zombies WUBYennett, the Odd Pain-Train WUR Zedruu the Furyhearted WUG Arcades' Strategy, Shmategy, Sausage and Spam WBR A Case of Mathas' Persistent F*ckery WBRLicia's League of Legendary Lifegain Layabouts WBG The Karador Advantage PackageWRG Gahiji Rattlesnake Collection UBR Jeleva... does... things UBG Damia's Just Deserts URG Yasova's Has More Power Than Sense BRG Wasitora, Bad Kitty WUBRBreya, Eggs, Breya'd Eggs WUBG Tymna and Kydele, Extended Borrowing WURG Kynaios and Tiro, Landfall Impersonations WBRG Saskia Pet Card EnchantressUBRG Yidris of the Chi-Ting Corporation WUBRG Tazri's Amazing Allies
So are we looking at a targeted Bend or Break kind of commander for Boros? Something not too backbreaking but still useful.
Oleb, Territory Smasher
When Oleb, Territory Smasher leaves the battlefield target player separates all nontoken lands they control into two piles. You exile one pile. Draw a card for each land in the remaining pile.
I feel like boros can be viable in commander without also being misery to play against.
C'mon, what's the single sweetest card in the color identity, if not the whole format? Duh, it's sunforger, people! Combat tricks, retaliation, sweet equipment, lightning fast responses - these are the things that make boros fun to play, not a boring aggro beatdown with land control to keep anything interesting from happening. Land control might make it more viable, but not more fun, which is really what RW is lacking imo.
Personally I think that Lyra Dawnbringer would've been great if she cost 3RW instead of 3WW. Red-white angel tribal FTL (For The Legion)!
I'd also love to see "Master Warcraft on a stick" or "Legendary Boros Battleshaper". Stuff that's more about manipulating combat than "Okay, I turn all my creatures sideways and depending on which general I chose, they're now better somehow". I want to be able to make interesting choices when I sit down for a game of EDH, and being able to say "Oh, well, actually, I tap my general and THIS creature is now blocking THAT one" seems like a fun mess to make of things.
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Along with many mods, I've moved shop over to MTGNexus. Come check us out!
Or even a legendary Hellrider with some tokens as a side order for white CI. Yep, it's tokens and combat but at least the commander would work as a win condition, and you'd have no need for all those anthems to make the deck lethal.
Legendary which gave your creatures the Spitemare ability(that's probably only able to hit players).
Boros has many good things, but somehow they don't find their way to the command zone. Ah well. At least Basandra, Battle Seraph has muchly gorgeous art.
X Hope of Ghirapur Swordpile W Ghosty Blinky Anafenza U Nezahal- Big, Blue and HERE! B Gonti Can Afford It R Etali, Primal 'Whatjusthappened?' G Polukranos Wants More Mana WU The Exalted Vizier Temmet WB Home, Athreos WR Basandra, Recursive Aggression WG Karametra, Momma of Lands UB Wrexial Eats Your Brains UR Arjun, the Mad Flame UG The Fable of Prime Speaker BR Hellbent, Malfegor Style BG Jarad, Death is Served RG Running Thromok WUB Varina and ALL the Zombies WUBYennett, the Odd Pain-Train WUR Zedruu the Furyhearted WUG Arcades' Strategy, Shmategy, Sausage and Spam WBR A Case of Mathas' Persistent F*ckery WBRLicia's League of Legendary Lifegain Layabouts WBG The Karador Advantage PackageWRG Gahiji Rattlesnake Collection UBR Jeleva... does... things UBG Damia's Just Deserts URG Yasova's Has More Power Than Sense BRG Wasitora, Bad Kitty WUBRBreya, Eggs, Breya'd Eggs WUBG Tymna and Kydele, Extended Borrowing WURG Kynaios and Tiro, Landfall Impersonations WBRG Saskia Pet Card EnchantressUBRG Yidris of the Chi-Ting Corporation WUBRG Tazri's Amazing Allies
Hestia, God of the Hearth1RW Legendary Creature - God (MR)
Exile a card in your graveyard: Add W or R. "The farmer will chop a log into small pieces of wood to burn later to make fire to warm their home, their family, and food. What I merely do is that for a plane." 2/3
Oh yeah, that's not going to break Comet Storm at all.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
Hestia, God of the Hearth1RW Legendary Creature - God (MR)
Exile a card in your graveyard: Add W or R. "The farmer will chop a log into small pieces of wood to burn later to make fire to warm their home, their family, and food. What I merely do is that for a plane." 2/3
Oh yeah, that's not going to break Comet Storm at all.
Yep.
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Here's what I think of some of the general issues raised in RW:
Mana Issues - Cards like Knight of the White Orchid, Boreas Charger, Isolated Watchtower, Sword of the Animist, and the recent Smothering Tithe can help produce a fair amount of mana, and when combined with regular artifact mana it seems like RW can keep up with the pace of the table. However, I peeked at EDHREC's Boros staples section, and I was shocked at the number of weak artifacts there are there, cards like Burnished Hart, Boros Cluestone and every other 3CMC bad mana rock. This points out to me that RW is really suffering in terms of mana and that there aren't better choices to have.
As a result, I think we can all agree that a RW commander that costs more than 4 will have a very big problem consistently hitting the board even with all of that support.
Removal Issues - I was actually very surprised to find claims in this thread saying black removal was better, which I wholeheartedly disagree with. White has Swords to Plowshares and Path to Exile, two of the strongest and most efficient spot removals in the format, and Oblivion Ring and Banishing Light which remove just about anything, along with noncreature removal such as Crush Contraband, Return to Dust, as well as a ton of diverse mass removal, like Cleansing Nova, Hour of Revelation. You can even blow up lands with Armageddon! Black can't do that!
I'd like to think harder about what we want from a RW commander, since if we don't know what that is we can't ask WOTC to print it for us.
Spellslinger commanders - I don't think RW can be a true spellslinging deck, since that archetype needs a LOT of card draw. RG has Wort, the Raidmother to copy giant spells in a color identity that has a ton of mana to pour into giant spells and tons of tokens to abuse the commander. Anything with blue or black probably has sufficient card draw that's built into the color. White is a big problem in that regard - even mono R can do fine with Zada, Hedron Grinder. With that in mind, the closest thing to spellslinging RW will likely do is stuff with Monastery Mentor and such, but there's really not much to work with.
Auras/Equipments - I feel like there are plenty of RW commanders that support running a ton of these. This relates pretty heavily to the claim that most boros commanders are just legendary turn-me-sideways cards that don't do much. I think the rest is pretty obvious.
Punisher commanders - On the one hand RW has some of the best punishing effects (Stranglehold, Price of Glory, War's Toll, Zo-zu the Punisher, Rule of Law, etc.), but on the other hand it's a good point that tax commanders can feel really bad to play against, so it's a fair assumption that WOTC won't print another GAAIV in RW. Land destruction is also frowned upon in many EDH communities, so I wouldn't count on them to print it either, at least not in a precon. What's left is generic hate effects and it's pretty hard to balance them, especially around the command zone.
Examples of what might see print: Thalia, Heretic Cathar, Zo-zu the Punisher, Gaddock Teeg, Kaervek the Merciless, Mogis, God of Slaughter, Ajani Vengeant
Examples of stuff that will probably not see print: Hokori, Dust Drinker, Derevi, Empyrial Tactician (was thought to be ok but turned out horribly imbalanced)
Well, technically, red would be the basket case. Green would be the athlete, white would be a princess, blue would be the brain, and black would be a criminal. Now, why are the girls in the weak EDH colors?
Can be either way, but I wanted something printable at 4~5 mana.
Fair enough. I didn't see the Donate effect. I just saw "R, tap an artifact, do damage equal to its cmc", which is insane. With the Donate, it's a lot more balanced. (Would be a hilarious use of Mishra's War Machine. 7 damage, and then the target can discard a card or get bolted every turn. Or just Draco if you're in five-color.)
Which is another thing: There are always workarounds. Or artifacts. And what you're talking about only works with Land Tax, not Oath of Lieges.
On phasing:
Pick one and focus on that, using the effects from the second to boost them, and include a few good stuff creatures from the second tribe. Flying and haste boosts knights late game and gives the aggro tribe extra gas late (play aggro and by the time your knights start getting outclassed Korvarth gives them evasion to finish people off). I built a dragons version focused on low CMC (5 or less with Lathliss and the win the game with 20 artifacts dragon at 6) dragons that get a lot better with doublestrike. Changelings get A LOT better considering they get buffed by both.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Other areas I'll concede to, but I dont think ramp is a weakness, relatively.
Red has some good ramp. I'd say blue and black also have some. (Seriously, High Tide/Bubbling Muck is a huge deal. Blue can also reduce mana costs and has colorless dorks, while black probably has the most mana doublers.) White? Not so much, but in normal, 20-life Magic, white doesn't need to ramp. Basically, white has Land Tax type effects.
On phasing:
There is a bit of balance with the two. Ronan can prevent a land from untapping, but he doesn't tap the land by himself. Cara meanwhile can return useful and cheap spells, but they are always 3rd from the top card which delays it from being used again.
So for example if I were to cast Niveous Wisps, Ronan can freeze a land, tap it and make it white with wisps, then draw a card from wisps, after that I deal combat damage with Cara which allows me to pick any card even the wisps, which places it third from the top of my library.
Just felt like I would share this to see if anyone would be interested. If its not to your playstyle that is understandable.
Ronan, Windpeaks Philospher 1R
Legendary Creature - Human Wizard Ally (MR)
Whenever you cast a spell, ~ freezes target land. (Freezing a permanent causes it to not untap during their controller's next untap step.)
Partners with Cara of the White Forest
0/3
Cara of the White Forest 1W
Legendary Creature - Elf Soldier Ally (MR)
~ can't be blocked by creatures with power 4 or greater.
Whenever ~ deals damage to an opponent or planeswalker, return target card in your graveyard and place it third from the top of your deck.
Partners with Ronan, Windpeaks Philospher
2/2
Quietfire, Jeskai Ascetic. 2RW
Legendary Creature- Efreet Monk
Defender, Vigilance
At the beginning of you upkeep, exile the top card of your library. You may play it until the end of your turn.
Whenever you cast a card from exile, creatures with defender lose defender and get +X/+X and vigilance until end of turn, where X is the spells converted Mana cost.
0/5
It's a build around with defenders, but it can be built other ways as well, as it generates ca and attacks well it can head up good stuff, or it can play voltron.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
If we're keywording the Frost Titan ability (which isn't red), why not just use the imperative? "freeze target land"
I do like how you've shown that skulk and daunt are in fact very knobby abilities.
On phasing:
It's actually not the frost Titan ability, it doesn't tap the land. It's the ability that WotC has been toying with for red since shadows over innistrad. It's been on a few cards, just mostly limited chaff and not in enough numbers to get a critical mass.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Correct for both. In addition they usually experimented with it by having it force-tap the land as well. Mostly an alternative to land destruction as its not as harsh as something like a Stone Rain.
Lets see, your idea is very interesting. The only real fault I would say here is you have a redundancy with Vigilance. Otherwise its a good body that basically provides card draw, an attacker, and could be very useful with something like a Possibility Storm for 1-sided effect.
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
Legendary Creature - God (MR)
Exile a card in your graveyard: Add W or R.
"The farmer will chop a log into small pieces of wood to burn later to make fire to warm their home, their family, and food. What I merely do is that for a plane."
2/3
- red deck wins (burn/sligh)
- strawberry shortcake (painter)
- blood and taxes (prison/weenies)
- prison (hard lockdown)
How many of those decks would be 'ok' to play in the stereotypical EDH playgroup? i'd wager none. there's this weird stereotype of EDH players thinking that lands and mana are sacred, somehow. I've not actually met a single one of these, but maybe the european/scandinavian meta is different. Anyways, one of the natural archetype that RW tends to go for are prison, mana denial, some light amount of taxing, and weenies/burn/sligh. I personally don't think that RW is weaker than the other colours; it just seems that way because many players have this idea that prison-style decks are not cool.
If players in a group decide that having creatures with power 6 or greater is completely uncool, then green would be unplayable, right? it's the same sort of idea.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
Oleb, Territory Smasher
When Oleb, Territory Smasher leaves the battlefield target player separates all nontoken lands they control into two piles. You exile one pile. Draw a card for each land in the remaining pile.
It could work, certainly would be a political.
Mr Barrin this Cube is on Fire!! - http://www.cubetutor.com/cubeblog/80149
WG Kei Takahashi: Is in Charge Now !? (EDH) WG
C'mon, what's the single sweetest card in the color identity, if not the whole format? Duh, it's sunforger, people! Combat tricks, retaliation, sweet equipment, lightning fast responses - these are the things that make boros fun to play, not a boring aggro beatdown with land control to keep anything interesting from happening. Land control might make it more viable, but not more fun, which is really what RW is lacking imo.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
I'd also love to see "Master Warcraft on a stick" or "Legendary Boros Battleshaper". Stuff that's more about manipulating combat than "Okay, I turn all my creatures sideways and depending on which general I chose, they're now better somehow". I want to be able to make interesting choices when I sit down for a game of EDH, and being able to say "Oh, well, actually, I tap my general and THIS creature is now blocking THAT one" seems like a fun mess to make of things.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Or even a legendary Hellrider with some tokens as a side order for white CI. Yep, it's tokens and combat but at least the commander would work as a win condition, and you'd have no need for all those anthems to make the deck lethal.
Legendary which gave your creatures the Spitemare ability(that's probably only able to hit players).
Boros has many good things, but somehow they don't find their way to the command zone. Ah well. At least Basandra, Battle Seraph has muchly gorgeous art.
Oh yeah, that's not going to break Comet Storm at all.
On phasing: