Unwinding Clock + rocks for continued hilarity in everyone else's turns. Paradox Engine would also work well, and lead into a triumphant Aurelia's Fury kaboomboom over and over again.
There's all kinds of protection - wondering which would be the best. Shelter is pretty high up since it draws a card. Graceful Reprieve might be good aswell.
There are five 1 CMC instants that will draw you a card: Crimson Wisps, Defiant Strike, Expedite, Niveous Wisps, and Panic. All of those seem like great includes here. There are a few more at 2 CMC, which are generally not as good but still not terrible. The most noteworthy one of those is Shelter, which doubles as a protection spell. I'd probably also consider some number of the rest: Accelerate, Carom, Formation, Guided Strike, Lightning Blow, Pressure Point, and Stun. Aleatory and Chaotic Strike have more restrictive timing and you can play up to 13 1-2 CMC cantrips without them, so they seem like overkill. Expose Evil takes more mana to get your card, but has the added advantage of tapping down a creature you don't control each turn.
Actually, in the interest of listing every last bit of one-drop cantrip, there are also Bandage and Heal. Magnetic Theft and Reckless Rage are both good catches.
Easily repeatable Heoric in a deck that rewards targeting your own creatures with anything, including removal? Hmm... *looks at Akroan Conscriptor*
For ramp, Runaway Steam-Kin is a must and Spawning Breath doesn't gain you mana immediately, but it looks interesting. Untap spells with ManaDorkslikeMyr might also work if you're okay with using them instead of rocks.
If you want tokens makers other than Young Pyromancer then there's there's Blaze Commando if there's enough burn spells, the totally not abusable Monastery Mentor, and Goblinslide if you really want a fourth effect. If you count Heroic token making abilities, there's also Akroan Crusader and Vanguard of Brimaz
Speaking of burn, is there enough to consider Enrage Dinos like Trapjaw Tyrant?
Easily repeatable Heoric in a deck that rewards targeting your own creatures with anything, including removal? Hmm... *looks at Akroan Conscriptor*
For ramp, Runaway Steam-Kin is a must and Spawning Breath doesn't gain you mana immediately, but it looks interesting. Untap spells with ManaDorkslikeMyr might also work if you're okay with using them instead of rocks.
If you want tokens makers other than Young Pyromancer then there's there's Blaze Commando if there's enough burn spells, the totally not abusable Monastery Mentor, and Goblinslide if you really want a fourth effect. If you count Heroic token making abilities, there's also Akroan Crusader and Vanguard of Brimaz
Speaking of burn, is there enough to consider Enrage Dinos like Trapjaw Tyrant?
Updated the list. Good thinking on the dino/enrage.
Strength of Arms is another (admittedly conditional) token maker that can provide the army needed for Zada/Mirrorwing while simultaneously being the pump spell to help your army end the game.
This card is probably more cute than good, but Winnow lets you kill Sol Rings, swords, and other cards multiple people at the table are likely to have copies of, while also functioning as a cheap buyback-able cantrip. You're allowed to target any nonland permanent since the intervening if clause doesn't restrict what you can target, it just won't destroy anything if the condition isn't met but you'll still draw a card. Just don't target your general while there's a Mirage Mirror in play.
Guttersnipe and Primal Amulet seem ideal with all the spells we're casting. Scroll of the Masters can potentially let us Voltron a player in a couple turn-cycles of just casting cantrips.
For all the non-Zada/Mirrorwing creatures I just mentioned, Imperial Recruiter and Recruiter of the Guard can tutor them all up to increase consistency. Zada and Mirrorwing are a lot harder to tutor; Thalia's Lancers and Moggcatcher can get Zada and Sarkhan's Triumph and Imperial Hellkite can get Mirrorwing, but they're all really inefficient and we aren't likely to be playing many other cards of the types these tutors can find. EDIT: Actually, Goblin Matron is a tutor I missed, which seems like the best of all the options.
Ruby Medallion and Pearl Medallion to turn our 2-CMC spells into 1 CMC-spells, while also making our commander (after tax) and other creatures easier to cast. Cloud Key naming instants (since we mostly want instants) works for all colours but doesn't help with our creatures.
Speaking of arcane, I actually found a lot more playable cards/"combos" then I was expecting and there might be a real deck there (well it's still probably not optimal, but I think you can make it work). The key to the arcane cards is that we really want instants, we really want them to be cheap, and they preferably either need to be a non-targeted effect that is really powerful to recur or a targeted effect that is always usable, with splice being the enabler of it all.
Good Splice cards: Spiritual Visit (good token maker) Hundred-Talon Strike (pump for tokens, admittedly the Splice clause is hard to achieve but is also cheap) Overblaze (expensive, but if you're going the Zada/Mirrorwing route it'll make for big numbers) Into the Fray (super cheap splice card that enables non-targeted arcane cards) Candles' Glow (kind of expensive but cheap enough to be part of the package) Strange Inversion (same thing, a little worse because the effect is pretty useless but the more splice cards the better) Desperate Ritual (more mana = good) Glacial Ray (simultaneously a non-target enabler and cheap removal) Blessed Breath (probably the best one, protects your commander, targets, cheap splice)
Good Non-Splice cards: Otherworldly Journey (as mentioned, protects your stuff) Blazing Shoal (potentially free pump for Zada/Mirrorwing spell that also targets) Path of Anger's Flame (at this point we're borrowing tech from Zada's Arcane Storm. Splice a targeted effect on to radiate everywhere with Zada/Mirrorwing) Blind with Anger (expensive, but Ray of Command with buyback seems decent) Terashi's Grasp (it's bad removal, but it might be good enough) Quiet Purity (efficient instant speed enchantment removal that's repeatable with a targeted splice card) Ethereal Haze (I never expected Boros to be the first non-green deck to get actual-factual Constant Mists)
Arcane Payoffs: Nikko-Onna/Yuki-Onna (repeatable artifact/enchantment hate on ok bodies. also works with the flicker effects) Skyfire Kirin/Cunning Bandit (repeatable theft effects. note that both of them don't untap the creature or give it haste, so this is mostly useful as a Maze of Ith, using someone else's untapped creature to block, or to combo with sac outlets you might play in a token deck, ie Goblin Bombardment) Celestial Kirin (most arcane cards are 1 or 2 mana, so we can keep mana dorks and mana rocks in check. might not be great if we're also playing those cards) Oyobi, Who Split the Heavens (crazy expensive, but if you're going all in on arcane and tokens might as well go REALLY all in) Long-Forgotten Gohei (basically another Cloud Key)
Hey, according to the other thread, Feather will put cards with flashback back into your hand, since flashback is also a replacement effect that requires the card go to exile instead of any other place and Feather's ability does indeed send it to exile. So here's the cards that 1) have flashback 2) target something and 3) can be used in an RW EDH deck:
-Bash to Bits: Probably unhelpful to destroy our own stuff unless we go in hard on temporary theft of opponent's cards. That being said, a heavy artifact build could see it as "trade my worst artifact for their best artifact" and be happy.
-Blast from the Past: Most people won't let you play it, but it seems like it could actually be not terrible in this deck if your playgroup allows it.
-Burning Oil: Similar to Bash to Bits, deals a bit too much damage to your own stuff to be worth the cost. In a deck with expendable 1/1 tokens, it's a 6-mana repeatable Gideon's Reproach.
-Conflagrate: Ooh baby, this is an endlessly repeatable X-spell -- and not only is it a decent one that can be looped on its own even without flashback, it also can be flashbacked to our hand to repeat next turn! Any strategy that makes lots of either cards or mana (or, with the new Neheb, both) can convert both into damage where it likes. It might still be a bit expensive, though.
-Devil's Play: Similar to above, it's XRRRR to deal X damage to something. Expensive but not the worst for a huge ramp deck.
-Earth Rift: I think we can do better than this, but I guess trading a Plains for a utility land could be alrightish. 11 mana's a rough cycle cost, though.
-Embolden: This might not end up any good, but I think it's worth testing. 5 mana to prevent 7 damage a turn cycle (plus 1 to Feather) isn't so impressive, but it's an awesome enabler for heroic at a pretty good rate.
-Engulfing Flames: 5 mana is too expensive for 1 damage, no matter how repeatable.
-Firebolt: Better than Engulfing Flames, but still not good -- 6 mana for 2 damage is still too much.
-Flaming Gambit: I have no idea if this is good or not, I have no idea how to evaluate it, but it seems pretty bad.
-Gaze of Justice: 7 mana, tap 6 creatures, and exile one of your own spare 1/1s, all for a repeatable exile effect? Exile's nice and all, but Spine of Ish Sah is probably better.
-Geistflame: Why do they keep making this effect? 5 mana is still too much.
-Lava Dart: ...probably still bad? It's cheaper, but still just as ineffective.
-Lightning Surge: Maybe alright removal if you have expendable tokens, but still probably way too expensive.
-Nightbird's Clutches: This could achieve mediocrity in a fairly aggro deck.
- ** Past In Flames ** No, it doesn't recur itself. It just recurs everything else. Hot diggity, here's some card advantage.
-Reckless Charge: 4 mana to repeatedly give something +6/+0? That's pretty big, but I bet an equipment would do the job better. Worth considering at least in a heavily heroic-focused aggro deck -- or, maybe, a Voltron commander-damage strategy.
-Recoup: A worse Past in Flames (and similarly not repeatable on its own), but this is still a pretty good card, if you manage to lose one of your sorceries and want it back.
-Scorching Missile: Literally 14 mana to cycle. Pass.
-Seize the Day: 7 mana's not so much, and 3 combat phases a turn for multiple turns in a row will kill someone darn quickly.
-Spirit Flare: Huh. This does something, and it works well with Feather... but what it does is still not all that impressive. Better than Burning Oil, I guess?
-Volley of Boulders: You know what? This may be 15 mana to cycle, but 11 damage to their face each cycle isn't too bad. I dunno. Probably unplayable, but it is pretty funny.
Private Mod Note
():
Rollback Post to RevisionRollBack
"It is better for all the world if, instead of waiting to execute degenerate offspring for crime or to let them starve for their imbecility, society can prevent those who are manifestly unfit from continuing their kind. The principle that sustains compulsory vaccination is broad enough to cover cutting the Fallopian tubes... Three generations of imbeciles are enough."
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
First of all the most common mistake people are going to make around building him, is to pack in too many spells and not have the ability to cast them all.
So if you're getting the spells back, then it's about quality of even a single spell if you get to cast it every opponents turn (and yours). So for example if you have a quality two mana spell, that singular spell can use up 8 mana for the turn round.
So you have to trust in Feather, the Redeemed ability to give you the quantity and just focus on quality.
Otherworldly Journey - Seems like you missed it, and honestly the exile creature spells will be the foundation to a deck that I make. By far the best way of using this commander for value, beating out the cantrip draw, as 'enter the battlefield' effects will give you bonuses at no mana cost.
Orim's Thunder - you can use the kicker to target one of your creatures to buy it back.
Planar Outburst - You'd need to target an activated man-land like Inkmoth Nexus, etc, but Awaken targets, so you'd get the card back. The timing doesn't work if you target a land that's not a creature first.
Jaya's Immolating Inferno - targeting one of your creatures and two opponents. At the least you can cast it for x = 3 targeting Feather, the Redeemed and knocking off two opponents creatures at 3 toughness.
Launch the Fleet is a great scalable way of getting token creatures. Because you get it back, you can choose how much you want to use it each turn, but token creatures are going to be important in a lot builds in my opinion.
Two pretty important things for any Feather deck is going to be protection and mana. Feather gives you all the cards you could need via buyback and cantrips, but if she dies too much, or if you don't have the mana to take advantage of your big hand, your deck won't be operating very efficiently.
For protection, Swiftfoot Boots and Champion's Helm are the two most efficient sources of hexproof (note that shroud a la Lightning Greaves is a bit of a nonbo since we can't target her - still might be worth running if we have enough other targetable creatures). Darksteel Plate and Hammer of Nazahn give her indestructibility. The flicker spells like Long Road Home and protection spells like Gods Willing are all great, and I think any successful build of Feather will play multiple of them to ensure she sticks on the field. Feat of Resistance is another one that hasn't been mentioned yet, that's also useful at pumping up your general every turn if you have spare mana, or using it with Zada/Mirrorwing as an anthem effect that also pushes through blockers.
For mana, the usual suspects of Smothering Tithe, Knight of the White Orchid, Burnished Hart, Kor Cartographer, and Solemn Simulacrum seem like auto-includes here, along with Boreas Charger and Sword of the Animist (though running too much ramp might make the Knight of the White Orchid effects worse, so keep that in mind). With all the cards we're drawing, Walking Atlas should be able to work overtime, and with flicker effects you can do a neat trick: use Atlas' ability, Cloudshift/Otherworldly Journey it, then use Expedite/Crimson Wisps/Accelerate on it to give it haste so it can use its ability again, powering out multiple land drops on every player's turn. Note that colourless sources like Thran Dynamo as well as colourless utility lands have less value here, since we're mostly going to want to be casting cheap 1-2 mana coloured spells on every player's turn and having mana sources that can't cast those spells can be a liability.
Grip of Chaos allows you to target your own creatures, and even if the spells resolves targeting an opponents creature, you'll get it back.
So the best use of this is when you only have Feather, the Redeemed in play, as it'll guarantee that it targets opponents creatures.
This means that you'll get back spells like Swords to Plowshares, Path to Exile, Chaos Warp, Oblation, etc, etc, when it actually removes opponents permanents.
Oh lord, I just realized Intimidation Bolt lets you target your own creatures but still prevents your opponents from attacking. This is an easily assembled Constant Mists in Boros. Feather has just enough toughness to survive the Bolt too.
Worth mentioning that Aetherflux Reservoir seems pretty easily enabled here and provides a potential alternate win condition if the token thing isn't working out.
Voltron with lots of equipment and pump spells, forgoing most of the token cards, also seems like a possible way to build her, and would allow more room for interaction and such so that the deck can survive to the lategame where it shines (a lategame Boros deck?!?!).
Wouldn't Grapeshot also be a solid inclusion in this list? I think being able to storm off isn't that unlikely, and as long as you target something of yours with the original copy, you get to do it all again next turn.
List updated. I'm wondering if it's wise to have both of the Kozilek in the deck, given that we will have a lot artifact ramping. Kozilek, the Great Distortion especially let us have countering effect in our deck, and Dreadhorde Arcanist let us recast those spells discarded, preferably pumped up.
Now, this maybe a 1-shot (but I have solution, gimme a sec..), but for the burn spells that have 2 or more targets, hit w/ the lowest amount (like the 2 damage from Serpentine Spike or that max damage w/ Jaya's Immolating Inferno. Now, the solution to the Reckoner dying is enchantments like Immortality. Another option would be to play w/ Squee, Goblin Nabob and his more recent incarnation. And since the more-than-one-target "X" cost burn spells are sorceries, you'll have the set up down good late game. And on that note, any red recursion creatures will do, like almost all of the Phoenix in the game.
...now, let's brainstorm some other cards that hit your own creature and an opponent's creature (just not the 1 damage for me, 1 damage for you burn spells... still seams weak).
Some cards I will be exploring in addition to Reckless Rage:
I reckon. Not letting an opponents creature block is very unsportsmanlike like!
Then Darrenhabib heard of all sounds in that hour the strangest. It seemed that angel laughed, and the clear voice was like the ring of steel. "But no living sportsman am I!”
Let’s try some Kamigawa arcane spell with her? Splice becomes reusable when one effect targets one of your creatures.
Heroic becomes easily repeatable.
Radiance cards from Ravnica I now could have buyback.
Zada and Mirrorwing Dragon fit right in here.
Red’s famous “impulse draw” (like with Outpost Siege) now adds self-creature-targeting spells back to your hand.
Will add to lists when I have time.
1 Accelerate
1 Aleatory
1 Bandage
1 Carom
1 Chaotic Strike
1 Crimson Wisps
1 Defiant Strike
1 Expedite
1 Expose Evil
1 Formation
1 Guided Strike
1 Heal
1 Lightning Blow
1 Niveous Wisps
1 Panic
1 Pressure Point
1 Repel the Darkness
1 Skullclamp
1 Spiritualize
1 Stun
1 Winnow
Protection
1 Ajani's Presence
1 Avacyn, Angel of Hope
1 Eldrazi Monument
1 Feat of Resistance
1 Gods Willing
1 Graceful Reprieve
1 Kor Chant
1 Narrow Escape
1 Sheltering Light
1 Tajic, Legion's Edge
1 The Wanderer
Blink
1 Acrobatic Maneuver
1 Cloudshift
1 Eerie Interlude
1 Flicker
1 Justiciar's Portal
1 Liberate
1 Long Road Home
Removal
1 Divine Reckoning
1 Solar Blaze
Targeted Removal
1 Aurelia’s Fury
1 by force
1 Chain Lightning
1 Chain of Plasma
1 Chandra's Ignition
1 Comet Storm
1 Conflagrate
1 Electrodominance
1 Fall of the Hammer
1 Fell the Mighty
1 Fight with Fire
1 Grapeshot
1 Gravitic Punch
1 Impact Resonance
1 Jaya's Immolating Inferno
1 Orim's Thunder
1 Reckless Rage
1 Scattered Shot
1 Serpentine Spike
1 Soul's Fire
1 Volcanic Wind
Arcane
1 Blazing Shoal
1 Blessed Breath
1 Blind with Anger
1 Candles' Glow
1 Desperate Ritual
1 Devouring Rage
1 First Volley
1 Glacial Ray
1 Hundred-Talon Strike
1 Into the Fray
1 Ire of Kaminari
1 Otherworldly Journey
1 Overblaze
1 Plow Through Reito
1 Shining Shoal
1 Spiraling Embers
1 Spiritual Visit
1 Strange Inversion
1 Terashi's Cry
1 Through the Breach
1 Unearthly Blizzard
1 Unnatural Speed
1 Celestial Kirin
1 Cunning Bandit
1 Long-Forgotten Gohei
1 Nikko-Onna
1 Oyobi, Who Split the Heavens
1 Skyfire Kirin
1 Yuki-Onna
Rebound
1 Artful Maneuver
1 Center Soul
1 Emerge Unscathed
Retrace
1 Cenn's Enlistment
1 Waves of Aggression
Energy
1 Aether Chaser
1 Aether Hub
1 Aether Inspector
1 Aethergeode Miner
1 Aethersphere Harvester
1 Aetherstorm Roc
1 Aethertorch Renegade
1 Aetherworks Marvel
1 Consulate Turret
1 Deadlock Trap
1 Decoction Module
1 Dynavolt Tower
1 Fabrication Module
1 Harness Lightning
1 Lightning Runner
Awaken
1 Encircling Fissure
1 Ondu Rising
1 Planar Outburst
1 Sheer Drop
Heroic
1 Akroan Conscriptor
1 Akroan Crusader
1 Akroan Line Breaker
1 Akroan Skyguard
1 Anax and Cymede
1 Arena Athlete
1 Dawnbringer Charioteers
1 Elite Skirmisher
1 Fabled Hero
1 Favored Hoplite
1 Hero of Iroas
1 Labyrinth Champion
1 Lagonna-Band Trailblazer
1 Leonin Iconoclast
1 Phalanx Leader
1 Satyr Hoplite
1 Setessan Battle Priest
1 Tethmos High Priest
1 Vanguard of Brimaz
1 Wingsteed Rider
Radiance
1 Bathe in Light
1 Brightflame
1 Incite Hysteria
1 Rally the Righteous
1 Surge of Zeal
1 Wojek Siren
Support
1 Press into Service
1 Shoulder to Shoulder
Enrage
1 Trapjaw Tyrant
Search
1 Imperial Hellkite
1 Imperial Recruiter
1 Moggcatcher
1 Recruiter of the Guard
1 Sarkhan's Triumph
1 Thalia's Lancers
Tokens
1 Blaze Commando
1 Elspeth, Knight-Errant
1 Goblinslide
1 Heat Shimmer
1 Launch the Fleet
1 Monastery Mentor
1 Spawning Breath
1 Strength of Arms
1 Twinflame
1 Young Pyromancer
Combat
1 Assault Strobe
1 Balduvian Rage
1 Battlewise Valor
1 Brute Force
1 Brute Strength
1 Double Cleave
1 Gird for Battle
1 Glimpse the Sun God
1 Moment of Heroism
1 Psychotic Fury
1 Reckless Charge
1 Riding Red Hare
1 Seize the Day
1 Spirit Flare
1 Stand Firm
1 Storm Strike
1 Take Heart
1 Temur Battle Rage
1 Titan's Strength
1 Firemane Avenger
1 Glorybringer
1 Skarrgan Hellkite
1 Stuffy Doll
1 Thundermaw Hellkite
Spell Support
1 Chandra, the Firebrand
1 Cloud Key
1 Dreadhorde Arcanist
1 Firesong and Sunspeaker
1 Goblin Dark-Dwellers
1 Guttersnipe
1 Jaya Ballard
1 Mirrorwing Dragon
1 Past in Flames
1 Precursor Golem
1 Primal Amulet
1 Recoup
1 Scroll of the Masters
1 Sentinel Tower
1 Sphinx-Bone Wand
1 Zada, Heston Grinder
Mana
1 Boreas Charger
1 Braid of Fire
1 Burnished Hart
1 Knight of White Orchid
1 Kor Cartographer
1 Neheb, the Eternal
1 Priest of Urabrask
1 Runaway Steam-Kin
1 Smothering Tithe
1 Solemn Simulacrum
1 Stadium Vendors
1 Sword of the Animist
1 Tithe
1 Walking Atlas
Impulse-Draw
1 Act on Impulse
1 Chandra, Pyromaster
1 Commune with Lava
1 Experimental Frenzy
1 Outpost Seige
1 Spark of Creativity
1 Vance's Blasting Cannons
Nonbasic Lands
1 Eiganjo Castle
1 Emergence Zone
1 Flamekin Village
1 Hanweir Battlements
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
1 Shinka, the Bloodsoaked Keep
1 Winding Canyons
Transmorph
1 Divergent Transformations
1 Indomitable Creativity
1 Reality Scramble
Tools
1 Hammer of Nazhan
1 Sunforger
1 Sword of Feast and Famine
1 Sword of Body and Mind
Tricks/Versatile
1 Archangel Avacyn
1 Blessed Alliance
1 Chandra, Torch of Defiance
1 Chaos Warp (on token)
1 Fiery Gambit
1 Grip of Chaos
1 Intimidation Bolt
1 Magnetic Theft
1 Oblation
1 Paradox Engine
1 Path to Exile (on token)
1 Seismic Shift
1 Torchling
1 Valorous Stance
New age of Boros has arrived. Let’s Brew!
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
The instant toolbox will likely appreciate a variety of effects, be they plain cantrip (Expedite), various shades of pls no kill (Ajani's Presence/Shelter/Otherworldly Journey), probably a bit of voltron (Psychotic Fury). Considering Grapeshot for hilarity, let's see if it tests ok.
Unwinding Clock + rocks for continued hilarity in everyone else's turns. Paradox Engine would also work well, and lead into a triumphant Aurelia's Fury kaboomboom over and over again.
There's all kinds of protection - wondering which would be the best. Shelter is pretty high up since it draws a card. Graceful Reprieve might be good aswell.
Aside from card draw, Impact Resonance, Reckless Rage, Fall of the Hammer, and Soul's Fire are other removal options. Magnetic Theft plays nicely with your own equipment (including Sunforger, which is probably a slam dunk here) and can steal opposing equipment on a temporary basis. Grapeshot and Scattershot are both potentially good with the number of other cheap spells you probably want as well.
I appreciate how well Feather works with cards that are barely even limited playable in some cases. Even foil copies of most of these are dirt cheap.
WUBRG Some of these decks can actually win games...WUBRG
How I know I should build a deck:
For ramp, Runaway Steam-Kin is a must and Spawning Breath doesn't gain you mana immediately, but it looks interesting. Untap spells with Mana Dorks like Myr might also work if you're okay with using them instead of rocks.
If you want tokens makers other than Young Pyromancer then there's there's Blaze Commando if there's enough burn spells, the totally not abusable Monastery Mentor, and Goblinslide if you really want a fourth effect. If you count Heroic token making abilities, there's also Akroan Crusader and Vanguard of Brimaz
Speaking of burn, is there enough to consider Enrage Dinos like Trapjaw Tyrant?
The
Necromancer (or Noob)
Cat.
Don't ask, I don't know why ether...
Updated the list. Good thinking on the dino/enrage.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
In addition to Young Pyromancer and Monastery Mentor, there's also Goblinslide, Akroan Crusader, and Vanguard of Brimaz as relatively cheap ways to spew out tokens to attack/block with and to combo up with Zada, Hedron Grinder and Mirrorwing Dragon. Phalanx Leader and Anax and Cymede pump all our tokens up using our hand full of cheap targeted spells.
Strength of Arms is another (admittedly conditional) token maker that can provide the army needed for Zada/Mirrorwing while simultaneously being the pump spell to help your army end the game.
This card is probably more cute than good, but Winnow lets you kill Sol Rings, swords, and other cards multiple people at the table are likely to have copies of, while also functioning as a cheap buyback-able cantrip. You're allowed to target any nonland permanent since the intervening if clause doesn't restrict what you can target, it just won't destroy anything if the condition isn't met but you'll still draw a card. Just don't target your general while there's a Mirage Mirror in play.
Guttersnipe and Primal Amulet seem ideal with all the spells we're casting. Scroll of the Masters can potentially let us Voltron a player in a couple turn-cycles of just casting cantrips.
For all the non-Zada/Mirrorwing creatures I just mentioned, Imperial Recruiter and Recruiter of the Guard can tutor them all up to increase consistency. Zada and Mirrorwing are a lot harder to tutor; Thalia's Lancers and Moggcatcher can get Zada and Sarkhan's Triumph and Imperial Hellkite can get Mirrorwing, but they're all really inefficient and we aren't likely to be playing many other cards of the types these tutors can find. EDIT: Actually, Goblin Matron is a tutor I missed, which seems like the best of all the options.
Ruby Medallion and Pearl Medallion to turn our 2-CMC spells into 1 CMC-spells, while also making our commander (after tax) and other creatures easier to cast. Cloud Key naming instants (since we mostly want instants) works for all colours but doesn't help with our creatures.
Cloudshift and the arcane Otherworldly Journey let us protect our general while also letting abuse any ETB abilities we play, ie Solemn Simulacrum/Kor Cartographer.
Speaking of arcane, I actually found a lot more playable cards/"combos" then I was expecting and there might be a real deck there (well it's still probably not optimal, but I think you can make it work). The key to the arcane cards is that we really want instants, we really want them to be cheap, and they preferably either need to be a non-targeted effect that is really powerful to recur or a targeted effect that is always usable, with splice being the enabler of it all.
Good Splice cards:
Spiritual Visit (good token maker)
Hundred-Talon Strike (pump for tokens, admittedly the Splice clause is hard to achieve but is also cheap)
Overblaze (expensive, but if you're going the Zada/Mirrorwing route it'll make for big numbers)
Into the Fray (super cheap splice card that enables non-targeted arcane cards)
Candles' Glow (kind of expensive but cheap enough to be part of the package)
Strange Inversion (same thing, a little worse because the effect is pretty useless but the more splice cards the better)
Desperate Ritual (more mana = good)
Glacial Ray (simultaneously a non-target enabler and cheap removal)
Blessed Breath (probably the best one, protects your commander, targets, cheap splice)
Good Non-Splice cards:
Otherworldly Journey (as mentioned, protects your stuff)
Blazing Shoal (potentially free pump for Zada/Mirrorwing spell that also targets)
Path of Anger's Flame (at this point we're borrowing tech from Zada's Arcane Storm. Splice a targeted effect on to radiate everywhere with Zada/Mirrorwing)
Blind with Anger (expensive, but Ray of Command with buyback seems decent)
Terashi's Grasp (it's bad removal, but it might be good enough)
Quiet Purity (efficient instant speed enchantment removal that's repeatable with a targeted splice card)
Ethereal Haze (I never expected Boros to be the first non-green deck to get actual-factual Constant Mists)
Arcane Payoffs:
Nikko-Onna/Yuki-Onna (repeatable artifact/enchantment hate on ok bodies. also works with the flicker effects)
Skyfire Kirin/Cunning Bandit (repeatable theft effects. note that both of them don't untap the creature or give it haste, so this is mostly useful as a Maze of Ith, using someone else's untapped creature to block, or to combo with sac outlets you might play in a token deck, ie Goblin Bombardment)
Celestial Kirin (most arcane cards are 1 or 2 mana, so we can keep mana dorks and mana rocks in check. might not be great if we're also playing those cards)
Oyobi, Who Split the Heavens (crazy expensive, but if you're going all in on arcane and tokens might as well go REALLY all in)
Long-Forgotten Gohei (basically another Cloud Key)
-Bash to Bits: Probably unhelpful to destroy our own stuff unless we go in hard on temporary theft of opponent's cards. That being said, a heavy artifact build could see it as "trade my worst artifact for their best artifact" and be happy.
-Blast from the Past: Most people won't let you play it, but it seems like it could actually be not terrible in this deck if your playgroup allows it.
-Burning Oil: Similar to Bash to Bits, deals a bit too much damage to your own stuff to be worth the cost. In a deck with expendable 1/1 tokens, it's a 6-mana repeatable Gideon's Reproach.
- Conflagrate : Ooh baby, this is an endlessly repeatable X-spell -- and not only is it a decent one that can be looped on its own even without flashback, it also can be flashbacked to our hand to repeat next turn! Any strategy that makes lots of either cards or mana (or, with the new Neheb, both) can convert both into damage where it likes. It might still be a bit expensive, though.
- Devil's Play : Similar to above, it's XRRRR to deal X damage to something. Expensive but not the worst for a huge ramp deck.
-Earth Rift: I think we can do better than this, but I guess trading a Plains for a utility land could be alrightish. 11 mana's a rough cycle cost, though.
- Embolden : This might not end up any good, but I think it's worth testing. 5 mana to prevent 7 damage a turn cycle (plus 1 to Feather) isn't so impressive, but it's an awesome enabler for heroic at a pretty good rate.
-Engulfing Flames: 5 mana is too expensive for 1 damage, no matter how repeatable.
-Firebolt: Better than Engulfing Flames, but still not good -- 6 mana for 2 damage is still too much.
-Flaming Gambit: I have no idea if this is good or not, I have no idea how to evaluate it, but it seems pretty bad.
-Gaze of Justice: 7 mana, tap 6 creatures, and exile one of your own spare 1/1s, all for a repeatable exile effect? Exile's nice and all, but Spine of Ish Sah is probably better.
-Geistflame: Why do they keep making this effect? 5 mana is still too much.
-Lava Dart: ...probably still bad? It's cheaper, but still just as ineffective.
-Lightning Surge: Maybe alright removal if you have expendable tokens, but still probably way too expensive.
-Nightbird's Clutches: This could achieve mediocrity in a fairly aggro deck.
- ** Past In Flames ** No, it doesn't recur itself. It just recurs everything else. Hot diggity, here's some card advantage.
-Reckless Charge: 4 mana to repeatedly give something +6/+0? That's pretty big, but I bet an equipment would do the job better. Worth considering at least in a heavily heroic-focused aggro deck -- or, maybe, a Voltron commander-damage strategy.
-Recoup: A worse Past in Flames (and similarly not repeatable on its own), but this is still a pretty good card, if you manage to lose one of your sorceries and want it back.
-Scorching Missile: Literally 14 mana to cycle. Pass.
- Seize the Day : 7 mana's not so much, and 3 combat phases a turn for multiple turns in a row will kill someone darn quickly.
-Spirit Flare: Huh. This does something, and it works well with Feather... but what it does is still not all that impressive. Better than Burning Oil, I guess?
-Volley of Boulders: You know what? This may be 15 mana to cycle, but 11 damage to their face each cycle isn't too bad. I dunno. Probably unplayable, but it is pretty funny.
--Buck v Bell, 1927. This case, regarding the compulsory sterilization of inmates at mental institutions, has -- somehow -- never been overturned. Just a wee PSA for ya.
So if you're getting the spells back, then it's about quality of even a single spell if you get to cast it every opponents turn (and yours). So for example if you have a quality two mana spell, that singular spell can use up 8 mana for the turn round.
So you have to trust in Feather, the Redeemed ability to give you the quantity and just focus on quality.
Otherworldly Journey - Seems like you missed it, and honestly the exile creature spells will be the foundation to a deck that I make. By far the best way of using this commander for value, beating out the cantrip draw, as 'enter the battlefield' effects will give you bonuses at no mana cost.
Twinflame, Heat Shimmer as renewable token generators.
Orim's Thunder - you can use the kicker to target one of your creatures to buy it back.
Planar Outburst - You'd need to target an activated man-land like Inkmoth Nexus, etc, but Awaken targets, so you'd get the card back. The timing doesn't work if you target a land that's not a creature first.
Chandra's Ignition another reusable wrath.
Jaya's Immolating Inferno - targeting one of your creatures and two opponents. At the least you can cast it for x = 3 targeting Feather, the Redeemed and knocking off two opponents creatures at 3 toughness.
Spark of Creativity is another "draw" spell.
You can use cards like Reality Scramble, Divergent Transformations, Indomitable Creativity, as a way of cheating bigger creatures into play.
Launch the Fleet is a great scalable way of getting token creatures. Because you get it back, you can choose how much you want to use it each turn, but token creatures are going to be important in a lot builds in my opinion.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
That said, I think it's safe to add Eldrazi Monument, The Wanderer, and Tajic, Legion's Edge type cards to protect creatures further, which also makes Firesong and Sunspeaker very fitting addition here as well. And Avacyn(s).
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Two pretty important things for any Feather deck is going to be protection and mana. Feather gives you all the cards you could need via buyback and cantrips, but if she dies too much, or if you don't have the mana to take advantage of your big hand, your deck won't be operating very efficiently.
For protection, Swiftfoot Boots and Champion's Helm are the two most efficient sources of hexproof (note that shroud a la Lightning Greaves is a bit of a nonbo since we can't target her - still might be worth running if we have enough other targetable creatures). Darksteel Plate and Hammer of Nazahn give her indestructibility. The flicker spells like Long Road Home and protection spells like Gods Willing are all great, and I think any successful build of Feather will play multiple of them to ensure she sticks on the field. Feat of Resistance is another one that hasn't been mentioned yet, that's also useful at pumping up your general every turn if you have spare mana, or using it with Zada/Mirrorwing as an anthem effect that also pushes through blockers.
For mana, the usual suspects of Smothering Tithe, Knight of the White Orchid, Burnished Hart, Kor Cartographer, and Solemn Simulacrum seem like auto-includes here, along with Boreas Charger and Sword of the Animist (though running too much ramp might make the Knight of the White Orchid effects worse, so keep that in mind). With all the cards we're drawing, Walking Atlas should be able to work overtime, and with flicker effects you can do a neat trick: use Atlas' ability, Cloudshift/Otherworldly Journey it, then use Expedite/Crimson Wisps/Accelerate on it to give it haste so it can use its ability again, powering out multiple land drops on every player's turn. Note that colourless sources like Thran Dynamo as well as colourless utility lands have less value here, since we're mostly going to want to be casting cheap 1-2 mana coloured spells on every player's turn and having mana sources that can't cast those spells can be a liability.
Some other cards:
Precursor Golem lets us triple our Bandages and other spells.
Stand Firm is another cheap pump effect that also gives some great card selection.
Skullclamp works great with all the tokenmakers and is a good backup source of card advantage in case our general gets answered.
So the best use of this is when you only have Feather, the Redeemed in play, as it'll guarantee that it targets opponents creatures.
This means that you'll get back spells like Swords to Plowshares, Path to Exile, Chaos Warp, Oblation, etc, etc, when it actually removes opponents permanents.
Use blink cards with Priest of Urabrask, Stadium Vendors to potentially gain mana.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Worth mentioning that Aetherflux Reservoir seems pretty easily enabled here and provides a potential alternate win condition if the token thing isn't working out.
Voltron with lots of equipment and pump spells, forgoing most of the token cards, also seems like a possible way to build her, and would allow more room for interaction and such so that the deck can survive to the lategame where it shines (a lategame Boros deck?!?!).
WiJ
Peasant 540 Cube
https://scryfall.com/search?q=oracle:Heroic commander:WR&order=edhrec&as=grid
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Press into Service, Shoulder to Shoulder.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
...now, let's brainstorm some other cards that hit your own creature and an opponent's creature (just not the 1 damage for me, 1 damage for you burn spells... still seams weak).
Some cards I will be exploring in addition to Reckless Rage:
There are a good amount of other ones, but they have already been mentioned.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Then Darrenhabib heard of all sounds in that hour the strangest. It seemed that angel laughed, and the clear voice was like the ring of steel. "But no living sportsman am I!”
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs