I am not exactly sure if this is the place to write this but I have noticed that the magic card Unexpectedly Absent does not appear in the card database of this website. Not sure if that is something that is known by the people who run this site or not, but I just noticed it was missing so I thought I would mention it.
***I am currently in the process of making some significant changes to this deck so if some of this does not make sense right now, its probably going to be changed in the next couple days.***
This is my Brion Stoutarm EDH deck. The deck started out at a time when I had both a Godo, Bandit Warlord deck and a Mangara of Corondor deck and I decided to mix them into a Boros deck. I could have gone with one of the other Boros commanders but I enjoy decks that lean towards control rather than beating down or combo so I think Brion is the man for me. This is not my most tuned deck and I built it because I consider R and W to be the two colors that are the least hated in EDH. I play mostly multiplayer EDH. I also think there are some very interesting interactions with some of the cards in these colors that make the deck fun to play more than just a couple of times. I find that I go through several EDH decks every week because I make a deck and play it a couple times and get bored of it so I take it apart. This deck has been one that has remained. Possibly because I find it to be a healthy mix of fun, semi-competitiveness and good interactions.
1. Mana Crypt --- I have 7+ different ways to gain life and several ways to prevent damage in this deck. The potential loss of life from Mana Crypt has never popped into my mind as being a problem during a game of mine (with this deck) so far and it will probably stay in the deck until that happens. I do not run Mana Crypt in my other decks because there is much less lifegain and because I play mostly multiplayer where the incredible excell provided is mitigated.
2. Rest in Peace --- In games when I play this I find that I just can't give it enough praise. I will be honest, I did put this card in the deck while thinking of certain players in my playgroup but after using it now for a little while I think it is actually just Da Bomb against A LOT of decks.
3. Magmatic Force --- I think perhaps I have been slightly lucky in the past with how long this card has stuck around in some of my multiplayer games. If it sticks around it is very good. Better than I thought it was going to be when I put it in the deck.
4. Isochron Scepter --- 13 spells to put under the scepter, most of which are good, some of which are situationally good. In my mind it helps push certain cards like To Arms!, Niveous Wisps and Scout's Warning (which I think are really neat cards for some reason) from being cool cantrips to being deck all-stars.
5. Sunforger --- 19 spells to grab with this. (Excluding Comet Storm and Starstorm because you cannot pay :xmana:.) As do most people who play Sunforger in their decks, I am trying to have a wide variety of answers. I would consider cutting Dawn Charm, Volcanic Fallout, Grab the Reins and probably a couple more cards if I did not run this since they are in the deck for versatility rather than power level.
2. Boros Charm in conjunction with Oblivion Stone, Planar Cleansing or Catastrophe --- Wipe other boards away and keep your own. The difficult part of this interaction is knowing which card to play first. Because playing Catastrophe for example naming all lands and responding with a Boros Charm only to have it countered can lead to some interesting situations. Alternately, resolving a Boros Charm and then casting one of the others and having it countered basically gives them a 2 for 1.
4. Kher Keep in conjunction with Skullclamp --- Two extra cards a turn for 3R.
5. Sunforger in conjunction with Reiterate --- You can pay the Buyback costs on those cards if you get them with Sunforger so they will go into your hand.
7. Mistveil Plains in conjunction with Sunforger --- If one particular Sunforger target is needed every turn, Mistveil Plains can help with that. Mistveil Plains would probably not be in the deck if Sunforger was not in the deck. Unfortunately there are only 12 white permanents in the deck (13 if you include Forbidding Watchtower) so it is not uncommon that you can not activate Mistveil Plains' second ability. On the off chance you can makes it worth it to me though.
Staff of Nin --- I hate playing this card on turn 6 with a bunch of answers in my hand and then have to watch someone do something ridiculous on their turn and I can't do anything about it because I just tapped out. That said it still does give card advantage over time in colors that don't get it easily.
Retaliate --- A circumstantially unique Sunforger target. I dislike that it is at its best after you have taken a beating because I would prefer to prevent the beating in the first place but maybe I have enough lifegain that taking one or two beatings throughout the game is ok.
Weathered Wayfarer --- Sweet card. I have used it before and its been good.
Hellkite Tyrant --- Needs haste but I really like the ability.
Iona, Shield of Emeria --- I would run this basically because it is very powerful and I don't think it would often hurt me if it was stolen from me. Usually there are better colors than R or W to name if my opponents get it. (Obviously only in multiplayer.) Not sure that I want it sitting in my hand as an uncastable 9 drop though which I fear would happen more often than not. And I feel that I would draw a lot of hate from it too.
Mangara of Corondor --- Works well with Brion Stoutarm because you can sac Mangara of Corondor to Brion's ability with Mangara's ability on the stack so Mangara goes to the graveyard instead of exile. Would be excellent under a Mimic Vat or with Sun Titan and a sac outlet. But it really needs haste, and I mean really.
Miren, the Moaning Well --- Sacrifice outlet and more lifegain. Even though its only a two color deck, I still find that I have occasional mana color problems and there are not quite enough lands that produce both R and W to add too many lands that only produce :1mana:.
Battlefield Forge --- One of the only R and W producing lands that is not in the deck. The reason is because I don't have one but when I get one it will probably go right into the deck.
After the recent updates I would still suggest some things. First of all there have to be better options than elfhame palace. Sunpetal Grove, or even Stirring Wildwood are better cheap alternatives. I would even try to find some replacements for Jwar Isle Refuge and Graypelt Refuge. I would play Farhaven Elf over Darksteel Ingot because its more recurable and fits the deck better unless you are really looking for artifact ramp for some reason. I think that Zur the Enchanter is getting worse and worse in your deck and I would consider replacement. That is all I will say for now.
Copy artifact is ok. I don't think it's necessary in your deck. I know it's a pricy one but I would run Scavenging Ooze over Deathrite Shaman. But you already have a Heap Doll in the deck and I think that your deck is meant to be able to get pretty much any single card a lot of the time so I would say that only one graveyard hate card is probably enough. Maybe Crystal Shard would be good in your deck too. Notion Thief is a sweet card.
I would cut Emeria Angel, Angel of Jubilation, Moonsilver Spear and Herald of War. They are a rather clunky and don't really lend themselves to a Geist deck. I get that Geist produces angels and all, but I consider that to be a bonus. I don't think you need to be putting cards into the deck to go with that bonus. Just keep that bonus as it is and focus on lending your cards to the more important focus of Geist of Saint Traft himself. I would consider putting in another piece of equipment that buffs Geist's stats and maybe a couple more instants or sorceries that either draw cards, protect Geist, or blow stuff up.
Even though I would not do this personally as I have just commented on leaving the Angel token theme as a bonus I would point out that if you really like Moonsilver Spear, consider that Sundial of the Infinite gives you a similar effect for 3 instead of 8.
Although there may be certain times when the goodies are without shroud/hexproof and you may wonder why you cut Rite of Replication. (And if those goodies happen to be Sylvan Primordial, Rune-Scarred Demon,...) But that is not to say that I disagree with what you said. I think that both sides of this discussion have credit.
I think you should consider the balance that you have between cards that are good on their own vs. cards that are only good in conjunction with other cards. I think there are probably a few too many cards in your deck that are only good with other cards.
Green cards: Kodama of the North Tree out for Primeval Titan maybe. Mold Shambler out for Brutalizer Exarch maybe. Other cards I would consider cutting would be Cudgel Troll, Creeping Mold, Crushing Vines, and Scute Mob. I would consider adding Plow Under, Stunted Growth, Nature's Lore, and Woodfall Primus.
Black Cards: Nether Traitor out for Bloodghast maybe. Sengir Vampire out for Bloodgift Demon maybe. Keepsake Gorgon out for Shadowborn Demon maybe and Gravedigger out for Cadaver Imp giving the mild devotion theme (Erebos, Grey Merchant) and cheaper cost. I would also consider a replacement for Twisted Abomination.
Blue Cards: Mnemonic Wall out for Archaeomancer again because of devotion theme and cheaper mana cost, Divination out for Frantic Search or Thirst for Knowledge, Clone out for Sakashima's Student. Cards I would add: Opposition, Intuition, Remand, Pact of Negation, Talrand, Sky Summoner. Cards I would take out: Illusionary Servant, Callous Oppressor, Augur of Bolas, Spreading Seas, Delver of Secrets.
Ill add more thoughts later.
Since you are 5 color Noxious Vapors could also be good.
This is my Brion Stoutarm EDH deck. The deck started out at a time when I had both a Godo, Bandit Warlord deck and a Mangara of Corondor deck and I decided to mix them into a Boros deck. I could have gone with one of the other Boros commanders but I enjoy decks that lean towards control rather than beating down or combo so I think Brion is the man for me. This is not my most tuned deck and I built it because I consider R and W to be the two colors that are the least hated in EDH. I play mostly multiplayer EDH. I also think there are some very interesting interactions with some of the cards in these colors that make the deck fun to play more than just a couple of times. I find that I go through several EDH decks every week because I make a deck and play it a couple times and get bored of it so I take it apart. This deck has been one that has remained. Possibly because I find it to be a healthy mix of fun, semi-competitiveness and good interactions.
Deck:
1 Serra Ascendant
1 Wall of Omens
1 Stoneforge Mystic
1 Knight of the White Orchid
1 Pilgrim's Eye
1 Burnished Hart
1 Aven Mindcensor
1 Stonecloaker
1 Solemn Simulacrum
1 Flametongue Kavu
1 Angel of Finality
1 Brion Stoutarm
1 Zealous Conscripts
1 Hellkite Tyrant
1 Sun Titan
1 Luminate Primordial
1 Magmatic Force
1 Kozilek, Butcher of Truth
1 Greater Gargadon
Artifacts (18)
1 Mana Crypt
1 Sol Ring
1 Wayfarer's Bauble
1 Expedition Map
1 Skullclamp
1 Lightning Greaves
1 Isochron Scepter
1 Mind Stone
1 Darksteel Ingot
1 Coalition Relic
1 Sunforger
1 Mimic Vat
1 Oblivion Stone
1 Sword of Feast and Famine
1 Thran Dynamo
1 Gilded Lotus
1 Mind's Eye
1 Staff of Nin
1 Land Tax
Instants (21)
1 Niveous Wisps
1 Crimson Wisps
1 Scout's Warning
1 Enlightened Tutor
1 Condemn
1 Swords to Plowshares
1 Pyroblast
1 To Arms!
1 Dawn Charm
1 Fork
1 Reverberate
1 Boros Charm
1 Unexpectedly Absent
1 Chaos Warp
1 Volcanic Fallout
1 Reiterate
1 Orim's Thunder
1 Grab the Reins
1 Return to Dust
1 Word of Seizing
1 Act of Aggression
Sorceries (2)
1 Shattering Spree
1 All is Dust
Planeswalkers (1)
1 Elspeth, Knight-Errant
Lands (38)
1 Clifftop Retreat
1 Reflecting Pool
1 Marsh Flats
1 Mistveil Plains
1 Kher Keep
1 Forbidding Watchtower
1 Boros Garrison
1 Plateau
1 Sunhome, Fortress of the Legion
1 Sacred Foundry
1 Slayers' Stronghold
1 Reliquary Tower
1 Ghitu Encampment
1 Kor Haven
1 Spinerock Knoll
1 Command Tower
1 Strip Mine
1 Temple of the False God
1 High Market
1 Arid Mesa
1 Windbrisk Heights
1 Ancient Amphitheater
1 Vesuva
1 Flagstones of Trokair
1 Thespian's Stage
1 Scalding Tarn
9 Mountain
9 Plains
Notable Card Explanations:
2. Rest in Peace --- In games when I play this I find that I just can't give it enough praise. I will be honest, I did put this card in the deck while thinking of certain players in my playgroup but after using it now for a little while I think it is actually just Da Bomb against A LOT of decks.
3. Magmatic Force --- I think perhaps I have been slightly lucky in the past with how long this card has stuck around in some of my multiplayer games. If it sticks around it is very good. Better than I thought it was going to be when I put it in the deck.
4. Isochron Scepter --- 13 spells to put under the scepter, most of which are good, some of which are situationally good. In my mind it helps push certain cards like To Arms!, Niveous Wisps and Scout's Warning (which I think are really neat cards for some reason) from being cool cantrips to being deck all-stars.
5. Sunforger --- 19 spells to grab with this. (Excluding Comet Storm and Starstorm because you cannot pay :xmana:.) As do most people who play Sunforger in their decks, I am trying to have a wide variety of answers. I would consider cutting Dawn Charm, Volcanic Fallout, Grab the Reins and probably a couple more cards if I did not run this since they are in the deck for versatility rather than power level.
Some Card interactions:
2. Boros Charm in conjunction with Oblivion Stone, Planar Cleansing or Catastrophe --- Wipe other boards away and keep your own. The difficult part of this interaction is knowing which card to play first. Because playing Catastrophe for example naming all lands and responding with a Boros Charm only to have it countered can lead to some interesting situations. Alternately, resolving a Boros Charm and then casting one of the others and having it countered basically gives them a 2 for 1.
3. Brion Stoutarm, High Market or suspended Greater Gargadon in conjunction with Word of Seizing, Zealous Conscripts or Grab the Reins --- Steal their stuff then sacrifice it so they don't get it back.
4. Kher Keep in conjunction with Skullclamp --- Two extra cards a turn for 3R.
5. Sunforger in conjunction with Reiterate --- You can pay the Buyback costs on those cards if you get them with Sunforger so they will go into your hand.
6. Ancient Amphitheater in conjunction with Sun Titan, Taurean Mauler or sometimes Brion Stoutarm --- The only giants in the deck to reveal to the theater so it comes into play :symq:ed.
7. Mistveil Plains in conjunction with Sunforger --- If one particular Sunforger target is needed every turn, Mistveil Plains can help with that. Mistveil Plains would probably not be in the deck if Sunforger was not in the deck. Unfortunately there are only 12 white permanents in the deck (13 if you include Forbidding Watchtower) so it is not uncommon that you can not activate Mistveil Plains' second ability. On the off chance you can makes it worth it to me though.
Some of my recent changes:
-1 Act of Aggression, +1 Fork
-1 Mind Stone, +1 Mana Crypt
-1 Dwarven Miner, +1 Wall of Omens
-1 Oblation, +1 Land Tax
-1 Red Elemental Blast, +1 Ajani Vengeant
-1 Ajani Vengeant, +1 Elspeth Tirel
-1 Shattering Pulse, +1 To Arms!
Possible Cuts:
Coalition Relic --- Might be better options.
Darksteel Ingot --- Might be better options.
Cards to Consider:
Boros Signet --- Maybe better than Coalition Relic or Darksteel Ingot.
Worn Powerstone --- Maybe better than Coalition Relic or Darksteel Ingot.
Retaliate --- A circumstantially unique Sunforger target. I dislike that it is at its best after you have taken a beating because I would prefer to prevent the beating in the first place but maybe I have enough lifegain that taking one or two beatings throughout the game is ok.
Fight to the Death --- Another situationally good Sunforger target. Works on Isochron Scepter too but I doubt that it would be all that spectacular.
Aurelia's Fury --- Does not work with Isochron Scepter or Sunforger but is a sweet card.
Weathered Wayfarer --- Sweet card. I have used it before and its been good.
Hellkite Tyrant --- Needs haste but I really like the ability.
Iona, Shield of Emeria --- I would run this basically because it is very powerful and I don't think it would often hurt me if it was stolen from me. Usually there are better colors than R or W to name if my opponents get it. (Obviously only in multiplayer.) Not sure that I want it sitting in my hand as an uncastable 9 drop though which I fear would happen more often than not. And I feel that I would draw a lot of hate from it too.
Mangara of Corondor --- Works well with Brion Stoutarm because you can sac Mangara of Corondor to Brion's ability with Mangara's ability on the stack so Mangara goes to the graveyard instead of exile. Would be excellent under a Mimic Vat or with Sun Titan and a sac outlet. But it really needs haste, and I mean really.
Miren, the Moaning Well --- Sacrifice outlet and more lifegain. Even though its only a two color deck, I still find that I have occasional mana color problems and there are not quite enough lands that produce both R and W to add too many lands that only produce :1mana:.
Battlefield Forge --- One of the only R and W producing lands that is not in the deck. The reason is because I don't have one but when I get one it will probably go right into the deck.
Rugged Prairie --- Same as Battlefield Forge.
Unexpectedly Absent --- Great Card, just have not added it to the decklist yet.
Feel free to leave feedback.
Even though I would not do this personally as I have just commented on leaving the Angel token theme as a bonus I would point out that if you really like Moonsilver Spear, consider that Sundial of the Infinite gives you a similar effect for 3 instead of 8.
I would find replacements for Edric, Spymaster of Trest, Saffi Eriksdotter and Shapesharer.