My modern Decks: GBRJundGBR URWJeskai NahiriURW My Legacy Deck: URBGrixis DelverURB My EDH Decks: GJarad, Golgari Lich LordB GRhys, The RedeemedW RWArchangel AvacynRW UWDragonlord OjutaiUW
12/16/2016:
Making up for being lazy and not updating this list with my changes. Again, huge thanks to the people the continue to comment and use this list for inspiration. I love that I am able to help others with this Primer
Reasons: I'll do this in a list form this time instead of a massive text wall lol...
Archetype was providing trample but more often than not I didn't need it...
Grand Abolisher was more of a target painter than a help - experience shows people interacting on my turn isn't a big deal as much as I thought
Tithe was unnecessary mana fetching, Wild Ricochet was rarely used, and Orim's Thunder wasn't good enough to solve issues. All 3 in my Sunforger package were meh at best. Recent experience showed I needed more instant speed RFG removal, so adding Return to Dust became valuable and adding Chaos Warp and Oblation for shuffling (close enough to RFG...) into decks also completed the package upgrade.
Relic Seeker is a tutorable (via Imperial Recruiter) equipment fetching and not too difficult to proc off.
Sigarda's Aid is AMAZING for this deck and needed in as soon as it came out, thus it got a spot lol...
Assemble the Legion is a pet card of mine atm and has actually been successful at creating issues for opponents during the mid/late stage of games. A token armada with Aurelia letting them attack twice can add up quickly.
Everyone I've talked to hates LD, so Armageddon became more of an issue than a help. Removed to be 'Mr. Nice Guy' to others.
Land changes were made to get more useful 2 generator (Ancient Tomb), add unblockable (Rogue's Passage), more fetching (Terramorphic), and fixing (Command Tower). Temple of the False God is a dead draw unless at 5+ lands, so it left along with some basic lands.
Recruiter of the Guard actually got shifted into a different deck of mine, so that's why it didn't make it into this list yet. Not quite sure if both Imperial and him will be necessary... but we shall see in time.
Edit: Oh, and I´m thinking about adding needle spires. Having a body after a wrath doesn´t seem bad.
Sunhome was okay and I have a couple ways to give double strike. I cut it because of the fact it produces no colors and that got rough sometimes and would end up being partialed away for better lands.
Not sure on Needle Spires, let me know how that goes for you
I know you've mentioned in the past you don't like land destruction. Is that why you don't play Magus of the Moon and Blood Moon? I figure as Boros you need any advantage you can get. I've found Price of Progress to be nice later game too to eliminate low life people. Also Sunforgable which can be nice!
@Patryn
I've played them for a bit and they seem okay as more budget options for draw. This deck doesn't really have any ways of taking advantage of the cards that are tossed into the graveyard and I much prefer recurring draw effects like with outpost siege and the monarch mechanic.
Am back again. With the commander 2017 just a few days away, I'm wondering what people thought about the new cards and which may have a place in this deck. None of the tribal stuff really work, but the Cat deck does feature some neat equipment-themed cards that seem interesting.
Hammer of Nazahn: This looks like an auto-include if there ever was one for an equipment deck. It's essentially a Darksteel Plate that equips itself when it's played, providing additional protection and power for your creatures. In addition, it acts as a mini-Sigarda's aid which has already proven to me to be a pretty great card.
Bloodforged Battle-Axe: I'm personally not sure how to evaluate this one. It seems like it can certainly get out of hand with Aurelia's extra combat steps and if you have a sigarda's aid, hammer of nazahn, or puresteel paladin out, the equip cost is not a problem. At the same time though, it seems a bit slow to get going, susceptible to mass artifact removal like vandalblast, and doesn't provide much aside from power.
Balan, Wandering Knight: Seems like a fun card that I'll probably add to my own deck. Not super competitive since you generally want your equipments attached to aurelia, but perhaps it can be used as a backup win condition of sorts?
Teferi's Protection: A bit of a funny card, but it looks like it has its uses. It's tutorable with sunforger and protects you and your board from board wipes or mld if those are things prominent in your playgroup. In a more token centric build, it can also save your tokens which is something cards like Eerie Interlude can't do.
Some other cards I wanted to also quickly mention while I had the chance.
Monarch mechanic: This seems like such a great mechanic for the boros colours, giving you recurring card draw while being easy to achieve given RW's more aggressive nature. It does give your opponent's a chance to draw but I think its a worthwhile trade off since it makes games more fun and go faster. Personally, I've included throne of the high city, palace jailer, and palace sentinels into my deck for this effect.
Scavenger Grounds: I've noticed that a potential issue with this deck is that it doesn't really run any big hate cards against popular archetypes and just focuses on trying to win the game quickly before they can assemble their strategies. Scavenger grounds seems to be ideal though as a colourless bojuka bog that can simply take up a land slot in your deck and never be a totally dead card.
Any other suggestions for tech cards against certain deck types that could go into such a rw deck? I've found that grand abolisher is quite useful against more controlling decks that might try to counter your spells and whatnot. Rest in Peace hoses graveyard decks but cards like containment priest and hallowed moonlight play similar functions while also being a body and able to be tutored with sunforger respectively; they also have insane synergy with eldrazi displacer. Also, deflecting palm is a funny cards that can be tutored sunforger against voltron decks even through hexproof.
Sram, Senior Edificer: Ive been running sram in my own deck as a second puresteel paladin and really enjoy the bonus draw. In addition, I've swapped out Deal Broker from the list with smuggler's copter for that small chance to draw a bonus card from sram and for the extra damage it can do.
Onward // Victory: Like wrecking ogre, this is a 2-card combo to OTK someone with aurelia. Unfortunately, it does cost 1 more mana, is sorcery speed, and can't be tutored with sunforger anymore. I personally don't run either cards in my deck anymore as I've found from my games that they are quite mana-intensive to play and remain dead cards until aurelia comes down, unlike equipments which can be played before hand and equipped onto other creatures.
So, somewhat necro, but I am retiring this Primer effectively today. Ever since moving back in 2016, I have not played nearly as much MTG and have slowly been scaling back on my cards, selling some off or just giving to close friends, to the point now I haven't even purchased or put any effort into recent sets at all. I continued to maintain effort into this site, but I can clearly tell that I am not that into it anymore...
To whomever reads this material and finds any future inspirations, I am glad you utilized my thread in any way possible. May your future games go awesomely!
GBRJundGBR
URWJeskai NahiriURW
My Legacy Deck:
URBGrixis DelverURB
My EDH Decks:
GJarad, Golgari Lich LordB
GRhys, The RedeemedW
RWArchangel AvacynRW
UWDragonlord OjutaiUW
12/16/2016:
Making up for being lazy and not updating this list with my changes. Again, huge thanks to the people the continue to comment and use this list for inspiration. I love that I am able to help others with this Primer
In: Oblation, Chaos Warp, Return to Dust, Relic Seeker, Assemble the Legion, Sigarda's Aid, Ancient Tomb, Rogue's Passage, Terramorphic Expanse, Command Tower
Out: Archetype of Aggression, Grand Abolisher, Tithe, Orim's Thunder, Wild Ricochet, Armageddon, Temple of the False God, 2x Plains, Mountain
Reasons: I'll do this in a list form this time instead of a massive text wall lol...
Recruiter of the Guard actually got shifted into a different deck of mine, so that's why it didn't make it into this list yet. Not quite sure if both Imperial and him will be necessary... but we shall see in time.
Banner by Traproot Graphics
[RETIRED Primers]:
RW Aurelia, The Warleader --- R Daretti, Scrap Savant --- RUB Thraximundar
Edit: Oh, and I´m thinking about adding needle spires. Having a body after a wrath doesn´t seem bad.
Not sure on Needle Spires, let me know how that goes for you
Banner by Traproot Graphics
[RETIRED Primers]:
RW Aurelia, The Warleader --- R Daretti, Scrap Savant --- RUB Thraximundar
Any thoughts on Magmatic Insight, Cathartic Reunion, and Tormenting Voice? One of my main problems playing Boros is lack of card draw. Wondering if you tried these.
Retired Lists: Ghave - Hanna - Thrun - Zur
Pauper: Crypt Rats
I've played them for a bit and they seem okay as more budget options for draw. This deck doesn't really have any ways of taking advantage of the cards that are tossed into the graveyard and I much prefer recurring draw effects like with outpost siege and the monarch mechanic.
Am back again. With the commander 2017 just a few days away, I'm wondering what people thought about the new cards and which may have a place in this deck. None of the tribal stuff really work, but the Cat deck does feature some neat equipment-themed cards that seem interesting.
Hammer of Nazahn: This looks like an auto-include if there ever was one for an equipment deck. It's essentially a Darksteel Plate that equips itself when it's played, providing additional protection and power for your creatures. In addition, it acts as a mini-Sigarda's aid which has already proven to me to be a pretty great card.
Bloodforged Battle-Axe: I'm personally not sure how to evaluate this one. It seems like it can certainly get out of hand with Aurelia's extra combat steps and if you have a sigarda's aid, hammer of nazahn, or puresteel paladin out, the equip cost is not a problem. At the same time though, it seems a bit slow to get going, susceptible to mass artifact removal like vandalblast, and doesn't provide much aside from power.
Balan, Wandering Knight: Seems like a fun card that I'll probably add to my own deck. Not super competitive since you generally want your equipments attached to aurelia, but perhaps it can be used as a backup win condition of sorts?
Teferi's Protection: A bit of a funny card, but it looks like it has its uses. It's tutorable with sunforger and protects you and your board from board wipes or mld if those are things prominent in your playgroup. In a more token centric build, it can also save your tokens which is something cards like Eerie Interlude can't do.
Some other cards I wanted to also quickly mention while I had the chance.
Monarch mechanic: This seems like such a great mechanic for the boros colours, giving you recurring card draw while being easy to achieve given RW's more aggressive nature. It does give your opponent's a chance to draw but I think its a worthwhile trade off since it makes games more fun and go faster. Personally, I've included throne of the high city, palace jailer, and palace sentinels into my deck for this effect.
Scavenger Grounds: I've noticed that a potential issue with this deck is that it doesn't really run any big hate cards against popular archetypes and just focuses on trying to win the game quickly before they can assemble their strategies. Scavenger grounds seems to be ideal though as a colourless bojuka bog that can simply take up a land slot in your deck and never be a totally dead card.
Any other suggestions for tech cards against certain deck types that could go into such a rw deck? I've found that grand abolisher is quite useful against more controlling decks that might try to counter your spells and whatnot. Rest in Peace hoses graveyard decks but cards like containment priest and hallowed moonlight play similar functions while also being a body and able to be tutored with sunforger respectively; they also have insane synergy with eldrazi displacer. Also, deflecting palm is a funny cards that can be tutored sunforger against voltron decks even through hexproof.
Sram, Senior Edificer: Ive been running sram in my own deck as a second puresteel paladin and really enjoy the bonus draw. In addition, I've swapped out Deal Broker from the list with smuggler's copter for that small chance to draw a bonus card from sram and for the extra damage it can do.
Onward // Victory: Like wrecking ogre, this is a 2-card combo to OTK someone with aurelia. Unfortunately, it does cost 1 more mana, is sorcery speed, and can't be tutored with sunforger anymore. I personally don't run either cards in my deck anymore as I've found from my games that they are quite mana-intensive to play and remain dead cards until aurelia comes down, unlike equipments which can be played before hand and equipped onto other creatures.
To whomever reads this material and finds any future inspirations, I am glad you utilized my thread in any way possible. May your future games go awesomely!
Banner by Traproot Graphics
[RETIRED Primers]:
RW Aurelia, The Warleader --- R Daretti, Scrap Savant --- RUB Thraximundar
http://tappedout.net/mtg-decks/yo-war-get-over-here/