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Onering posted a message on Run more interaction! Run more fast mana! Or: The death of interesting edh deckbuildingChronic misanthropic contrarian yells at cloud, the thread, part 27: "knowing how to build decks ruins the game" edition.Posted in: Commander (EDH) -
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lyonhaert posted a message on Chainer — In the Darkness of DreamsChainer — In the Darkness of Dreams— Introduction —
PLUS: Deckbuilding GoalsI think I first put this deck together after reading through jmdt's still-excellent retired Primer All Your Graveyards are Belong to Me, except that I omitted certain sacrificed-based stax and omitted discard. I didn't want to lean on Grave Pact effects at the time and still don't want to overdo them. I've seen them used one too many times to pin the rest of the board down while the player waits to draw a wincon. Example: Grave Pact, Attrition, and Reassembling Skeleton to keep the rest of the table from having creatures — 100 minutes later everybody else is still around 40 life. On the other hand I'm totally fine with someone dropping Grave Pact and using it to clear the way in order to try to close out the game in a turn or two. I even omitted Sheoldred originally, though I just recently added her to the deck again, as I'm recognizing the value of resource denial to the survival of a MBC deck.
Since the original list, it's has changed numerous times, of course. The biggest changes involved two aspects: 1. removing wincons I found boring; 2. trying out cards I thought might be interesting.
I think the first wincon I removed revolved around Gray Merchant of Asphodel. I first replaced Living Death to try to nerf it, because it was just too easy to loop that with plenty of mana and XHD. Same thing with just directly looping Gary with Chainer (especially with two doublers out). So eventually Gary got the axe entirely. Exsanguinate was soon to follow because even if I didn't tutor for it, if I had it in hand and enough mana it became, "And now the game's over." That occurred too often for my tastes; I was leaning on it and wanted more challenging win conditions.
On the matter of interesting cards to try, I like Head Games. I like how that works with full-hand discard like Mindslicer or Myojin of Night's Reach. I like how Homeward Path and Faceless Butcher allow me to play politics by reanimating and returning a creature. I like how Ice Cauldron can rattlesnake an answer in an almost-untouchable place — it's a hilarious card I want to find/make a good home for. I like how Mirage Mirror can enable the doubling of a lot of shenanigans for 2.
So here are my thoughts on the direction I'm trying to go:
- Theme: In Chainer's story, dementia casters like himself use their own fears and nightmares, learning to control them and manifest them into the real world. In his last moments, Chainer uses the Mirari to pull horrors from all the other dementia caster's minds, too. Thus the Chainer's ability to reanimate from anybody's graveyard, do so repeatedly by not tapping (at the risk of dying), and the final ability that they leave if he leaves. This backstory is the essence of the theme I want to pursue. Actually pulling it off in a more timely manner, Chainer needs some help (hence the presence of loops). In sticking to this theme (nightmares, horrific things, fears, madness, etc.), I like to use things that are on-theme when possible, even if loosely. I don't want to devote so much to the theme that the deck is less functional. For example, Suffer the Past seems a more on-theme form of graveyard removal than Withered Wretch, though the latter is more easily recurrable. Sifter of Skulls is more on-theme than Pawn of Ulamog. Slum Reaper is more on-theme than Merciless Executioner. Exceptions: Functionality is still important, so not-exactly-nightmarish stuff like Disciple of Griselbrand, etc. are completely acceptable to help make the deck work. He can be rationalized as a cultist in Chainer's team. However, the flavor of individual cards is not nearly as important as the theme of the epic win condition below.
- I prefer the typical win conditions be combat and milling, outside of the style wins below. Opponent life lose should be a distant third.
- The epic win condition: Steal absolutely everything by looping Gonti, Lord of Luxury to steal everybody's libraries (or at least the nonland cards) and cast whatever I want. Milling into exile works, too.
- I don't want to lean on syphoning opponent's life, but still sustain my own life total for paying it to cost's like Chainer, Erebos, Necropotence, etc. Blood Artist is a combo piece that would quickly end my opponents with some of my loops rather than just sustain my life total so I use Deathgreeter and Dross Harvester instead.
- Find a balance of draw and tutors. What I'm trying to avoid is winning with the same cards repeatedly, or assembling a combo too quickly or easily. I'm going for flexibility and some inconsistency in how I achieve victory, to keep things interesting.
- Loops should be a bit harder to put together since I want them to be a more occasional win condition. Right now I'm using a 4-card minimum as a rubric for controlling that, as well as the draw-over-tutors guideline.
- I also have some self-imposed restrictions on cards I simply will not use in any (or most) circumstances — the chief card relevant to this color identity being Sol Ring.
Examples: no Gary, no Koko, probably no Exsanguinate. Combat damage with lifelink as well as Crypt Ghast's Extort are both acceptable. While the extort could be turned into a win condition if I happen to set up a storm loop, it should be an option of desperation.
— Main Index —— Decklist —
Weaponizes madness and stuff.
This dude's cool, too.— Main Index —— Changelog —
MOST RECENT FIRST— 2019-04-05 —
— Out —Demonic Tutor
Final Parting
Increasing Ambition
Razaketh, the Foulblooded
Torgaar, Famine Incarnate
Sepulchral Primordial
No Mercy
Fallen Ideal
Dark Deal
Mindslicer
—
Burnished Hart
Darkness
Claws of Gix
Viscera Seer
Ambition's Cost
Nirkana Revenant
Defense Grid
Nevinyrral's Disk
Cavern of Souls
Homeward Path
Swamp
— In —Beseech the Queen
—
Liliana of the Dark Realms
Abhorrent Overlord
Drana, Kalastria Bloodchief
Sheoldred, Whispering One
Aetherworks Marvel / Vedalken Orrery
Mind Slash
Oppression
Myojin of Night's Reach
Plaguecrafter
Wayfarer's Bauble
Myr Retriever
Dross Harvester
Vampiric Rites
Infernal Tribute
Pitiless Plunderer
Pawn of Ulamog
Agent of Erebos
Geier Reach Sanitarium
Crypt of Agadeem
Vesuva
So yeah, massive set of changes in this, and some different toys to test.
I'm trying to refocus on variance in games by taking out some tutors for card draw. I'm actually fine with Demonic Tutor staying but it's needed in another deck where it's easier to cast there than Beseech the Queen is here. Final Parting would have been kindof like a black pseudo-Intuition so I can't say it'll never see play in the deck again. I considered Corpse Connoisseur — we'll see if I end up wanting that or Vampiric Tutor for those moments I need to save my hide. Also trying Liliana of the Dark Realms in place of one of the other tutors since tutoring for swamps is harmless. I have a feeling she'll be pretty redundant to the actual ramp and fetches but that emblem is on my bucket list. I also need to test how well ramping goes without Solemn Simulacrum at some point.
Razzy I know would have been amazing as a giant beater, tutor, and sac outlet, but that tutor part is where he's getting benched for now. Torgaar was supposed to be a toolbox piece for bringing somebody's life down from too high or keeping mine afloat — but maybe if I was planning to need the manual override then my other life support wasn't doing too good. Sepulchral Primordial was basically redundancy with Chainer, and to magnify the effect of his ability. In their place, please welcome returning guest Abhorrent "Tokens for Days" Overlord and two brand new guests: Drana, Kalastria Bloodchief and Sheoldred, Whispering One.
I read an interesting opinion recently that Vedalken Orrery can also be a useful deterrent to attacks and we're going to test that in place of No Mercy. Enough tokens will be dying that I imagine Aetherworks Marvel would also be good and can do neat tricks with Volrath's Stronghold/Scroll Rack/Vampiric Tutor/Library of Leng, so this is actually a flex slot to switch between Aetherworks and Orrery.
Fallen Ideal is a die-hard sacrifice outlet but has no real benefit from the sacrifice, so now we're going to see what it's like to perform surgery on our opponents' hands with Mind Slash. Along the same lines of discard effects we're bringing in Oppression and Myojin of Night's Reach for Dark Deal and Mindslicer (not that 'Slicer isn't good — we're just going to try something different). Plaguecrafter buttons this up as teammate for Slum Reaper that can get a planeswalker or as a Liliana's Specter if our opponents don't have creatures (Specter was on the list for consideration, but I still want to lean more on removal than discard). I considered adding Bloodgift Demon in place of Doom Whisperer, but that Surveil 2 still needs testing.
Burnished Hart is out for Wayfarer's Bauble and Myr Retriever, but since that's two cards I figure Sudden Spoiling might be enough fog for this deck and cut Darkness.
While Claws of Gix has saved my bacon a time or two, I think Dross Harvester shows some promise for keeping my bacon out of the fire in the first place. Viscera Seer was very often underused by me because, while I wasn't a fan of the timing of the Scry 1 vs draw triggers, I was just always using other outlets. Perhaps the card draw of Vampiric Rites will prove more useful. In place of Ambition's Cost I'm adding the somewhat-similar Infernal Tribute, returning as my sacrifice-a-liability tool. The extra token production may change my mind about Seer someday regarding having card draw vs having scry combined with other card draw, so it's sortof a flex spot between the two, but as a sacrifice outlet it could also become Attrition if I figure I have enough card draw but want more removal.
Finally on the mana/tokens front we'll be trying Pitiless Plunderer instead of Nirkana Revenant and Pawn of Ulamog as back up for Sifter of Skulls, replacing Defense Grid. I may end up liking Smothering Abomination even more.
Somehow I didn't have any graveyard answers other than Chainer himself. I want something not too difficult to recur since an answer might be needed at instant speed. Withered Wretch can be mana intensive but is quite surgical and I've used him before, so we're going to try Agent of Erebos as a wholesale graveyard exile that can be re-used if I happen to get another enchantment on the field after him. Part of the reason for going for the wholesale exile approach is some recent experiences with enchantments and Bruna. Better to just nuke that whole 'yard.
Cavern of Souls and Homeward Path are out for a third B booster land, Crypt of Agadeem, and a discard enabler in the form of Geier Reach Sanitarium. And I figured Vesuva is better here than in another deck where it would only have copied some colors or fetches, so I replaced a Swamp.— 2019-03-17 —
After doing some goldfish testing and realizing I could visualize if Demonlord Belzenlok did anything acceptable through a bit of programming, he's back out and I'm trying Harvester of Souls again. Might end up back to Bloodgift Demon, though. In the simulations, Belzenlok would most often get me 1 card at a time. Half of the frequency of singles I could get 2 cards. Half of that frequency 3 cards. Plus any lands exiled would stay exiled, and I like my lands. Maybe he'd work in a deck that can tolerate the land loss once some sort of value-engine blinking has begun (maybe Marchesa, the Black Rose), but most likely reanimating with Chainer and most likely only getting one card in hand makes it too costly.
Massacre Wurm is too good to stay out for token control. Void Winnower would keep opponents from blocking with tokens, but not prevent a retaliatory attack. Also I figure the cast-prevention would put a target on me. I was initially worried about outright killing a player with Massacre Wurm, but if they have enough tokens for that to happen then they were getting ready to win anyway and there's a decent chance their stuff was not worth stealing to use against the other players. Or I just sac the Wurm before the -2/-2 trigger resolves and they don't die.
— 2019-03-01 —
— In —Deathgreeter
Helm of Possession
Mesmeric Orb
Darkness
Demonic Tutor
Final Parting
Increasing Ambition
Razaketh, the Foulblooded
Nevinyrral's Disk
Mutilate
Nirkana Revenant
Sword of the Animist
Demonlord Belzenlok
Void Winnower
Torgaar, Famine Incarnate
Doom Whisperer
Ambition's Cost
Font of Agonies
I decided I wanted to give this deck more opportunity to pull off its ultimate win condition if possible. Blood Artist afforded a strong temptation to simply machine-gun everybody to death, plus it would kill everybody in the process of a Gonti/Primordial loop anyway... unless I add Abyssal Persecutor to the combo. Anyway, Deathgreeter is back.Quote from ages ago »I had chosen Deathgreeter to replace Blood Artist because I didn't want to end up leeching the table while trying to combo with Gonti or Sepulchral Primordial instead. However, most of the combos involve a sacrifice outlet and I usually have one out anyway. This means I can just soften people up (particularly as a solution to lifegainers) from the Blood Artist triggers if I'm going for a different win condition, while helping enable a combat win condition and being a backup win condition itself.
Ashnod's Altar and Bog Initiate were supposed to be a backup to Phyrexian Altar. Once I get a copy of Pitiless Plunderer, that plus any free sac outlet will serve the same redundancy better. So now I've got Helm of Possession and Mesmeric Orb (testing).
My weak tutors were just that, so I'm going back to good ones. Diabolic Intent may still be a good one to try but may also be a dead card at times. In place of Shred Memory comes Darkness, because surprising folks with a black Fog is still on my bucket list. Then Dimir House Guard, Fleshwrither, and Beseech the Queen are all being replaced by the classic Demonic Tutor, the deck-thematic Increasing Ambition, the badass Razaketh, and Final Parting because I want to try this option over stuff like Buried Alive.
Wipes — I had more wipes in the draw version — don't need that many for my group. Damnation is great, but I want to be able to hit other stuff with Nevinyrral's Disk (plus I used the older, more eldritch-horror art). All is Dust doesn't hit artifacts for the most part, and short Toxic Deluge I wanted another -X/-X solution so Mutilate is in for testing (also older, nightmare/Chainer themed art).
Land stuff — Expedition Map and Wayfarer's Bauble out for Nirkana Revenant and Sword of Rampant Growth to lean into the basic land mana production a little more. Can't wait to put the sword on Mindslicer or XHD.
Beatsticks — Arena-on-a-stick out to test Belzenlok's card accessing. Phyrexian Obliterator out for a different beatstick in the shape of Void Winnower now that devotion doesn't matter except for Nykthos. I removed Massacre Wurm because it can be a "surprise, you lose!" card if somebody has enough tokens, and I want to avoid having that kind option immediately available. It's why Exsanguinate isn't here. Torgaar replaces it so I can fiddle around with life totals to knock lifegain decks down or keep myself alive (20 life is quite comfortable, really). Abhorrent Overlord may someday see play again, but it forms a rather easy loop with just Chainer and Phyrexian Altar, so let's see if I can steal somebody else's ETB token producer for loops and see how Doom Whisperer fares.
Vedalken Orrery is also one of those cards I would love to have in play every game. In its stead, Ambition's Cost is the last piece of the draw-only version that I'm leaving in for now because it's on-theme. And since I pay life to stuff a lot, I'm going to see how Font of Agonies does, replacing Vampiric Rites.
— 2017-11-27 —
I had chosen Deathgreeter to replace Blood Artist because I didn't want to end up leeching the table while trying to combo with Gonti or Sepulchral Primordial instead. However, most of the combos involve a sacrifice outlet and I usually have one out anyway. This means I can just soften people up (particularly as a solution to lifegainers) from the Blood Artist triggers if I'm going for a different win condition, while helping enable a combat win condition and being a backup win condition itself. Falkenrath Noble could see a return to the fold since it's flying and is tutorable with Dimir House Guard and Fleshwrither.
Thought Gorger I tried a few times and it wasn't really doing what I wanted, but I did find myself wanting to tutor for one of the noncreature 4-drops, so Dimir House Guard is back.
Imp's Mischief probably won't be as useful with Defense Grid also here, as well as I spend the majority of the time reanimating rather than casting, so for the same reason I'm not too sad if a creature card ends up in the graveyard. Diabolic Intent usually has fodder here for the additional cost, as Demonic Tutor is in another deck (also, being ripped apart and eaten by Crovax is pretty "nightmarish"). Evidently I'm softening slightly on my tutor limitation.
Ice Cauldron is a hilarious effect and I finally got a chance to play with it, but there's nothing I really want to rattlesnake in this deck. Also, I don't want to explain how it works, apparently, so if I ever do try it in another deck, its usefulness better be worth all the explanation. In its place enters Dark Deal, which is more what I wanted out of Thought Gorger in the first place.
Finally, I'm going to test All is Dust instead of Ugin as a wipe that hits enchantments. I probably need better graveyard removal than Shred Memory anyway since that usually serves as a tutor,
but for the most part people are not going to recur their enchantments. Most often they'll be sacrificing creatures, too,
and I probably want them.
— 2017-10-28 —
Most of these changes are a result of recent discussions in this thread with GloriousGoose and ProfessorWhen. Some cards leaving I still want to test, but the list was feeling way too heavy on testing slots.
Sadistic Hypnotist is a pretty easy change, and should be able to do a lot more work than Mesmeric Fiend. Furthermore in interest of putting cards in the graveyard, Memory Jar is in for Gemstone Array.
Shred Memory is in for Ravenous Trap because I won't be facing a Balthor Shift anytime soon, and there are some good CMC 2 targets if I want to Transmute. Expedition Map will be more helpful than Tortured Existence and is probably a better backup Urborg than Blanket of Night.
Defense Grid is replacing Warping Wail as a more proactive counter deterrent. It could also prevent some EOT shenanigans, but won't hinder Chainer or my sac outlets.
With my relatively recent interest in token producers due to a Meren deck with Grave Pact effects, Vampiric Rites is going to do better work than Infernal Tribute, though I'm probably going to miss Tribute a little bit.
Inventors' Fair was pretty iffy as an artifact tutor since it requires three to activate. Crypt of Agadeem was in to test as a third possible ritual-land. Since it was also a testing slot these are both back to Swamps for now. Still might test the Crypt, but I need to observe how many creatures I typically have in my graveyard. I suspect I just get a lot of mileage out of the first 3-4 I get and nobody stays there very long. Also, the artifact creatures don't help and they're the regulars.
— Edit —Almost forgot about the Harvester of Souls -> Smothering Abomination change.— Main Index —— Acknowledgments —Note: I will be adding further, primer-like sections on card selection, interactions, strategy, etc. in the future.Initially my list was heavily based on jmdt's still-excellent retired Primer All Your Graveyards are Belong to Me and its extended discussion. I learned quite a lot from that thread. Makes up for the Comic Sans in the OP.
I'm also appreciative of the insight and discussions in this thread, especially from ProfessorWhen, GloriousGoose, and benjameenbear.
I must also acknowledge that I've probably gleaned a fair bit from decklists and good discussions had in other mono-black or Bx threads by: GloriousGoose, toctheyounger77, bobthefunny, Outcryqq, and MrCoupon.
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Carthage posted a message on Sheldon's Thoughts on infinite combosPosted in: Commander (EDH)Quote from Drain Life »Quote from Buffsam89 »[Quote]When I think Aggro, I think Lightning Bolt. Mana spent to damage dealt. Burn spells scale horribly into multiplayer. Same goes with aggressive creatures. You can achieve stupidly large burst turns, but you’re still probably only eliminating one player, and leaving yourself open to be killed by the others. There isn’t enough efficiency across the available Aggro cards for it to be viable like combo is.
Allow me to introduce Edgar Markov.
Turn one cast a one drop, get a token. Turn two cast two more one drops, tap them to convoke Obelisk of Urd. You now have 18 power on the board at the end of turn 2. That can kill many players player in two swings if they have fetch lands and/or pay life to ramp/tutor.
Same set up, turn one one drop, turn two a pair of one drops, turn three Shared Animosity and swing for 36.
Turn two mana rock, turn three Door of Destinies. Cast a combination of one and two drops which add 3+ counters to the door. Next turn cast Grandpa Munster and swing for 39+
Purphoros, God of the Forge + 10 or fewer one and two drops should kill the table.
Malakir Bloodwitch can knock out one player upon resolution and swing out on another, leaving the third player to look at their top deck and sometimes concede.
ISBPathfinder's deck is really fun, and mine is not even as strong as his is. The mass card draw keeps your hand full, and unlike other traditional agro decks, you do not have to vomit your hand and over extend into a wrath to create a board presence. Just a combination of three creatures which cost one and two mana can easily result in 18+ power in play. Glory of Warfare, Dictate of Heliod, Anthem of Rakdos and Coat of Arms are all casual anthem effects which can single-handedly threaten the table.
Having played out similar situations to this many times, what actually happens:
One player dies, then the board is wiped, then the game goes on and the aggro player has no cards in hand. The player that went all in is unhappy because they have nothing to do with the empty hand, and the player who was eliminated is unhappy because the game can last for an hour after that. -
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Carthage posted a message on Sheldon's Thoughts on infinite combosPosted in: Commander (EDH)Quote from Pokken »I think something missing from the aggro v. combo discussion is that in traditional formats, Aggro decks are the prey of combo decks, not vice versa.
The traditional pillars combo beats aggro and loses to control.
In Modern that was kinda spun on its head for a while because most combo decks couldn't beat burn because of Eidolon of the great revel but that's an unnatural state of affairs (and it's arguable whether burn in modern was really an aggro deck or closer to a combo deck, but that's a realllly big tangent).
The reason all that is weird in EDH is that the only efficient control finishers are combos, and so we have combo-control decks and combo-combo decks, and midrange-combo decks, and all kinds of stuff.
If your goal is to think about it like a regular format, I guess you could say that you want aggro to beat combo-control or combo-stax. And lowering life totals is something that might actually do, but I doubt it - you'd need the life totals to be closer to 10 than 30 for that to be feasible.
Also just the nature of multiplayer makes it impossible to achieve the kind of game state control is looking for where it can reliably answer all relevant threats for the rest of the game.
A single player going off is usually enough to drain the control player of resources enough for the next player to go off immediately.
So we have aggro decks trying to deal 120 damage instead of 20
Control decks trying to control 3 players instead of 1
And combo decks that...are completely unaffected
It's pretty obvious from the outset which archetype is going to be the most successful. -
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BounceBurnBuff posted a message on Sheldon's Thoughts on infinite combosI'm relatively new to EDH compared to most here, I've only been at this for 3 years where Kess (place held with Crosis for a few months) on release was my first deck. EDH was my window back into MtG after having left paper around Origins.Posted in: Commander (EDH)
I learned very quickly that big money staples > thematic decks (especially with the mana base). This Kess deck was just Grixis control, using Crosis, Bolas and other relatively cheap beaters in the 99 to close games out. I still didn't have much in the way of a fleshed out mana base, since I bought precons only after a few games. From memory I think I had a Bloodstained Mire from my days playing Khans standard, a Temple of Epiphany and then guildgates with basics. Mana rocks consisted of Darksteel Ingot, a few Cluestones and a Worn Powerstone. As you'd expect from the first time running this pile sans Command Towers and Sol Rings, it did very little until one action would annoy the table (nature of control) and get me wiped out of the game in short order. But I was able to pick up on a few things that still speak to me now...
1) The guy running Uril, the Miststalker in my first game basically read: "You don't get to interact with me", which led to a very boring match being his first target. To this day I have no love for this Commander and will happily lose if it means countering every time he's cast. I play to have interactive back and forth games, not "can you answer this? Lose" which is no different to Sheldon's issues with the "feel bads" of infinite combo.
2) 2 players had Mana Crypts (1 had a Mana Vault) and fully fleshed out mana bases, but were running what I now know aren't "top tier" decks. They're just run to accelerate their game plan. one was the above mentioned Uril Voltron, the other was some Kruphix concoction I can't recall entirely, although I'm feeling "Big X Spells" came up a lot more than Eldrazi did. Kruphix was also running Oracle of Mul Daya too.
Now what was the overarching lesson for me from these 2 things? I needed to win faster. If I was going to be staring down lethal, unblockable commander damage or an overwhelming board state of enchantments Grixis has a sad time against, I needed a faster game plan. The issue was the cost some of these cards had, easy for older players long in the tooth who collected these in better times, but with a lot of the good ramp and win packages consisting of $20+ cards, this wasn't the "cheap, casual format" I was led to believe. So I took a different approach in looking at cheap, fast combos. 2 months and a few other precons experience later, I came very close to a full Kess Storm deck sans the mana base. The reaction of players at that LGS? "Get out of here with that tryharding pile". This shocked me a bit, surely these same players running one shot voltron decks or Craterhoof Behemoth wins wouldn't be that dim to not see how easily an Isochron Scepter win turn 8 achieved the same effect at the same speed? Fast forward to now and I still don't see Sheldon and others' arguments against infinite wincons as anything other than an old-guard grumbling that kids nowadays get bored of smacking plastic dinosaurs against each other for 2+ hours. -
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Tev posted a message on Marchesa, the Aggro RoseUh, a 6? 7? It's probably my most tuned, most piloted deck as it started as a pet project that's evolved into something new. I did a brief foray into cEDH but I found it boring. The majority of my interest in EDH is being creative. It is easy to make a good deck, I am more interested in taking an unusual theme and making that good. cEDH is just a race to the most efficient which leaves little for creativity; they're the most boring decks for me to make and while playing them is rewarding it is difficult to get a good cEDH pod. The majority of players aren't building cEDH to play cEDH, they build a facsimile of cEDH just to pubstomp players who don't know any better. This behaviour is poisonous as it turns away particular players and others adapt the mentality of spending more money is the only way out, which then locks another batch of players out. Because sadly, frequently, the only way to improve a cEDH deck is to spend more money; while something that is less powerful lets you be creative with different themes or trying something new out.Posted in: Multiplayer Commander Decklists
I think Benthic Biomancer is a better Looter than Looter il-Kor. It's a Wizard so it benefits from Metallic Mimic and Sage of Fables, allowing you to repeatedly Sacrifice it for value. It would also ETB with a +1/+1, so that instantly draws you a card. If you don't have that, you can just swing each turn to get more Loots. It also protects itself in a pinch by Adapting in response to removal.
Magmasaur is too costly for my build to consider. My cards that cost 5+ are there to win me the game, not do cute things. That's one of the things that sucks about this particular build is that I don't have time to do silly things, I need to be efficient with my win. Since you're going more midrange, you can afford to do some more card advantage tricks. One of the best cards I saw for a Midrange Marchesa was Pilgrim's Eye; it flew in for damage and colour fixed his budget mana base but also ensured he would have a land drop each turn for his expensive Creatures. -
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JqlGirl posted a message on London Mulligan in CommanderCommander will be adopting the London Mulligan (bit.ly/314vgT7) at the same time as other formats, with the standard first-mulligan-is-free for games with more than two players (CR103.4c).Posted in: Commander (EDH)
https://twitter.com/mtgcommander/status/1135695111864573952
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benjameenbear posted a message on Where to go, after MtGSalvation?The criticisms about the Primer Committee that have been mentioned are fair, and will be taken into strong consideration on the new site. As darrenhabib mentioned, the goal of the Primer Committee is to create a positive experience for general readers of the Primer, to encourage Primer submissions, and to approve Primer submissions.Posted in: Commander (EDH)
Some changes that have already occurred since my tenure in the Primer Committee, which post-dates after 3drinks' Primer submission(s), DirkGently's submission, and Rumpy's submission(s):
- The Primer Committee has created and approved a Primer template that has a significant number of coding tags already built in, including the Table of Contents tags/coding, box tags, anchor tags, etc. This is the template that we've provided to several of our applicants and the goal of it was to relieve the applicant of learning the intricacies of BBCoding (of which I'm still not a master of myself). I believe that we'll do something similar on the new site so that an applicant has something to work off of before submitting their thread for Primer status. Primer Template:
- We've had internal discussions about the key components we look for in a Primer application and have compiled an internal list of requirements that we like to see. As we receive additional comments from users within the Commander forums and balance that against the feedback of the Admins, Mods, and Primer Committee members, we will perhaps be able to release a formal checklist of Primer requirements that a user can review before submitting a Primer for the official Primer tag. This should address another concern that has been legitimately brought up within this thread, that of unclear expectations of what constitutes "Primer Quality" threads. By establishing this kind of checklist alongside the Primer template, we should have a clear path forward for users to create a visually appealing Primer on their first try without having to devote hours in formatting and coding education.
- We've begun to optimize our review process internally so that it's systematized and efficient for the Committee itself. This should reduce the wait time that applicants experience when they submit a Primer for review and ensure that Primers are released to the general community in a timely manner, which will justify the time and energy spent to create a Primer in the first place.
- Finally, we've advocated strongly with the Admins and Mods to create Commander based content that will specifically feature the Primers that are approved. This will create a deterministic and real incentive for Primers to be created and to justify the QC process that the Primer Committee engages in. These articles will hopefully be approved on the new site and will be directly written by members of the Primer Committee/Primer owners themselves as a way to both showcase the work of the Primer applicant and drive traffic to the site. Consequently, there will be REAL standards that we have to measure up against since the Primers will potentially be featured on the site in formally written and approved articles that will generate traffic to the site.
Your Thread Title/Commander
Table of Contents
Introduction
Commander Analysis
Put Your Commander Analysis here. I like using the List tags to sort out Pros and Cons and/or Strengths/Weaknesses.
Current Decklist
Use the Deck Tags and Deck Builder Tool to create your decklist!
I also like to sort my decklists according to function and then separately according to card type, but that’s totally up to you.
Alternate Decklists
This is the part where you can put up Tribal decklists, Budget decklists, different power level decklists, whatever.
Remember to use the Deck tags!
Deck Philosophy
Talk about what your deck is trying to do on a broader scale and your own personal philosophy to Commander and your Primer.
Deck Strategy
This is where you should talk about the nuts and bolts of how your decklist plays out. What do you do in early turns of the game? What are some good opening hands?
What about the Mid-Game and Late-Game strategies?
Do you have a specific backup plan in case your primary strategy gets foiled?
This is where you would want to talk about these kinds of things.
Card Choice Discussion
This is a section where you talk about individual card choices that are located in your decklist. I also recommend you include other popular cards that other users may have used and include a brief description as to why/why not you’re running X card.
Opposing Commander Match-Ups
I personally enjoy reading about how Primers, and their respective strategies, match up against some of the more popular Commanders you play against IN YOUR PLAYGROUP or for Commander generally.
Credit & Thanks
I’m 100% confident that you didn’t build your Commander deck in a vacuum. This section is to give credit where it’s due and help you build a solid reputation.
Change Log
Lastly, it’s fun to keep track of how your deck has changed and evolved as you have as a player. It also gives readers an idea of what cards you’ve already tried out.
[/quote]
Sure, it might encourage a homogeneity of Primers but that's a separate issue (that I personally have no problem with, btw). By providing at least a template to applicants, we are reducing a significant complaint that has been presented within this thread, that of the time commitment of learning the coding required to make a visually appealing Primer. When I first submitted my Memnarch Primer, I too had to spend hours learning the coding tags of BBCode and it was laborious. My goal once I joined the Committee was to eliminate this concern as much as possible, hence the creation of the Primer template.
I have personally done real market research on why people don't like MTGSal as a platform. I've asked users on Discord and Facebook primarily, and my sample size was probably around 100 responses all said. The main attraction that regular users have to MTGSal as a site is because of the visually distinctive Primers and coding capabilities of the site, in addition to the improved community experience that MTGSal now offers (props to cryogen and other Mods for reducing the Flaming/Trolling that this site used to have). Because these are the qualities that differentiate MTGSal (and hopefully the new site) from other Commander platforms, it's important that the Commander Primers (which drive a majority of the traffic to this site in the first place) maintain that market-leading quality.
This is at least one valid justification of why the Primer Committee can appear to be "strict" about Primer submissions; the reasoning is directly related to what drives traffic to the Commander forums and MTGSal and thus ensured its continued existence. While this may have been conveyed poorly in the past and the criticisms of previous Committee members accordingly harsh, it was (usually) with the intent to ensure that the Primer, and consequently the site overall, received more views and traffic in comparison to its competitors. In the end, MTGSal is an asset and a business and the needs of the business have to come first. And the Primer Committee indirectly played a role in ensuring that the site was able to be viable by maintaining a quality Commander Primer that attracted users from a Google search about a specific Commander.
I realize that this site is closing its doors, and I'm legitimately sad to see it go for deeply personal reasons. It was a lifeline for me when I was getting sober 8.5 years ago because this site was so engaging for me, the community was so friendly, and the threads were usually well written. I've verbally committed to being a part of the new site that Feyd is building and will carry the collective suggestions brought up here to the new site. It's a chance to start over, which is a rare opportunity, and the Primer Committee members who have committed to being a part of the new site are an excellent group of people who are genuinely trying to help our applicants create the best Primer possible, both for quality reasons and for site specific reasons.
I hope that this novel of a post helps to convey the fact that the Mods and the Primer Committee actually hear and respond to the comments and suggestions that are mentioned. In order not to derail the thread further, I encourage everyone to either PM a member of the Primer Committee or create a separate thread so that we can keep track of the suggestions more efficiently.
Kindly,
benjameenbear
-
1
lyonhaert posted a message on Chainer — In the Darkness of DreamsRegarding the closing of MTGSPosted in: Multiplayer Commander Decklists
I'll be going along to the new home the mods are building since so many others are. I may even be able to put more work into the OP before read-only mode hits. If I'm able to begin the new thread over there before time is up here, I'll edit the OP to add a link and a statement.
Alright, here's my take on Modern Horizons:
Azra Smokeshaper — ETB to make a creature indestructible is functional in Chainer, but not nearly as useful as removal or other ETB stuff.
Cordial Vampire — A vampire theme is a definite possible direction for Chainer, and this one could be good in that.
Defile — Even with a bunch of snow swamps, this is not better in this deck than Tragic Slip would be. Edit: DOH! RTFC, lyon.
Feaster of Fools — We don't sac en-masse like that, really. Seems more of a Marchesa kind of card.
Force of Despair — This one is interesting, but still more situational than other wipes available to us. Could be nice versus the kind of deck that would make infinite tokens with haste and swing the same turn.
Plague Engineer — This one is cool. Goblin/Elf/etc. Potentially good against tribal token decks... but only against tribal tokens decks assuming they're not buffing the tokens. Massacre Wurm is still better.
Warteye Witch — I took out Viscera Seer (not a bad sac outlet for Chainer in general) because I was rarely actually sacking creatures to it. If there was a better outlet (like Phyrexian Altar) I'd be using that one instead. But I do love my trigger engines that do stuff when I sack my critters. This would be right at home with my card draw triggers like Grim Haruspex and Smothering Abomination.
Yawgmoth, Thran Physician — Cool card, but I just don't think it's for this. At least not for this take on Chainer. Not only do you have to have your own creature to sac (which is where Vampiric Rites falls down sometimes), but you have to have another to target (though Yawgmoth is legal) for the -1/-1 counter or you won't be able to draw that card. This could be fine, but it makes me wary of it.
Mox Tantalite — I'd rather have the sooner benefit of Fellwar Stone or Charcoal Diamond, but if this doesn't come too late in the game three turns usually isn't terrible. For any color to hypothetically help with Praetor's Grasp, I'd still prefer Fellwar or even
Darksteel Ingot. But I will get one.
Prismatic Vista — This is actually a really good substitute for the fetches I run, and I may even replace one to free it up for another deck.
In Short
I might test Yawgmoth. Force of Despair would be worth testing if I had more sudden-swarm decks to contend with in my meta. I have a suspicion that Warteye Witch is a winner, though. -
5
DirkGently posted a message on Where to go, after MtGSalvation?Mostly unrelated to moderation, but the biggest annoyance I've had with the forums personally is the primer system. The requirements for non-content related stuff like formatting is honestly ridiculous. It took me nearly as long to format my Phelddagrif primer than it did to write the thing, and it's like 70 pages long or something insane like that. Having pretty formatting is nice and all, and primers should strive to be readable, but especially for commanders that don't already have primers, I think discouraging people from creating a primer because they'll have to spend hours inserting pictures and tinkering with fonts is a big net negative for the forum. There are many many commanders with no primers that could certainly use one, if only it was easier for people to do.Posted in: Commander (EDH)
Oh, and then also those horrible mobile ads. I swear sometimes it redirects me five times before it'll let me get where I wanted to go. I assume that particular bugaboo won't follow the forums to wherever they go next, but GRRRRRR I hope whoever created them dies in agony. Or at least, like, never finds a fulfilling career. - To post a comment, please login or register a new account.
4
"The problem is that it's not just one thing. There are a lot of cards that are annoying, and none of them are terrible on their own, it's just the fact that there's always something" - an irate friend, 2018
Enchantments Through the Ages
The power of the enchantment is not to be underestimated. After all, Orcish Oriflamme was immediately restricted along with the Power Nine... but on a more serious note, cards such as Necropotence and Fires of Yavimaya definitely left their mark on Magic's history. Decks built around enchantments hover around somewhere on the outskirts of 60 card constructed, with legacy leylines and enchantress probably being the most established. There's also a really cool mono-white niche brew floading around modern, stalling for time with Suppression Fields, Runed Halos and Oblivion Rings until it lands a Sigil of the Empty Throne.
The archetype also translates well to EDH. Enchantress decks, named after a long line of potent draw engines, are typically GWx. The green brings most of the enchantresses whilst white brings the bulk of the meat-and-potatoes enchantment power lifters. When the two cross, ungodly beautiful abominations like Sterling Grove, Aura Shards and Mirari's Wake are born. Blue can also contribute nice things (Rest in Peace + Energy Field says hello), making Bant arguably the best colour combination for raw enchantment strength in a deck. This was further accented when dedicated enchantment commanders were finally brought to the shard in C18. However, I'm here today to show you a path less travelled and point out the merits of an Orzhov underdog.
Why Play Daxos and How to Build Him
First and foremost, Daxos's ability results in a good degree of potent late game inevitability. A number of enchantress decks struggle with closing out the game, especially in a way that would be considered "fair", but churning out 10/10s for three mana each after setting up a number of enchantment pieces definitely falls under properly threatening. Also, black isn't even that bad for an enchantment deck, especially one that packs its own mana sink lunch. You get access to tutors (Demonic Tutor, Razaketh, the Foulblooded), insane mana (Urborg + Coffers), draw (Bolas Rock, Necropotence) and some ridiculous constellation effects which Daxos can abuse at instant speed whenever desired (Agent of Erebos, Doomwake Giant, Thoughtrender Lamia).
Combine Daxos's ability with what white and black have to offer and a deck builds itself - soft faux-stax, a list full of "speed bumps" such as Oppression and Rule of Law that perfectly symmetrically claw away at non-mana resources. This slows everybody down... except your commander can use all the unoccupied resources to generate a board state. Buffer the 99 with (preferably enchantment-based) draw, removal, tempo hits, recursion, pillow fort and a splash of late game and you get the perfect "fly under the radar" list.
The Precon Improvement Quest that Could, and Did
Then the 2015 Commander precons came out, and my friends were getting some, so I hopped on the bandwagon. Daxos caught my eye immediately - you have to combine creature and enchantment disruption to truly knock him out of the game, as otherwise the value enchantments or fat spirit tokens will be there to offer some semblance of presence. Plus, he was part white, letting me cheat the system a bit. As I was coming off my Sheoldred, Whispering One high at the time, I was more than happy to use black as the support colour it is in this deck. I picked up the precon and did something I never did before - started noodling around with card composition using bulk and binders found at the nearby LGSes, seeing what would happen. Eventually I caved in and got solid stuff from my trusty vendor. Years down the line, the deck is fully spruced up, down to a Scrubland and fetches mana base. Nevertheless, it was quite a fun journey and can be viewed in the changelog. I ended up achieving something I've wanted to do for a while - I built a list I can just pull out and play, and do things while not drawing the ire of the rest of the table.
1 Daxos the Returned
Ramp/Land Drops
1 Bolas's Citadel
1 Crucible of Worlds
1 Expedition Map
1 Gilded Lotus
1 Land Tax
1 Mana Crypt
1 Orzhov Signet
1 Smothering Tithe
1 Sol Ring
1 Sword of the Animist
1 Thran Dynamo
1 Wayfarer's Bauble
1 Weathered Wayfarer
Tutors
1 Demonic Tutor
1 Enlightened Tutor
1 Razaketh, the Foulblooded
1 Vampiric Tutor
Constellation Toolbox
1 Agent of Erebos
1 Cloudstone Curio
1 Doomwake Giant
1 Skybind
1 Thoughtrender Lamia
Card/Spell Economy
1 Chains of Mephistopheles
1 Doom Whisperer
1 Eidolon of Rhetoric
1 Mesa Enchantress
1 Necropotence
1 Oppression
1 Phyrexian Arena
1 Rule of Law
1 Sensei's Divining Top
1 Spirit of the Labyrinth
1 Anguished Unmaking
1 Attrition
1 Aura of Silence
1 Generous Gift
1 Grasp of Fate
1 Path to Exile
1 Profane Procession
1 Swords to Plowshares
1 Utter End
Non-Removal Answers
1 Authority of the Consuls
1 Blind Obedience
1 Flickering Ward
1 Righteous Aura
1 Teferi's Protection
Combat-Related
1 Anointed Procession
1 Cathars' Crusade
1 Ghostly Prison
1 No Mercy
1 Reconnaissance
1 Sphere of Safety
1 True Conviction
Wraths
1 Extinguish All Hope
1 Merciless Eviction
1 Rout
1 Slaughter the Strong
1 Toxic Deluge
Recursion
1 Brought Back
1 Kaya's Ghostform
1 Phyrexian Reclamation
1 Replenish
1 Arid Mesa
1 Bloodstained Mire
1 Cabal Coffers
1 Caves of Koilos
1 Command Tower
1 Deserted Temple
1 Fetid Heath
1 Flooded Strand
1 Godless Shrine
1 Hall of Heliod's Generosity
1 Isolated Chapel
1 Marsh Flats
1 Nykthos, Shrine to Nyx
1 Polluted Delta
1 Prismatic Vista
1 Reflecting Pool
1 Scrubland
1 Serra's Sanctum
1 Tainted Field
1 Urborg, Tomb of Yawgmoth
1 Vault of the Archangel
1 Verdant Catacombs
1 Windswept Heath
7 Plains
7 Swamp
The following subsections feature a sizeable list of options for each card group, including cards I currently run, cards I ran in the past and cards that will likely never grace my 99. My opinion isn't be-all, end-all, and whilst I can voice my thoughts on Humility and Contamination that doesn't mean you can't come up with some angle where they will work.
1. Ramp/Land Drops
Daxos is mana hungry, got to keep them lands/rocks flowing. Land-based ramp is preferred as it's harder to interact with, but some choice mana rocks, preferably of the enter untapped variety, can be a solid boost too.
2. Tutors
Somewhere within the 99, a card likely lurks that can answer whatever is going on right now.
3. Constellation Toolbox
Enchantments hit the battlefield, stuff happens. Daxos makes this work at instant speed.
4. Card/Spell Economy
Daxos offers spirit making as a useful way to offload mana. Keep people off cards/spells to further amplify this fact, and make it more difficult to interact with you. But yeah, don't shake a stick at actually drawing some cards yourself either, or manipulating your topdeck for maximum gain.
5. Removal
Orzhov is incredible at removing things, and removing things is good. Comes in enchantment flavour too!
6. Non-Removal Answers
All sorts of proactive protection, tempo hits and hate cards that don't really fit into the other categories. Miscellaneous tech ho!
7. Combat-Related
General category for everything that makes it less pleasant to swing into you or makes you swing better into others.
8. Wraths
Sometimes stuff needs to go boom. Often this is followed by you rebuilding at a disproportionate pace.
9. Recursion
Pick up the fallen pieces and keep going like nothing happened.
10. Lands
At the foundation of every reasonably playable deck sits a reasonably playable mana base. We're missing out on a lot of good lands as we're an enemy pairing, but you can still piece together something pretty sensible. My build runs a Scrubland and all the fetches as I've gradually pulled out all the stops for a pet deck that's been around since 2015, but for the longest time I made do with a setup that topped out on a Godless Shrine and Fetid Heath.
1. Early Game (Turns ~1-4)
Once the actual game commences, immediately slip under the radar. In the overwhelming majority of games this should be trivial to do, as you're WB. Other decks might explode out of the gate while you take a leisurely stroll and set up some basic stuff like the occasional mana rock. Orzhov savours the moment, apparently. However, if other people are threatening a very quick kill, you have a fair share of instant speed removal with broad applications. Sometimes one of your enchantment speed bumps may prove absolutely lethal to a particular strategy (Rule of Law's a common culprit, as are Nevermore variants if you've got 'em), if that is the case then feel free to invite them to the party. Try to trip your rapid foes up it a window of opportunity presents itself. If it doesn't, shrug it off and shuffle up for the next game. After all, you're only a fringe WB enchantress deck, there's only so much you can do.
If nobody explodes and doesn't get contained, continue your derpy early plays. You've got the impact of a kitten holding a carrot. Try to hold off casting enchantments until you have Daxos out to make the most of them, but feel free to set down all sorts of artifact/creature utility. Nothing says "I'm a silly deck, don't mind me" like a turn two Sword of Rampant Growth, which Daxos then carries to battle at someone turn four. Something else that also tends to throw people off you is following a turn three Daxos with a turn four non-enchantment, like three-drop artifacts (preferably off Thran Dynamo). I guess it's something to the effect of "wait, so you built a Daxos deck, and you don't even sling enchantments?" going into action. I'm not saying you should prioritise those over actually getting experience onto Daxos every single time, but it's a subtle ploy that sometimes lets you slide a bit further under the radar.
Your main early game goal is to ramp a bit, if possible, and crank Daxos out. This should be easy to do, as he costs three mana. If the coast is clear (stronger decks drawing attention, or nobody particularly removal-trigger-happy), feel free to churn him out turn three without backup. If you can sense that he's going to die, sculpt your board a little bit more and plop him onto a field with more mana, followed by holding priority and casting a cheap enchantment. This will get a single counter on him, making his spirit generation work at any point thereafter. This is of utmost importance in a game where Daxos will be difficult to keep around, as if a window of opportunity presents itself you need to be able to slide him in with little notice and go as wide as possible.
All in all, the early game is a time of little glamour for the deck, and you should consider it done when you have an experience counter on Daxos, with Daxos preferably on the field to make use of it. Hopefully your board also includes some mana acceleration or land fetching. Weathered Wayfarer is likely going to be doing work all game long, as you're unlikely to outramp green unless you keep getting that Sword of Rampant Growth value in addition to constantly hitting your regular land drops. You should appear a bit behind everybody else, and that's a good thing. Your time will come, and you need to lay low while you're at your weakest.
2. Mid Game (Turns ~5-9)
When sequencing the enchantments in your hand, keep a few things in mind - how optimally are you using your mana? How badly do you need the enchantment down? Do you need to generate some presence with spirit tokens? Balance all of the above out as best you can as you chain your plays. Typically, if you're in the possession of a spell disruption outlet that isn't Thoughtrender Lamia, you should set it down as quickly as possible. This way, you start actively digging into your opponents' options and lines of play, often leading them to prioritising developing their own boards over trying to answer you. After all, there's not all that much for them to answer - some random suboptimal commander, possibly a few spirits, a couple of enchantments of varying levels of annoying. Some people will snap and remove these speed bumps. You're okay with that - that's less removal for your game-enders further down the line. If the spell disruption outlet sticks, that's more and more incremental advantage for you with each go around the table as you potentially drum up the spirit attendance rate.
The second order of business is explicit card advantage stuff for you. Slapping down a Phyrexian Arena is good, as having more options is good. Just keep in mind that usually others having less options is even better when sequencing these. Card quality also fits here - Doom Whisperer is a good way to ensure you'll get what you need going forward, and tossing spare mana at Top is never a bad idea. After that come all sorts of defensive measures. There's not a lot of pillow fort here, but it's some of the best there is, and deterring swings into you until it's too late is a good thing to do. People won't want to pay your Ghostly Prison tax, lose a swinger to No Mercy or just have all their effort blanked by a Righteous Aura. That should buy you time to continue setting up all sorts of other speed bumps, which should be applied as needed. If there's a Xenagod, you'll likely want to plop down that Authority of the Consuls ASAP. If someone's doing graveyard shenanigans, eating the graveyard with Agent of Erebos becomes the name of the game. You have a wide variety of answers in the deck and a decent helping of tutors to help you find them.
Of course, don't forget about the stuff you started on in the early game. Diligently punch people with the Sword of Rampant Growth, amassing your lands. Play out more mana rocks, as some of the best ones are quite top-heavy. Sneak out some of the big-mana lands and flirt with recursion if needed. Cloudstone Curio makes for good removal protection, and can make the spell disruption wonderfully asymmetric if desired. Continue to apply removal where needed, as things that more or less incidentally hamper your game plan are likely to arise. A good wrath isn't bad either. Don't get completely lost in the enchantment moment as you have the capacity to interact with others around you, and you probably should. Hold back some panic button removal if you expect Aura Shards.
The end goal of the mid game is a reasonably functional board with a sizeable mana pool, some good midrange enchantments and decently sized spirits. Ideally your opponents will have been stifled a bit by now through some spell availability disruption, but simultaneously their plays should have been splashier than yours, drawing attention away from your developing board. Time to put the developed potential to use and try to run away with the game.
3. Late Game (Turns ~10+)
The only cards in the 99 that effectively usher in the late game all on their own are Razaketh, the Foulblooded and Bolas Rock. When the former is combined with Daxos, the pair spits out repeatable instant speed Grim Tutors whenever desired, and the beauty of Big Ole Raz is that he also works perfectly fine with whatever is around when he resolves. I imagine that he won't be your first play, and there will be some bodies kicking around for him to chew up if needed. Even if someone predictably wraths the moment he hits, you just sac your board to him, untap with a sculpted as hell grip and have the win in the bag. And if Big Ole Raz gets to stay around unimpeded, that's a constant stream of whatever you need for a very meagre cost, entirely defeating the randomness of a 99 card singleton format. You have your whole answer toolbox at your fingertips, Teferi's Protection, all of your big mana, the standard power lifters... I'm sure you'll figure out a functional path to victory.
Meanwhile, Bolas Rock is the deck's speed cheat code, allowing you to sidestep a lot of development states and barf a board out of nowhere. In theory, this thing bricks when you hit land when you can't play a land anymore. In practice, you run a ton of shuffles and topdeck editors, so you can often find a way to keep going. It's not uncommon to pour 20-30 life into this and accrue an absolutely insane, effectively game ending board state off this thing. It helps to have a little army of spirits when you get this thing online, as the life loss can add up. This way, you can secure some lifelink, heal back up, and keep going like nobody's business. The topdeck tutors are a pretty solid synergy here, and get True Conviction quite often. Sensei's Divining Top becomes a sorcery speed Yawgmoth's Bargain. And the funny thing is that it's mainly used to skim dead stuff off the top in this form! Necropotence can play a similar support role. Bolas Rock is truly bananas in the shell, strapping a turbo boost to the game and making you feel like you're running a "proper" deck for a moment.
There's a certain five-drop enchantment that will probably show up, likely sooner than later, when you start going ham with either of those two (it's typically my second Big Ole Raz tutor, right after Serra's Sanctum). Skybind is a world of its own, a card that makes the deck come online and do insane stuff it otherwise wouldn't have the power to do. From the moment Skybind hits the field, whenever something you care about happens, think about how you could apply the flicker to improve your situation. You can bounce your own mana rocks/lands for extra mana, you can bounce other people's mana rocks/lands to fence them off mana, you can flicker anything on the field that isn't an enchantment. It opens up a ridiculous number of possibilities that can't all be written up. The card will surprise you time and time again. One of its nicer uses is that if you're trying to recuperate from a rough start and Daxos getting hated out, it enables you to easily protect him once you get him back on the field. The single experience counter, which you made sure you put on Daxos, makes sure you can flicker him as soon as he hits. A good rule of thumb is to get Skybind on the field when you'll have at least three extra mana so it can double as Daxos protection, regardless of the roughness of the start. If you add Cloudstone Curio to the mix, your stuff becomes just about impervious to removal. You can Curio enchantments back to hand if needed, and Skybind the Curio away in a similar fashion.
Other plays that could be classified as game-ending scale in power with the mana total you have available. If you have big mana rocks and/or multi-mana lands, then Skybind can break these in a ridiculous manner. Doomwake Giant will repeatedly unclog the board, making the battlefield miserable for your opponents' creatures. Thoughtrender Lamia can very quickly bring the game to a screeching halt, as your opponents are stuck topdecking... and then you get priority in their draw step, make a spirit and the constellation trigger implores them to discard what they just drew. They can respond and play the card if it's an instant, of course, but that still heavily dictates when they're allowed to make plays and what plays get through. I'm yet to lose a game where I managed to stick a Lamia for long enough to gut people's hands. It's as oppressive as the deck ever gets. True Conviction bases off critical mass alone and doesn't screw with your opponents' board/card states, but it's a similarly must-answer threat the moment it lands in the vast majority of cases. Extinguish All Hope also turns from a cute overcosted wrath to an avenue for a game-ending alpha strike.
Another thing that can usher in the resource discrepancy representative of the late game is a well-placed burst of recursion. There's something incredibly exhilarating about sneaking in a Replenish and dumping back 10+ enchantments that were answered through various means at all stages of the game. This gets understandably more insane if the constellation big hitters are also involved. Whilst less flashy, a constant stream of value off Crucible of Worlds/Phyrexian Reclamation can be yet another avenue for accruing advantage.
And that's about it. Ideally, you slid under the radar early, then set down some speed bumps to slow people down and answered some problems, only to end it all in a flurry of huge spirit tokens which may or may not have caused hilarious flickering, board wipes, graveyard exiling and hand gutting. Sometimes you get caught in the crossfire of "proper" decks, but that's okay. After all, this is a format about doing whatever you want, and the times you manage to cruise to victory on the back of a suboptimal commander in a suboptimal colour combination for the deck archetype (happens more often than you'd think) earns you a very healthy helping of swag points.
Where applicable, the deck change header is clickable to take you to the relevant discussion post in the thread.
1 Daxos, the Returned
Creatures
1 Oreskos Explorer
1 Karlov of the Ghost Council
1 Underworld Coinsmith
1 Burnished Hart
1 Bastion Protector
1 Dawnglare Invoker
1 Ghostblade Eidolon
1 Kor Sanctifiers
1 Monk Idealist
1 Mesa Enchantress
1 Nighthowler
1 Corpse Augur
1 Fate Unraveler
1 Ajani's Chosen
1 Doomwake Giant
1 Dreadbringer Lampads
1 Celestial Ancient
1 Celestial Archon
1 Herald of the Host
1 Banshee of the Dread Choir
1 Thief of Blood
1 Treasury Thrull
1 Sandstone Oracle
1 Silent Sentinel
1 Teysa, Envoy of Ghosts
1 Sol Ring
1 Wayfarer's Bauble
1 Lightning Greaves
1 Orzhov Signet
1 Thought Vessel
1 Crystal Chimes
1 Orzhov Cluestone
Enchantments
1 Phyrexian Reclamation
1 Seal of Cleansing
1 Grave Peril
1 Banishing Light
1 Cage of Hands
1 Karmic Justice
1 Vow of Duty
1 Fallen Ideal
1 Seal of Doom
1 Vow of Malice
1 Aura of Silence
1 Grasp of Fate
1 Shielded by Faith
1 Phyrexian Arena
1 Underworld Connections
1 Daxos's Torment
1 Marshal's Anthem
1 Dictate of Heliod
1 Sigil of the Empty Throne
1 Black Market
1 Necromancer's Covenant
1 Ancient Craving
1 Gild
1 Dawn to Dusk
1 Righteous Confluence
1 Open the Vaults
1 Deadly Tempest
1 Death Grasp
Lands
1 Barren Moor
1 Command Tower
1 Evolving Wilds
1 Ghost Quarter
1 New Benalia
1 Orzhov Basilica
1 Orzhov Guildgate
1 Rogue's Passage
1 Scoured Barrens
1 Secluded Steppe
1 Tainted Field
1 Temple of the False God
1 Terramorphic Expanse
1 Vivid Marsh
1 Vivid Meadow
11 Plains
13 Swamp
Initial Overhaul
1 Banshee of the Dread Choir
1 Bastion Protector
1 Celestial Ancient
1 Celestial Archon
1 Corpse Augur
1 Crystal Chimes
1 Dawn to Dusk
1 Dawnglare Invoker
1 Deadly Tempest
1 Death Grasp
1 Dreadbringer Lampads
1 Evolving Wilds
1 Fate Unraveler
1 Ghost Quarter
1 Ghostblade Eidolon
1 Gild
1 Herald of the Host
1 Karlov of the Ghost Council
1 Kor Sanctifiers
1 Marshal's Anthem
1 Necromancer's Covenant
1 Nighthowler
1 Open the Vaults
1 Oreskos Explorer
1 Righteous Confluence
1 Rogue's Passage
1 Sandstone Oracle
2 Swamp
1 Terramorphic Expanse
1 Teysa, Envoy of Ghosts
1 Thief of Blood
1 Altar's Reap
1 Angelic Renewal
1 Animate Dead
1 Arrest
1 Attrition
1 Auramancer
1 Caves of Koilos
1 Court Street Denizen
1 Disciple of Bolas
1 Emeria Shepherd
1 Emeria, the Sky Ruin
1 Ethereal Armor
1 Extinguish All Hope
1 Fellwar Stone
1 Gossamer Chains
1 Grim Guardian
1 Harvestguard Alseids
1 Helm of the Gods
1 Marble Diamond
1 Mind Stone
1 Murder Investigation
1 Oblivion Ring
1 Prismatic Lens
1 Read the Bones
1 Revoke Existence
1 Righteous Aura
1 Sign in Blood
1 Stasis Snare
1 Temple of Silence
1 Thoughtrender Lamia
1 Unmake
1 Weight of Conscience
Initial Overhaul Continues
1 Altar's Reap
1 Arrest
1 Banishing Light
1 Cage of Hands
1 Court Street Denizen
1 Daxos's Torment
1 Dictate of Heliod
1 Emeria Shepherd
1 Grave Peril
1 Harvestguard Alseids
1 Karmic Justice
1 Lightning Greaves
1 Murder Investigation
1 Revoke Existence
1 Silent Sentinel
1 Threasury Thrull
1 Vivid Marsh
1 Vivid Meadow
1 Vow of Duty
1 Vow of Malice
1 Weight of Conscience
1 Agent of Erebos
1 Archangel of Tithes
1 Archetype of Courage
1 Archetype of Finality
1 Blind Obedience
1 Charcoal Diamond
1 Commander's Sphere
1 Demonic Tutor
1 Eidolon of Rhetoric
1 Enlightened Tutor
1 Fate Forgotten
1 Heliod, God of the Sun
1 Necropotence
1 Ophiomancer
1 Path to Exile
1 Plains
1 Plea for Guidance
1 Skybind
1 Swamp
1 Sword of the Animist
1 Swords to Plowshares
1 Ajani's Chosen
1 Archetype of Finality
1 Black Market
1 Grim Guardian
1 Heliod, God of the Sun
1 Helm of the Gods
1 Sigil of the Empty Throne
1 Underworld Coinsmith
1 Underworld Connections
1 Arcane Lighthouse
1 Darksteel Mutation
1 Greed
1 Mind Slash
1 Mystic Barrier
1 Nevermore
1 Null Chamber
1 Serra's Liturgy
1 Temporal Isolation
22.02.2016 Changes
1 Ancient Craving
1 Animate Dead
1 Archangel of Tithes
1 Barren Moor
1 Emeria, the Sky Ruin
1 Ethereal Armor
1 Fallen Ideal
1 Fate Forgotten
1 Greed
1 Mesa Enchantress
1 Mind Slash
1 Necropotence
1 Null Chamber
1 Ophiomancer
1 Orzhov Cluestone
1 Plea for Guidance
1 Secluded Steppe
1 Serra's Liturgy
1 Shielded by Faith
1 Swamp
1 Sword of the Animist
1 Temple of the False God
1 Thoughtrender Lamia
1 Aurification
1 Cho-Manno's Blessing
1 Coldsteel Heart
1 Fanatical Devotion
1 Flickering Ward
1 Ghostly Prison
1 Imp's Mischief
1 Lightning Greaves
1 Martyr's Cause
1 Meteor Crater
1 Mother of Runes
1 Night's Whisper
2 Plains
1 Prison Term
1 Reflecting Pool
1 Righteous War
1 Rout
1 Rule of Law
1 Soul Snare
1 Sphere of Safety
1 Star Compass
1 Swiftfoot Boots
04.03.2016 Changes
1 Arcane Lighthouse
1 Archetype of Courage
1 Auramancer
1 Burnished Hart
1 Fanatical Devotion
1 Orzhov Guildgate
2 Plains
1 Prison Term
1 Righteous War
1 Scoured Barrens
1 Soul Snare
1 Swamp
1 Thought Vessel
1 Unmake
1 Cloudstone Curio
1 Crackdown
1 Eiganjo Castle
1 Godless Shrine
1 Idyllic Tutor
1 Isolated Chapel
1 Koskun Falls
1 Land Tax
1 Mirrodin's Core
1 Necropotence
1 No Mercy
1 Nykthos, Shrine to Nyx
1 Strip Mine
1 Utter End
1 Weathered Wayfarer
09.03.2016 Changes
1 Charcoal Diamond
1 Coldsteel Heart
1 Marble Diamond
1 Mirrodin's Core
1 Necropotence
1 Orzhov Basilica
1 Prismatic Lens
1 Seal of Cleansing
1 Seal of Doom
1 Strip Mine
1 Act of Authority
1 Chromatic Lantern
1 Everflowing Chalice
1 Expedition Map
1 Fetid Heath
1 Gilded Lotus
1 Serra's Sanctum
1 Thoughtrender Lamia
1 True Conviction
1 Vault of the Archangel
16.03.2016 Changes
1 Cho-Manno's Blessing
1 Everflowing Chalice
1 Imp's Mischief
1 Monk Idealist
1 Night's Whisper
1 Sign in Blood
1 Star Compass
1 Swamp
1 Ashen Rider
1 Necropotence
1 Replenish
1 Sun Titan
1 Thran Dynamo
1 Toxic Deluge
1 Urborg, Tomb of Yawgmoth
1 Vampiric Tutor
19.03.2016 Changes
1 Ashen Rider
1 Commander's Sphere
1 Mind Stone
1 Mystic Barrier
1 Emeria Shepherd
1 Graveborn Muse
1 Sword of the Animist
1 Worn Powerstone
26.03.2016 Changes
1 Fellwar Stone
1 Stasis Snare
1 Temporal Isolation
1 Anguished Unmaking
1 Commander's Sphere
1 Runed Halo
31.03.2016 Changes
1 Aurification
1 Gossamer Chains
1 Koskun Falls
1 Read the Bones
1 Swamp
1 Worn Powerstone
1 Academy Rector
1 Bojuka Bog
1 Burnished Hart
1 Debtors' Knell
1 Seal of Doom
1 Skullclamp
14.04.2016 Changes
1 Disciple of Bolas
1 Graveborn Muse
1 Martyr's Cause
1 Runed Halo
1 Debt to the Deathless
1 Erebos, God of the Dead
1 Greed
1 Spirit of the Labyrinth
18.04.2016 Changes
1 Commander's Sphere
1 Debt to the Deathless
1 Emeria Shepherd
1 Erebos, God of the Dead
1 Mother of Runes
1 Oblivion Ring
2 Plains
1 Spirit of the Labyrinth
1 Swiftfoot Boots
1 Black Market
1 Bottomless Pit
1 Elspeth, Sun's Champion
1 Graveborn Muse
1 Necrogen Mists
1 Open the Armory
1 Oppression
1 Painful Quandary
2 Swamp
Thanks Wizards!
1 Thran Dynamo
1 Mana Crypt
10.07.2016 Changes
1 Black Market
1 Debtors' Knell
1 Reconnaissance
1 Spirit of the Labyrinth
25.08.2016 Changes
1 Graveborn Muse
1 Meteor Crater
1 Kaya, Ghost Assassin
1 Strip Mine
25.09.2016 Change
1 Blind Obedience
1 Authority of the Consuls
1 Angelic Renewal
1 Greed
1 Open the Armory
1 Painful Quandary
1 Consulate Crackdown
1 Debtors' Knell
1 Erebos, God of the Dead
1 Myojin of Night's Reach
AKH Changes
1 Academy Rector
1 Reconnaissance
1 Cast Out
1 Dusk // Dawn
11.06.2017 Change
1 Debtors' Knell
1 Anointed Procession
HOU Change
1 Myojin of Night's Reach
1 Razaketh, the Foulblooded
Near Maximum Pimp!
1 Bojuka Bog
1 Dusk // Dawn
1 New Benalia
3 Plains
3 Swamp
1 Arid Mesa
1 Bloodstained Mire
1 Flooded Strand
1 Marsh Flats
1 Mesa Enchantress
1 Polluted Delta
1 Scrubland
1 Verdant Catacombs
1 Windswept Heath
XLN Changes
1 Burnished Hart
1 Chromatic Lantern
1 Erebos, God of the Dead
1 Skullclamp
1 Arguel's Blood Fast
1 Cabal Coffers
1 Crucible of Worlds
1 Solemn Simulacrum
State of the Deck
1 Act of Authority
1 Consulate Crackdown
1 Idyllic Tutor
1 Seal of Doom
1 Emeria Shepherd
1 Merciless Eviction
1 Reconnaissance
1 Teferi's Protection
09.12.2017 Change
1 Kaya, Ghost Assassin
1 Uba Mask
1 Attrition
1 Crackdown
1 Temple of Silence
1 Azor's Gateway
1 Deserted Temple
1 Profane Procession
15.04.2018 Change
1 Nevermore
1 Gideon's Intervention
28.04.2018 Change
1 Azor's Gateway
1 Cathars' Crusade
13.08.2018 Changes
1 Elspeth, Sun's Champion
1 Emeria Shepherd
1 Gideon's Intervention
1 Lightning Greaves
1 Attrition
1 Blind Obedience
1 Slaughter the Strong
1 Thran Dynamo
06.11.2018 Change
1 Darksteel Mutation
1 Sensei's Divining Top
31.12.2018 Change
1 Arguel's Blood Fast
1 Doom Whisperer
1 Thran Dynamo
1 Smothering Tithe
29.03.2019 Change
1 Blind Obedience
1 Thran Dynamo
WAR Changes
1 Bottomless Pit
1 Necrogen Mists
1 Sun Titan
1 Blind Obedience
1 Bolas's Citadel
1 Kaya's Ghostform
MH1 Changes
1 Cast Out
1 Eiganjo Castle
1 Strip Mine
1 Generous Gift
1 Hall of Heliod's Generosity
1 Prismatic Vista
The Final Pimp
1 Uba Mask
1 Chains of Mephistopheles
M20 Change
1 Solemn Simulacrum
1 Brought Back
2
Coming soon to an EDH table near you!
Harry Boros and the Quest for EDH Relevance
Thing is, EDH Boros was always largely stuck trying to bring the same straight-faced aggro, warts and all, to a format renowned for straight-faced aggro not working. While you could set up some value engines, e.g. Land Tax + Scroll Rack, they were quite scarce and far fiddlier to get online than what the other colours would get. Your creatures would scale poorly as time went on, you'd struggle to stay topped up, you'd spend most of your time fearing a wipe, and you'd field a somewhat predictable deck helmed by a relatively same'y combat-centric legend. That, or you'd field some spin on mono white misery with red largely on support, ending up inferior to hatebear decks in other colours. All this would add up to Boros becoming the red-headed stepchild of the format, more likely to be brought up in jest than actual consideration.
Since EDH became a thing, these voices from the community were heard in R&D. Red got exile-draw, be it from its own deck or nicking options from opponents, and a needed catch-all. White got some anti-wipe tech and Smothering Tithe, but its Achilles' heel of card advantage was addressed rarely and situationally. Occasional attempts at more diverse Boros legends were made. It's oddly fitting that the first resounding success at this would happen on Ravnica.
Embodying the Spirit of EDH
The main constituents of a Feather deck are the recyclable spells, which can be used as many times per turn cycle as there are players at the table. The bread and butter of those are going to be draw/scry effects, allowing you to rip through your deck in search of anything else you may want. Another important group is various interaction instants to keep Feather alive, as she's the one that turns a heap of sub-limited garbage into a weird humming engine. Once those are in place, you can explore various synergies. Some of the protection options flicker creatures, so you can double those up as value generators and milk ETBs. Feather's a reasonably buff winged beater, so you can go for some pump effects and kill people off via voltron damage. All those Heals need to be pointed somewhere, so you can run various heroic targets to get extra benefits from your casting. You can also treat the casting itself as means to an end, keeping your curve negligible and looking for further payoff there.
I opted for a very mana-rich, card advantage/selection focused, cast-heavy shell as I believe its engine and payoffs to be the most well-rounded of the bunch in a multiplayer EDH pod. I still retain the strongest elements of the three remaining directions, trying to keep the build utilitarian unless crazy mana payoffs are on the horizon. I'm consciously avoiding hatebears in the interest of table-wide enjoyment.
Waiting for Feather
I got a pretty bad new-deck itch not long before WAR, having realised that I had managed to create one surviving build in the prior three years. I dredged up Iroas, God of Victory, i.e. the chicken's way to do Boros, and got to work. The end result was functional, but quite derivative of the aforementioned Aurelia. While I got to do stuff like Tilonalli's Summoner the other list couldn't pull off, I didn't feel any connection to it. And then Feather got spoiled. I have a track record of liking strange commanders in the wrong colours, and I immediately saw this as a weird blue-less cast machine. There's no denying Feather would be better with access to blue's entire arsenal, but this impediment is part of what makes the deck oddly fun for me.
Fun fact - as mentioned, I wasn't the only one to get drawn in by Feather's charm. Half an hour after I finished brewing my initial take on her the morning after her reveal, the friend who made the thread's banner notified me of some pieces starting to spike in the USA. As such, I quickly pounced and picked up the mandatory shell ingredients on the cheap without even properly assessing the deck in action first. And then the deck turned out to work. Lucky!
1 Feather, the Redeemed
One Drop Cantrip Club
1 Bandage
1 Crimson Wisps
1 Defiant Strike
1 Expedite
1 Heal
1 Niveous Wisps
1 Panic
Assorted Recyclable Spells
1 Ajani's Presence
1 Apostle's Blessing
1 Boros Charm
1 Eerie Interlude
1 Ephemeral Shields
1 Ephemerate
1 Faith's Shield
1 Fists of Flame
1 Gods Willing
1 Liberate
1 Long Road Home
1 Otherworldly Journey
1 Psychotic Fury
1 Shelter
1 Sheltering Light
1 Stand Firm
Rampano
1 Boros Signet
1 Chrome Mox
1 Dowsing Dagger
1 Gilded Lotus
1 Mana Crypt
1 Mox Amber
1 Mox Diamond
1 Paradox Engine
1 Phyrexian Altar
1 Smothering Tithe
1 Sol Ring
1 Springleaf Drum
1 Sword of Feast and Famine
1 Talisman of Conviction
1 Unwinding Clock
1 Aetherflux Reservoir
1 Akroan Crusader
1 Aria of Flame
1 Burning Prophet
1 Guttersnipe
1 Mirrorwing Dragon
1 Monastery Mentor
1 Phalanx Leader
1 Scroll of the Masters
1 Vanguard of Brimaz
1 Young Pyromancer
1 Zada, Hedron Grinder
ETB Brigade
1 Duergar Hedge-Mage
1 Goblin Matron
1 Imperial Recruiter
1 Kor Cartographer
1 Mangara of Corondor
1 Recruiter of the Guard
1 Solemn Simulacrum
1 Stoneforge Mystic
Goodstuff
1 Blasphemous Act
1 Enlightened Tutor
1 Generous Gift
1 Isochron Scepter
1 Path to Exile
1 Sunforger
1 Swords to Plowshares
Lands
1 Ancient Den
1 Arid Mesa
1 Battlefield Forge
1 Bloodstained Mire
1 City of Brass
1 Clifftop Retreat
1 Command Tower
1 Flooded Strand
1 Great Furnace
1 Mana Confluence
1 Marsh Flats
1 Mistveil Plains
1 Plateau
1 Reflecting Pool
1 Reliquary Tower
1 Rugged Prairie
1 Sacred Foundry
1 Scalding Tarn
1 Sunbaked Canyon
1 Windswept Heath
1 Wooded Foothills
5 Mountain
8 Plains
The following subsections feature a sizeable list of options for each card group, including cards I currently run, cards I ran in the past and cards that will likely never grace my 99. My opinion isn't be-all, end-all, and whilst I can stray away from flicker value town or heroic tribal, that doesn't mean you can't come up with some angle where they will work.
1. One Drop Cantrip Club
The One Drop Cantrip Club is really not that hard to get into - you need to cost one mana, be an instant, target a creature and draw a card. Everything else is optional, which leads to some of these really bringing their existence into question.
2. Assorted Recyclable Spells
Everything that Feather will reliably pick up that isn't part of the One Drop Cantrip Club lives here. The section is largely dominated by super cheap protection options and scry machines, as casting them for casting's sake is easy to accomplish while simultaneously feeding your synergy pieces and solidifying your game plan via card filtering.
3. Rampano
In spite of an extremely lean and mean curve, the deck's a bottomless pit of mana consumption. Each of those one-drop instants actually secretly costs one per player in the pod, if you let it, and your grip keeps growing. That means mana! Unfortunately most Boros ramp comes in the form of rocks, with whatever available land ramp scarce and quite costly for the returns, while we're striving for streamlined resource expenditure. However, the rock heaviness comes with the upside of letting us run Paradox Engine and Unwinding Clock for payoff.
4. Cast Friends
An umbrella category for all sorts of stuff that benefits from you spamming spells. These guys get stuff done, and will likely form the backbone of your victories.
5. ETB Brigade
Creatures that do useful things upon entering play have a huge presence in EDH. Feather offers the potential to recycle flicker spells, getting more value out of these options. I've kept my choices pragmatic to the core, but you could go deeper here and augment your flicker suite to match.
6. Goodstuff
All sorts of solid cards that don't fit into any of the previous categories. They help the list function. A more responsible me would run more of those. Current me can't hear him over cantrip spam.
7. Lands
Being an enemy pair is rough, as we miss out on loads of ally-only cycles. You can easily save a lot of money and shave all the fetches + OG dual and still retain functionality. There's not much wiggle room for colourless lands, you're usually stuck funnelling them into non-instant plays in your main phase. There's only so much of that you can do while holding protection.
1. Early Game (Turns ~1-3)
The early game should play itself automatically after that. Your main focus is ramping a bit, be it via rocks or a Depression Automaton variant, so that you are able to play Feather quickly with some mana held up for interaction. Chasing Feather out with no protection, be it bluffed or real, will often lead to her eating removal and slow you down. This is where you sequence around your rocks and other sources of ramp, and can even consider popping a Recruiter Friend on an ETB ramp option. This becomes particularly appealing if you're sitting on a flicker spell - not only will you be able to get more lands out of the Depression Automaton variant once Feather lands, you can get something else with the Recruiter later. There are also some less conventional options in Springleaf Drum or Mox Amber that do nothing before you cast Feather, but work just fine for the extra mana purpose once she's around. You can also chase out the cheap synergy pieces, if you have them. However, if given a choice between a Young Pyromancer and a rock enabling a protected Feather the next turn, you should probably go for the rock. The deck's swath of cheap instants are dead weight without her around, and only start doing their thing once you get your commander out.
There's not a lot you can do if someone explodes out of the gate. You've got Path/Swords, but those may be insufficient to stop a particularly feisty kaboomboom. There's also Duergar Hedge-Mage, who might be a reasonable emergency popper. At times like these the fetches and dual really shine, as you should be able to have at least one (usually both) of the modes online pretty quickly. Generous Gift may be held if you smell something going super crazy, but will more often be done sorcery speed after untapping in those sort of scenarios. Look, there's no beating around the bush - you're not a particularly removal-heavy deck, and your interaction is limited. And that's okay. You probably shouldn't be running Feather at a table where games end turn three anyway, if I'm to be honest
Your early game is very one-track. You get the ramp out, you get Feather out with protection mana up. This typically happens turn three, but there's nothing wrong with taking a while to play out a Depression Automaton for extra mana beforehand. Some super nut draws do it turn two sometimes, but are not common. The deck needs the commander to function. As such, we have now acquired the commander, are signalling to the world we can keep her alive (whether we actually can is a different matter entirely), and are ready to move on to the mid game.
2. Mid Game (Turns ~4-6)
The protection aspect of the deck is vital to reliably keeping it online. Picture casting Feather only to have her die over and over again. Some good all those cantrips/scries in your hand will do. That's not the best. As such, you need to always hold, or at the very least bluff, protection for Feather. One mana will suffice. That's where Gods Willing, Sheltering Light and a few others reside. Staying in control of Feather being on the board is important, and can lead to various cat and mouse mind games with the opposition. Some of the protection spells come with added value, so you can pop a Gods Willing to get a scry with some spare mana. Now your opponents are notified that you can blank spot removal, and have to play around it. Use Ajani's Presence to minimally speed up Feather's clock? That Wrath of God won't take her out. This tends to ultimately lead to you being left alone and not interacted with outside wipes when playing against opponents experienced against the deck. "He'll have something to stop it, just don't mess with him." This is where the bluff element comes in - you can sometimes get away with not having protection at all against those foes, and as long as that token mana is waiting they'll leave you be. The only time you should feel ok using it is in main two before your turn with everyone tapped out. You can try greeding it in less inviting circumstances, but don't say I didn't warn you if someone rips a funny on you in response.
The second order of business comes in various cast synergy friends and other value pieces worth getting out. You need payoff. While you'll eventually be casting an impressive flurry of spells with frightening regularity, card advantage for card advantage's sake won't get you too far if nothing is happening as you rip it. Board gummers like Monastery Mentor help ensure you have some board presence that deters free swings into you. Being able to chump, maybe even trade with, anything coming your way will dissuade attacks reasonably well. Non-board payoff, such as Burning Prophet or Scroll of the Masters, is also pretty good to have around. The cumulative value these sort of cards bring to the table is very handy in trying to close out the game later. Thankfully, most are pretty cheap to cast.
At this point, you should still have some mana left. Probably not a dizzying amount, but a few pips of pocket change. This is where you start spamming the value spells. Cantrip a bit, scry a bit, try to find some good payoff to work into your board. Or mana, if you're short. Anything you need, really. For now this is not means unto itself, but you can invest heavier in this if you find yourself lacking payoff. Each of those one-cost cantrips you have does not actually cost one. It can secretly cost as much as you have opponents, as you can pop it in everyone else's turn (remember to do this in main two, Marchesa/Roon style, so you get it back in the following end step). As such, it's very easy to have a small value suite stretch a long way if given the opportunity to, or roll back the expenditure and devote mana to furthering your board state. Ultimately this flexibility is what allows Feather to scale well into multiplayer, so make use of it when you have the resources to. Another important thing to keep track of is what your opponents know about your hand for another cat and mouse element. Let's say you've opened Heal, and have been using that for card acquisition. A couple Heals in you find yourself an Expedite. That's objectively better as you get the card immediately! However, your opponents are not aware of you having that card, so unless you have the resources to start slinging both around keep showing them the Heal.
Everything else you do around now is a bit more variable. If you get given ways to improve your mana setup, try to work those in as mana's just a good thing to have. Sometimes you can use some ETB value, sometimes you can recycle it via flickers. If you get some Feather voltron options and folks are open, by all means spend a couple mana to rough them up a bit more. You can mooch extra value from protection spells by making your chumps impervious in combat, saving your precious hit points for a later turn. The deck does stuff. Do the stuff.
As the mid game progresses, you should have found some decent synergy pieces and slowly started moving your resources towards juggling spells around. Your token horde gets bigger, your Scroll of the Masters is starting to fill up, and your scrying priorities change a bit. Whereas previously you were probably looking for these synergy pieces, now you're trying to find something with enough kick to it to just end the game in short order.
3. Late Game (Turns ~7+)
The most reliable way to close out the proceedings is to acquire a way to machine gun spells. Paradox Engine is super good at that, given the rock heaviness and negligible curve of the deck. You suddenly churn through your entire instant collection for free, probably picking up some new members along the way, and can keep doing it in everybody else's turns if necessary. Some more silly Pengine interactions are Isochron Scepter, which leads to infinite casts with at least two untappable mana, and Sunforger, which is a bit greedier, and not explicitly infinite, at five. The ideal thing to slip under the Scepter is Boros Charm, as in the mid game it can act as a repeatable wrath shield while offering table shredding potential off the seldom EDH-used bolt mode when going off with Pengine. In a pinch, stick some sort of cantrip/scry on there, dig your way to a Guttersnipe/Aria of Flame/Aetherflux Reservoir and get it on the field. Even if you're about to deck yourself, you can still win this - rip a Scepter copy, resolve the untap trigger and relevant cast payoff from the game-ender, and respond to the spell by repeating the thing again. Your foes shall be dead soon enough. The Sunforger setup allows you to go dig up as many instants from your deck as you feel like and cast them. While technically not infinite, this should result in a back-breaking repeatable value explosion that should close out the proceedings in no time flat. Probably right then and there if you have Guttersnipe/Aria of Flame/Aetherflux Reservoir or a way to get then. Good ole gobbo/mini-wand/lazors, they're sure doing a lot of work in these combo'esque endgame setups, eh? Another machine gun setup involves swarm capabilities and Phyrexian Altar. While not as explosive as Pengine, and lacking either of the two grand finale finishes, it allows you to trade board development for barfing your entire hand over and over again. This should let you dig for whatever you may need to properly end the game.
Another closing time usher comes in Zada variants. Suddenly your Expedites nab you as many cards as you have bodies. Combine that with a little spare mana and you should be able to pick up most of your deck in short order, especially if there's some swarm around. There's another neat trick to maximising Zada'd cantrip returns with a swarm maker (e.g. Monastery Mentor) around - cast whatever you can spare to go as wide as you can, and then pile on your cantrips, allowing the swarm triggers to resolve but keeping the Zada copy trigger on the stack. Once you run out of cantrips, resolve them one at a time. Maybe you'll find more ways you can use to increase your swarm or draw further cards along the way? This may seem like unnecessary levels of faff, given the draw potential of just normally casting the cantrips, but the more cards you see the better. Another cool thing you can do is copy a scry spell, resolve the copies one at a time, shipping stuff to the bottom until you find something you want, and respond with a cantrip. Then draw a swath of cards with the one you want in there, and you still have some scry left over when that's done. This may seem like basic stuff, but the deck's pretty good at getting you to pay attention to every last trigger and spell on the stack to milk maximum value from everything. Another good thing the Zadas do is spread your protection board-wide, which should make you near impervious to interaction, helping your odds of closing things out in your favour. One way or another, a Zada on the board will typically deposit you in the Pengine combo realm soon enough.
Sometimes the mid game value engines will run away with stuff on their own. Go wide enough with Monastery Mentor and a few spells shredded in your turn may well translate to lethal on someone. Non-Mentor wides can use Phalanx Leader to buff up. Scroll of the Masters quite easily gets itself into two-shot range, and it's conceivable for it to hit 18 and single-handedly make Feather a one-shotter. Something will typically happen. You'll keep shredding the casts, digging your way through the deck, and assemble something. And it'll be fun. And won't feel stereotypical Boros at all.
Where applicable, the deck change header is clickable to take you to the relevant discussion post in the thread.
1 Feather, the Redeemed
Sunforger +1
1 Magnetic Theft
1 Sunforger
One Drop Cantrip Club
1 Bandage
1 Crimson Wisps
1 Defiant Strike
1 Expedite
1 Heal
1 Niveous Wisps
1 Panic
Assorted Recyclable Instants
1 Ajani's Presence
1 Apostle's Blessing
1 Aurelia's Fury
1 Boros Charm
1 Cloudshift
1 Eerie Interlude
1 Ephemeral Shields
1 Faith's Shield
1 Fall of the Hammer
1 Gods Willing
1 Liberate
1 Long Road Home
1 Otherworldly Journey
1 Psychotic Fury
1 Reckless Rage
1 Shelter
1 Sheltering Light
1 Soul's Fire
1 Titan's Strength
1 Valorous Stance
1 Boros Signet
1 Coldsteel Heart
1 Dowsing Dagger
1 Fire Diamond
1 Gilded Lotus
1 Mana Crypt
1 Marble Diamond
1 Mox Amber
1 Paradox Engine
1 Sol Ring
1 Star Compass
1 Sword of Feast and Famine
1 Unwinding Clock
Cast Payoff
1 Akroan Crusader
1 Guttersnipe
1 Mirrorwing Dragon
1 Monastery Mentor
1 Phalanx Leader
1 Thermo-Alchemist
1 Vanguard of Brimaz
1 Young Pyromancer
1 Zada, Hedron Grinder
ETB Brigade
1 Goblin Dark-Dwellers
1 Goblin Matron
1 Knight of the White Orchid
1 Kor Cartographer
1 Solemn Simulacrum
1 Stoneforge Mystic
1 Blasphemous Act
1 Chaos Warp
1 Enlightened Tutor
1 Isochron Scepter
1 Path to Exile
1 Swords to Plowshares
1 Wear // Tear
1 Wheel of Fortune
Lands.dec
1 Arid Mesa
1 Battlefield Forge
1 Bloodstained Mire
1 Clifftop Retreat
1 Command Tower
1 Flooded Strand
1 Marsh Flats
10 Mountain
10 Plains
1 Plateau
1 Reflecting Pool
1 Rugged Prairie
1 Sacred Foundry
1 Scalding Tarn
1 Windswept Heath
1 Wooded Foothills
09.04.2019 Changes
1 Goblin Dark-Dwellers
1 Magnetic Theft
1 Stoneforge Mystic
1 Sunforger
1 Thermo-Alchemist
1 Chain Reaction
1 Duergar Hedge-Mage
1 Electrostatic Field
1 Firebrand Archer
1 Sword of the Animist
10.04.2019 Changes
1 Aurelia's Fury
1 Knight of the White Orchid
1 Mountain
1 Plains
1 Reckless Rage
1 Soul's Fire
1 Akroan Conscriptor
1 Ancient Den
1 Burning Prophet
1 Great Furnace
1 Recruiter of the Guard
1 Stand Firm
13.04.2019 Changes
1 Electrostatic Field
1 Firebrand Archer
1 Mountain
1 Imperial Recruiter
1 Past in Flames
1 Reliquary Tower
14.04.2019 Changes
1 Past in Flames
1 Plains
1 Wheel of Fortune
1 Mistveil Plains
1 Stoneforge Mystic
1 Sunforger
15.04.2019 Change
1 Akroan Conscriptor
1 Meteor Golem
16.04.2016 Changes
1 Chain Reaction
1 Wear // Tear
1 Phyrexian Altar
1 Smothering Tithe
18.04.2019 Changes
1 Fire Diamond
1 Marble Diamond
1 Sword of the Animist
1 Chrome Mox
1 Springleaf Drum
1 Tenth District Legionnaire
28.04.2019 Change
1 Fall of the Hammer
1 Scroll of the Masters
05.05.2019 Changes
1 Mountain
1 Plains
1 City of Brass
1 Mana Confluence
09.05.2019 Change
1 Valorous Stance
1 Aetherflux Reservour
15.05.2019 Changes
1 Meteor Golem
1 Mountain
1 Mangara of Corondor
1 Plains
MH1 Changes
1 Chaos Warp
1 Cloudshift
1 Mountain
1 Star Compass
1 Tenth District Legionnaire
1 Titan's Strength
1 Aria of Flame
1 Ephemerate
1 Fists of Flame
1 Generous Gift
1 Sunbaked Canyon
1 Talisman of Conviction
04.06.2019 Change
1 Coldsteel Heart
1 Mox Diamond
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That said, public EDH mileage may vary. Wildly. I hit up an LGS a few weeks ago, and watched as two guys struck a deal - guy A won't punch guy B for some number of turns if guy B lets guy A's commander resolve. Guy A casts the commander, guy B plonks down Desertion immediately. This was within 10 seconds of finishing up the deal. I saw red, threw all my resources at taking guy B out, and fell over to guy A on the backswing. Given the uncertain nature of the social interaction, building to win is the most reliable way to get something out of a public game, which leads to the rise of various ugly decks that aren't quite cEDH. The best way to get joy out of the format is to cultivate a local meta, which you can then communicate with to inbreed it to whatever standard you desire.
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Lard is lardy
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Hey look, it's a thing in the same general ballpark of Feather, previewed by the same guys.
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Okay, enough Feather-related hijacking, sorry about that. I'd imagine Mox Diamond will probably be fine here, once you get a nice draw engine going you should be sitting on multiple lands in hand. It is quite high variance though, so you might have just ended up on the butt end of it the first time you crossed paths with it. You acknowledge Mistmeadow Witch as super slow, but it also does horrible things to people if you score a Containment Priest, so there's that?
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