I play 8x Equipment and still want more. 4x Bone Saw and 4x Captain's Claws.
I had try Veteran's Sidearm. But they are too slow for me. Also 4x equipment is not enough when Stoneforge Acolyte.
But your ways of increasing raw creature power maybe good. I rely on equipment too much sometime.
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Modern : UR Storm / UR Delver / UR Counter Burn
Since spoiler talk has been lifted, what does everyone think could be added to this deck? There are more cards than I originally thought there would be that this deck could benefit from.
Well to start I'm excited to try Nahiri, the Harbinger. She just works well with the cards in this deck but I don't knwo if she is worth cutting from the main deck. The other card I am most excited about is Skeleton Key. This will give us the card selectio that we so desperately need. The issue is that we get card selection over explosive early plays with Bone Saw into surged Reckless Bushwhacker.
Shadows over Innistrad doesn't bring much for this deck imo.
Avacynian Missionaries is an option for the sideboard, gives you removal while being a creature at the same time, and this deck prefers to have the extra creature.
Strength of Arms has the magical mana cost of 1 and abilities that synergize with the deck, but how exactly would one fit it in the deck?.
Lightning Axe coupled with Fiery Temper could give the deck some needed removal that is also very cheap to cast. However, I think Roast is better than both.
As mentioned by TheUnseen Nahiri, the Harbinger is another card that falls in our colors, but does things that don't really go in line with this deck. Perhaps if we want to become more controling after sideboarding but I'm not sure its worth sacrificing our speed and she can't remove blockers, which is what we'd want to be doing with a card like this.
Overall I think Avacynian Missionaries and Strength of Arms are the only cards that could improve this deck. Missionaries in the Sideboard, or as a 2-of in the maindeck. Strength could make the deck more explosive if you can somehow fit it in.
One card I haven't seen anyone playing in this deck, that I personally do, is Fall of the Titans, with all the 1 drops and Bone Saw its easy to cast this and remove 2 blockers, or even save it to give the final blow when your creatures are getting removed.
I was surprised by his list, namely no rally allies. I thought the Kor Bladewhirl was an auto include because first strike seems so good against the company decks. I do feel the hurt though with so many to and three mana guys, when you also need to use your mana to equip constantly.
Yeah, he says he's tested the deck but it really doesn't seem like it. Bladewhirl is one of the most important cards in the deck in creature matchups. All of our stuff has 1 or 2 toughness but high power. First Strike is exactly what our creatures need. He doesn't even use Firemantle Mages ...
I completely agree. I will say that when I first started to play this deck, I didn't think the Kor Bladewhirl was a good move. IT IS. Also, I do think that Firemantle Mage could be moved to the sideboard if we found a card that really fit into the maindeck. The reason I say this is, I have been playing a lot of Mardu blue with Jace or Jeskai with Jace and they haven't been playing many creatures.
However, we don't know what we will see after rotation so keeping the Firemantle Mage may need to stay maindeck.
I think they work well together but it's definitely for a different deck. Those are much to slow for this aggro deck. I think that those belong in the Starfield of Nyx deck.
What would you swap for Oath of Gideon? I like your thought on it but after testing this deck it may just be a win more card. I was testing it against an Aggro Mardu Allies and this DESTROY's my deck.
Selesnyanewlife (SNL) this is going to be my FNM fighter until I can tweak my BR control deck! It looks like I'll see you at GPNY! Great deck, thanks!
After lots of deckbuilding and playtesting, I think we need to change our tune on what exactly this deck is. We need to focus less on the "Ally" part of the deck and more on the "Equipment". Here's what I came up with (and will likely be bringing to GPNY):
Lands
1 Sea Gate Wreckage - This card is great topdeck in the late-game, when we've played out our hand and need to draw more threats. Getting one of these in our opening hand or the early game also tells us that we can risk overextending for a quick, aggressive win since we'll be able to recover in the case of a boardwipe.
3 Needle Spires - I love this card. Yes, we risk it slowing down our opening hand, but this card consistantly proves that it can win us the game. It gives us something to swing with after a boardwipe, and occasionally gets HUGE with things like a Gideon emblem, a Weapons Trainer buff, or Captain's Claws.
4 Ally Encampment - This land is insane. It casts Weapons Trainer, Thought-Knot Seer, and protects all of our Allies from kill spells when left untapped. It's probably the best land in the deck.
4 Battlefield Forge - I like this for the same reasons I like Ally Encampment.
10 Plains - I don't run Mountains in this deck because, with the addition of Thought-Knot Seer, this is essentially a white devoid deck. By cutting out red cards, the deck is far more consistent and, through that consistency, more powerful.
Creatures
3 Stoneforge Acolyte - This card is either great or mediocre. For a one-drop, I'm fine with that range of possibilities. In this deck, his ability whiffs a bit too frequently, but can be frequently activated on turn two. In the late game, it's just a body that you can throw all of your Equipment on. I play this over Kytheon, Hero of Akros because you can cast it off a turn one Ally Encampment. If you want your deck to be super aggressive, replace this card with Expedition Envoy.
3 Kor Bladewhirl - First strike matters. I repeat, FIRST STRIKE MATTERS. Playing this turn two followed by equipping it with Captain's Claws on turn three means you're swinging with a 3-power first striker that your opponent needs a spell to deal with. Topdecking it in the mid- or late-game means you're giving your ENTIRE BOARD first strike. It's a great, value-generating two drop.
4 Relic Seeker - This card gets renowned far more often than you might think. A turn three Silkwrap or Stasis Snare means that you're tutoring for whatever Equipment best fits your current hand. Its downsides are that it's not an Ally and that it's generally a bad topdeck in the late game. If you reduce this card to a 3-of in your deck, replace it with a fourth Kor Bladewhirl.
4 Stone Haven Outfitter - An Equipment lord! Having one of these guys on the field is great in any situation, as they make your opponent's removal spells, combat trades, and boardwipes worse.
4 Weapons Trainer - Another Equipment lord! What I love about this card is that, paired with Captain's Claws, it makes those 1/1 tokens into viable 2/1 threats. Not just that, but on its own, it's a 3/2 for two mana. This card is great at any point in the game.
4 Thought-Knot Seer - This card is why we cut out red from the deck, and let me tell you, it's WORTH IT. It plucks your opponent's boardwipe, removal spell, or bomb creature from their hand, while leaving behind a resilient 4/4 that can win you the game with a few swings. I'd go so far as to call this the best card in the deck.
Artifacts
2 Stoneforge Masterwork - Equipping for two mana is a lot. Like, A LOT. It matters a lot more than you think, and rarely does this card provide the situational blowouts you might think it does. But when those blowout happen (such as when you have a field full of Allies) it wins the game handily. If you feel that the deck needs more Equipment, go ahead and play a third copy of this card.
4 Captain's Claws This is the best Equipment card in Standard. When you have only one creature out on the battlefield, this card can potentially generate a field of tokens for you. If your opponent is busy chump-blocking them, then that means your much larger creature is getting through to their life total. If they aren't chump-blocked, then the token lingers on the field waiting to be buffed by something or equipped with something else. Having multiple Captain's Claws on the field is absolutely bonkers too, and the +1/+0 is not a buff that should be neglected. An extra one power can do a lot of work against certain creatures.
Enchantments
3 Silkwrap - This card is great at getting rid of your opponent's value-generating early-game creatures, like Sylvan Advocate and Jace, Vryn's Prodigy, but I wouldn't run four of them because of what a bad late-game draw they tend to be.
3 Stasis Snare - Being able to get rid of any huge creature is super valuable ability to have, especially when you can do it at instant speed. I don't run four of these because of the double-white in the mana cost, plus the fact that it costs 3 mana to get rid of a single creature.
Planeswalkers
3 Gideon, Ally of Zendikar - This card generates a board state, pumps all of your creatures, and/or becomes a huge creature to close out the game with. There's a reason it's one of the best cards in Standard.
Sideboard
4 Declaration in Stone - Replace all your Silkwraps and a Stasis Snare with these when going up against a deck with fewer small, low-drop creatures.
4 Surge of Righteousness - Take out all your Stasis Snares and a Silkwrap for these when you're up against the R/B Vampire aggro deck that will inevitibly rise out of this upcoming Standard format.
3 Matter Reshaper - Take out all your Stasis Snares for these when you're up against another aggro deck. Not only does it trade with their attacking creature, but it can also potentially provide you with a creature to replace it.
If you don't want to play up the Ally portion of this deck, why are you still playing Stoneforge Mastwerwork? You've got so few Ally's, some Soldiers, and a playset of a single Eldrazi. I cannot see how that card would benefit your build at all. The issue I see is that you have taken an aggro deck and slowed it down tremendously by adding minimal removal. How are you winning late game if you don't kill them by turn 4-5? Also, how are you handling board wipes with a slower build? After rotation, Languish and Kozilek's Return will be fantastic since three color decks are hardly viable going forward.
If you're looking for removal, Nahiri, The Harbinger is the way tog o. Plus, if you are playing a control deck and they aren't swinging at her we can continuously use her plus ability to filter through our deck faster. She;s much stronger for our deck than Gideon because she provides us with the removal that this deck lacks. I think she is a better choice than situational enchantments.
Here is what I was thinking for new standard, open to suggestions. Before rotation I was running something similar to TheUnseen's build, but I think Chandra, Flamecaller, Bant CoCo, and board wipes such as Languish and Kozilek's Return will prove to be a problem. This build allows us to have serious threats in the air and Archangel of Tithes along with Always Watching makes it difficult to attack or block us. Another upside to those two cards is that it virtually eliminates Goldnight Castigator's downside. Most of the allies were Human so I figured Thalia's Lieutenant would be a great addition as both an anthem and as a big body.
Been testing a similar Ally build on MTGO, but running Stormrider Rig instead of Bonesaw. A little more expensive, but you can drop it and when you attack with Captains Claws, you can attach it for free to the 1/1 ally token that comes in. This happens for free and at instant speed. If you have Stone Haven Outfitter out, this boosts it immediately to a 3/3. Definitely not Tier 1, but has been fun.
I've also found Relic Seeker to be pretty good, but Open the Armory might be better, but having a 3/3 on the board early has been huge as well. I also run Munda, Ambush Leader as once I have some equipment out, I usually want threats.
I do think that Relic Seeker has some potential, I need to test seeing if anything is worth cutting. I have found in my games Stone Haven Outfitter and equipping things didn't win me games. What did win me games were Weapons Trainer anthems and surged Reckless Bushwhacker. Here is my favorite play with my original deck and still very doable with my new list.
You will now have a PW and will have dealt 16 damage by turn 3. The next turn you win unless they board wipe. The format will be slower unless B/R vampires takes off but it has gotten so much hate at this point I don't see that happening in the first 2 weeks. After that is anyone's guess.
What I learned last night:
1. Archangel of Tithes, First Strike, and Always Watching win aggro match ups.
2. None of those things are game winners against Midrange and Control
3. Nahiri, The Harbinger is often an unimpressive 4 drop in THIS DECK. If the match is going to be a grindy one this card is bonkers. However, when the game plan is to be as aggressive as possible she is not the card I want to draw.
4. I wanted Make A Stand in literally every match up. Whether it was to use to protect my creatures from removal or to make a bad attack/block into a great one the card did some serious work.
5. My average CMC was too high for the number of lands I was running.
Here is an update after doing more testing. The deck worked before changes about 1/3rd of the time I had trouble curving out. When I did curve out it was game over no later than turn 5. However, often times I was getting stuck at two or three lands. I have added Knight of the White Orchid to help mitigate that. I cut Captain's Claws and moved Make a Stand to the sideboard to make room for more creatures and copies of Always Watching in the main. Both options were more often than not more meaningful plays than a Captain's Claws. Lastly, I am going back and forth on Town Gossipmonger and Dragon Hunter one can block and attack through Thunderbreak Reagent the other is a turn one 2/3 with fire breathing.
Another thing to note is that I move into an almost Midrange deck through side boarding in aggro match ups, I go a little bit slower however I do more powerful things and have threats that aggro has to answer or it just can't win.
When building Boros Aggro, whether it is humans, allies, or equipment themed here are some things to keep in mind:
1.) First off, Stoneforge Masterwork is a bad card. It sounds nice till you realize any board wipe will also probably kill the creature that has it equip since you lose the bonus as soon as you lose your army. In the matches where it is good you have already won.
2.) Knight of the White Orchid is fantastic. This card allows us to ramp up into bigger plays faster, filters our decks so we are drawing creatures and equipment more often, has first strike and is a human. All-in-all a great card for the deck.
3.) Captain's Claws I love the card but at least in my build it isn't currently as impactful as it used to be, I have cut them because the token isn't doing me much.
5.) Reckless Bushwhacker is probably the best card ever in Red, even if you are running humans this should be a four of if you have Red in your deck.
6.) Boros and aggro in general can't beat Archangel of Tithes it should be somewhere in your 75 for aggro matches, and you need to have an answer for it in your 75. I recommend Declaration in Stone.
Baltimore update! Guess what!! Humans did awesome! Which means weenie aggro decks are going to have a HUGE target on their heads. Languish among other board wipes are going to be loaded up into midrange and control decks. So, I'm here to tell everyone what we need to survive the giant target on our back. First off in my deck I am going to go ahead and cut the Goldnight Castigator and move the three Archangel of Tithess from my sideboard into the main and putting a one of Archangel Avacyn into the mainboard. In the place that used to be reserved in the sideboard for Archangel of Tithes I will be putting in three Vryn Wingmare This little flier isn't a human or ally but makes Languish a turn five play, and Radiant Flames a turn four play, etc...
1.) We can still with the play and throw things down and smash face going all in. An extra turn is a lot of time in an aggro deck.
2.) We can have a couple creatures out and continue to attack only replacing them when necessary till after the first board wipe. This is probably best if they have a good number of spot removal spells.
3.) Prepare for the wipe by making our guys big enough to survive using cards like Always Watching and Thalia's Lieutenant. This only works if you have enough anthems.
4.) Boarding in something like Eerie Interlude, to protect our board presence. I am thinking about switching out Make a Stand for Eerie Interlude because while it can't be used aggressively and to blow out your opponent Eerie Interlude saves us from more removal and can re-trigger any ETBs we have.
Baltimore update! Guess what!! Humans did awesome! Which means weenie aggro decks are going to have a HUGE target on their heads. Languish among other board wipes are going to be loaded up into midrange and control decks. So, I'm here to tell everyone what we need to survive the giant target on our back. First off in my deck I am going to go ahead and cut the Goldnight Castigator and move the three Archangel of Tithess from my sideboard into the main and putting a one of Archangel Avacyn into the mainboard. In the place that used to be reserved in the sideboard for Archangel of Tithes I will be putting in three Vryn Wingmare This little flier isn't a human or ally but makes Languish a turn five play, and Radiant Flames a turn four play, etc...
1.) We can still with the play and throw things down and smash face going all in. An extra turn is a lot of time in an aggro deck.
2.) We can have a couple creatures out and continue to attack only replacing them when necessary till after the first board wipe. This is probably best if they have a good number of spot removal spells.
3.) Prepare for the wipe by making our guys big enough to survive using cards like Always Watching and Thalia's Lieutenant. This only works if you have enough anthems.
4.) Boarding in something like Eerie Interlude, to protect our board presence. I am thinking about switching out Make a Stand for Eerie Interlude because while it can't be used aggressively and to blow out your opponent Eerie Interlude saves us from more removal and can re-trigger any ETBs we have.
IMHO, This isn't Boros "Equipment" Anymore. It is Boros Aggro which is very good deck. But I still prefer 4x Captain's Claw than 4x Always Watching
31 Creature is also good number. I maybe leaning toward your ways in the future.
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Modern : UR Storm / UR Delver / UR Counter Burn
I Love Izzet Color.
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I had try Veteran's Sidearm. But they are too slow for me. Also 4x equipment is not enough when Stoneforge Acolyte.
But your ways of increasing raw creature power maybe good. I rely on equipment too much sometime.
Modern : UR Storm / UR Delver / UR Counter Burn
I Love Izzet Color.
Avacynian Missionaries is an option for the sideboard, gives you removal while being a creature at the same time, and this deck prefers to have the extra creature.
Strength of Arms has the magical mana cost of 1 and abilities that synergize with the deck, but how exactly would one fit it in the deck?.
Lightning Axe coupled with Fiery Temper could give the deck some needed removal that is also very cheap to cast. However, I think Roast is better than both.
As mentioned by TheUnseen Nahiri, the Harbinger is another card that falls in our colors, but does things that don't really go in line with this deck. Perhaps if we want to become more controling after sideboarding but I'm not sure its worth sacrificing our speed and she can't remove blockers, which is what we'd want to be doing with a card like this.
Overall I think Avacynian Missionaries and Strength of Arms are the only cards that could improve this deck. Missionaries in the Sideboard, or as a 2-of in the maindeck. Strength could make the deck more explosive if you can somehow fit it in.
One card I haven't seen anyone playing in this deck, that I personally do, is Fall of the Titans, with all the 1 drops and Bone Saw its easy to cast this and remove 2 blockers, or even save it to give the final blow when your creatures are getting removed.
Apparently at least 1 pro is on board with this deck, at least for week 1 of the new meta.
However, we don't know what we will see after rotation so keeping the Firemantle Mage may need to stay maindeck.
Selesnyanewlife (SNL) this is going to be my FNM fighter until I can tweak my BR control deck! It looks like I'll see you at GPNY! Great deck, thanks!
If you don't want to play up the Ally portion of this deck, why are you still playing Stoneforge Mastwerwork? You've got so few Ally's, some Soldiers, and a playset of a single Eldrazi. I cannot see how that card would benefit your build at all. The issue I see is that you have taken an aggro deck and slowed it down tremendously by adding minimal removal. How are you winning late game if you don't kill them by turn 4-5? Also, how are you handling board wipes with a slower build? After rotation, Languish and Kozilek's Return will be fantastic since three color decks are hardly viable going forward.
If you're looking for removal, Nahiri, The Harbinger is the way tog o. Plus, if you are playing a control deck and they aren't swinging at her we can continuously use her plus ability to filter through our deck faster. She;s much stronger for our deck than Gideon because she provides us with the removal that this deck lacks. I think she is a better choice than situational enchantments.
3x Archangel of Tithes
3x Expedition Envoy
3x Goldnight Castigator
3x Firemantle Mage
3x Kytheon, Hero of Akros
4x Reckless Bushwhacker
4x Thalia's Lieutenant
4x Weapons Trainer
4x Battlefield Forge
5x Mountain
2x Needle Spires
9x Plains
Artifact (5)
4x Captain's Claws
4x Bone Saw
Enchantment (4)
4x Always Watching
Planeswalker (1)
1x Nahiri, the Harbinger
4x Declaration in Stone
3x Kor Bladewhirl
3x Lantern Scout
3x Make a Stand
2x Rending Volley
Here is what I was thinking for new standard, open to suggestions. Before rotation I was running something similar to TheUnseen's build, but I think Chandra, Flamecaller, Bant CoCo, and board wipes such as Languish and Kozilek's Return will prove to be a problem. This build allows us to have serious threats in the air and Archangel of Tithes along with Always Watching makes it difficult to attack or block us. Another upside to those two cards is that it virtually eliminates Goldnight Castigator's downside. Most of the allies were Human so I figured Thalia's Lieutenant would be a great addition as both an anthem and as a big body.
I've also found Relic Seeker to be pretty good, but Open the Armory might be better, but having a 3/3 on the board early has been huge as well. I also run Munda, Ambush Leader as once I have some equipment out, I usually want threats.
Turn 1:Battlefield Forge, Kytheon, Hero of Akros
Turn 2:Mountain, Weapons Trainer, attack with Kytheon, Hero of Akros
Turn 3:Ally Encampment, 2nd Weapons Trainer, didn't attack because they dropped a Sylvan Advocate
Turn 4:Plains, Bone Saw, Surge in Reckless Bushwhacker, Surge in 2nd Reckless Bushwhacker, attack for 27 damage
Turn 1: Ally Encampment, Expedition Envoy - 2 damage
Turn 2: Mountain, Weapons Trainer attack with Expedition Envoy - 3 damage
Turn 3: Battlefield Forge, Bone Saw, Kytheon, Hero of Akros, then surge Reckless Bushwhacker. Then swing with everything and flip to Gideon. - 11 damage
You will now have a PW and will have dealt 16 damage by turn 3. The next turn you win unless they board wipe. The format will be slower unless B/R vampires takes off but it has gotten so much hate at this point I don't see that happening in the first 2 weeks. After that is anyone's guess.
2x Dragon Hunter
4x Expedition Envoy
3x Firemantle Mage
4x Goldnight Castigator
3x Kytheon, Hero of Akros
4x Reckless Bushwhacker
4x Thalia's Lieutenant
4x Weapons Trainer
4x Battlefield Forge
6x Mountain
2x Needle Spires
9x Plains
Artifact (6)
4x Bone Saw
2x Captain's Claws
Instant (3)
3x Make a Stand
Enchantment (2)
2x Always Watching
2x Always Watching
3x Archangel of Tithes
4x Declaration in Stone
3x Kor Bladewhirl
2x Lantern Scout
1x Nahiri, the Harbinger
What I learned last night:
1. Archangel of Tithes, First Strike, and Always Watching win aggro match ups.
2. None of those things are game winners against Midrange and Control
3. Nahiri, The Harbinger is often an unimpressive 4 drop in THIS DECK. If the match is going to be a grindy one this card is bonkers. However, when the game plan is to be as aggressive as possible she is not the card I want to draw.
4. I wanted Make A Stand in literally every match up. Whether it was to use to protect my creatures from removal or to make a bad attack/block into a great one the card did some serious work.
5. My average CMC was too high for the number of lands I was running.
My Changes:
1. Lowered the CMC significantly
2. Added one more land
3. Moved Make A Stand to the Main Board
4. Moved Archangel of Tithes, Nahiri, The Harbinger, and half of my copies of Always Watching to the side.
Things I'm not sure about yet:
1. Cutting 2 Captain's Claws
2. If I need the 21 land with my lowered average CMC.
I feel that these card is maybe good adding.
Open the Armory
Militant Inquisitor
Strength of Arms
neglected heirloom
Modern : UR Storm / UR Delver / UR Counter Burn
I Love Izzet Color.
4 Thalia's Lieutenant
4 Abbot of Keral Keep
4 Weapons Trainer
3 Kytheon, Hero of Akros
4 Expedition Envoy
3 Town Gossipmonger
4 Neglected Heirloom
2 Strength of Arms
4 Declaration in Stone
4 Needle Spires
4 Battlefield Forge
4 Mountain
8 Plains
2 Town Gossipmonger
4 Expedition Envoy
3 Kytheon, Hero of Akros
4 Consul's Lieutenant
3 Stone Haven Outfitter
2 Relic Seeker
4 Thalia's Lieutenant
4 Weapons Trainer
2 Firemantle Mage
4 Declaration in Stone
2 Always Watching
Artifacts (8)
4 Bone Saw
2 Stoneforge Masterwork
2 Captain's Claws
Lands (20)
4 Battlefield Forge
3 Ally Encampment
3 Needle Spires
10 Plains
This is my take on the list. I think making the deck more focused around humans could speed up the deck quite a bit.
4x Expedition Envoy
2x Firemantle Mage
4x Goldnight Castigator
4x Knight of the White Orchid
3x Kytheon, Hero of Akros
4x Reckless Bushwhacker
4x Thalia's Lieutenant
2x Town Gossipmonger
4x Weapons Trainer
4x Battlefield Forge
4x Mountain
3x Needle Spires
10x Plains
Enchantment (4)
4x Always Watching
Artifact (4)
4x Bone Saw
3x Archangel of Tithes
4x Declaration in Stone
3x Kor Bladewhirl
2x Lantern Scout
2x Make a Stand
1x Nahiri, the Harbinger
Here is an update after doing more testing. The deck worked before changes about 1/3rd of the time I had trouble curving out. When I did curve out it was game over no later than turn 5. However, often times I was getting stuck at two or three lands. I have added Knight of the White Orchid to help mitigate that. I cut Captain's Claws and moved Make a Stand to the sideboard to make room for more creatures and copies of Always Watching in the main. Both options were more often than not more meaningful plays than a Captain's Claws. Lastly, I am going back and forth on Town Gossipmonger and Dragon Hunter one can block and attack through Thunderbreak Reagent the other is a turn one 2/3 with fire breathing.
Another thing to note is that I move into an almost Midrange deck through side boarding in aggro match ups, I go a little bit slower however I do more powerful things and have threats that aggro has to answer or it just can't win.
When building Boros Aggro, whether it is humans, allies, or equipment themed here are some things to keep in mind:
1.) First off, Stoneforge Masterwork is a bad card. It sounds nice till you realize any board wipe will also probably kill the creature that has it equip since you lose the bonus as soon as you lose your army. In the matches where it is good you have already won.
2.) Knight of the White Orchid is fantastic. This card allows us to ramp up into bigger plays faster, filters our decks so we are drawing creatures and equipment more often, has first strike and is a human. All-in-all a great card for the deck.
3.) Captain's Claws I love the card but at least in my build it isn't currently as impactful as it used to be, I have cut them because the token isn't doing me much.
4.) Bone Saw is a bad card, however it is a phenomenal enabler for Weapons Trainer and Reckless Bushwhacker
5.) Reckless Bushwhacker is probably the best card ever in Red, even if you are running humans this should be a four of if you have Red in your deck.
6.) Boros and aggro in general can't beat Archangel of Tithes it should be somewhere in your 75 for aggro matches, and you need to have an answer for it in your 75. I recommend Declaration in Stone.
Vryn Wingmare allows us to do one of four things:
1.) We can still with the play and throw things down and smash face going all in. An extra turn is a lot of time in an aggro deck.
2.) We can have a couple creatures out and continue to attack only replacing them when necessary till after the first board wipe. This is probably best if they have a good number of spot removal spells.
3.) Prepare for the wipe by making our guys big enough to survive using cards like Always Watching and Thalia's Lieutenant. This only works if you have enough anthems.
4.) Boarding in something like Eerie Interlude, to protect our board presence. I am thinking about switching out Make a Stand for Eerie Interlude because while it can't be used aggressively and to blow out your opponent Eerie Interlude saves us from more removal and can re-trigger any ETBs we have.
1x Archangel of Avacyn
3x Archangel of Tithes
4x Expedition Envoy
2x Firemantle Mage
4x Knight of the White Orchid
3x Kytheon, Hero of Akros
4x Reckless Bushwhacker
4x Thalia's Lieutenant
2x Town Gossipmonger
4x Weapons Trainer
4x Battlefield Forge
4x Mountain
3x Needle Spires
10x Plains
Enchantment (4)
4x Always Watching
Artifact (4)
4x Bone Saw
4x Declaration in Stone
2x Eerie Interlude
3x Kor Bladewhirl
2x Lantern Scout
1x Nahiri, the Harbinger
3x Vryn Wingmare
IMHO, This isn't Boros "Equipment" Anymore. It is Boros Aggro which is very good deck. But I still prefer 4x Captain's Claw than 4x Always Watching
31 Creature is also good number. I maybe leaning toward your ways in the future.
Modern : UR Storm / UR Delver / UR Counter Burn
I Love Izzet Color.