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.
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)
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.
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: