I built this list for a friend of mine. She wanted something aggressive, and I'd been mulling around thinking of an Aurelia list, so I figured I'd make her one and kill two birds with one stone!
Aggro is an underappreciated strategy in EDH. Sure, it's vulnerable to board wipes, but what strategy really isn't these days? WotC keeps printing better and better creatures for the format that have just the right effects that make them worth the slots. Between Aurelia and Jor Kadeen, the Prevailer, I feel Aurelia's the better general as she doesn't require a complete "build around me" shell - you can get away with running aggressivegoodstuff.dek and still do some insane plays with her. Having Aggravated Assault on a stick is nothing to sneeze at.
How does one play this deck?
Turn dudes sideways. Deplete life totals. Laugh at blue players.
Nuances of the Deck
-Remember when having multiple combat phases that Battle Cry triggers for each.
-Try to plop down Crescendo of War as early as possible. You're a creature deck, so you should be able to outrace opponents who may try to counterattack you. After two go-arounds in a 4-player game, it'll have 7 counters on turn 6. Any Battle Cry trigger means that Aurelia has lethal general damage. Think about that for a second.
-Against decks that can Wrath you out, try keeping your Sunforger equipped to something, so you can cast Boros Charm with Mistveil Plains as backup.
I feel like your threat density is low and your resilience is low. Both things can be addressed, you don't have to just throw up your hands and say "well, I will lose if someone plays a Wrath." Part of this is that a lot of your "threats" aren't threats. Weak cards like Signal Pest, Legion Loyalist, and Goblin Wardriver just aren't going to get there. You need to smash with every salvo.
Increase your resilience with man-lands, man-artifacts, enchantment buffs, and what's most underrepresented in my opinion, haste. This is the primary reason to play red in multiplayer aggro, it makes for much more damage per card.
Hellraiser Goblin and Fervor need to be in, the two equipments alone are not enough. Sun Titan should be in, because he can recur any of the above and then recur something else on each subsequent swing. Titans are good with extra combats.
There are a ton of good manlands in color and there's also Glint Hawk Idol and Angel's Tomb. Look also to indestructible creatures.
You massively overvalue double strike. Rage Reflection is pretty bad, Cleaver Riot is very bad, True Conviction is only playable because it also grants lifelink. Doubled damage effects being equal, extra combats can fire off extra "battle cry" triggers, extra damage steps only are good with on-damage triggers (which is not what your deck does).
Lose the Sunforger crap. It's terrible in aggro, despite it being a pet card of almost every red-white Commander player. You know what you don't want to do? Tie up your mana by playing things that aren't attacking. With it, cut the Master Warcraft, Homing Lightning, Faith's Reward and Wild Ricochet.
Finally - you've got a pretty high land count. You'll be able to come out more aggressively if you instead had some of those as efficient mana artifacts. Worn Powerstone, Everflowing Chalice, and (similar) Wayfarer's Bauble, in addition to what you've already got, will help you hit 5-6 mana more quickly.
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A voice for Timmy.
Commander R Ashling, the Pilgrim Mono Red Wildfire Control GBW Karador, Ghost Chieftain Abzan Dredge Rock WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
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6 Aurelia, the Warleader
Creatures - 24
1 Legion Loyalist
1 Signal Pest
2 Goblin Wardriver
2 Sunhome Guildmage
3 Duregar Hedge-Mage
3 Frontline Medic
3 Markov Blademaster
3 Mentor of the Meek
4 Anger
4 Firemane Angel
4 Goldnight Commander
4 Hero of Bladehold
4 Hero of Oxid Ridge
5 Argus Kos, Wojek Veteran
5 Glory
5 Nobilis of War
5 Urabrask the Hidden
6 Requiem Angel
6 Victory's Herald
7 Archangel of Strife
7 Elesh Norn, Grand Cenobite
7 Gisela, Blade of Goldnight
7 Molten Primordial
7 Stalking Vengeance
Sorceries - 7
5 Cleaver Riot
5 Increasing Devotion
5 Mass Mutiny
5 Waves of Aggression
6 Conqueror's Pledge
6 Nomad's Assembly
8 Insurrection
1 Condemn
1 Swords to Plowshares
2 Boros Charm
2 Leave No Trace
3 Orim's Thunder
4 Faith's Reward
4 Homing Lightning
4 Master Warcraft
4 Return to Dust
4 Wild Ricochet
5 Savage Beating
Artifacts - 8
1 Sol Ring
2 Boros Signet
2 Lightning Greaves
2 Swiftfoot Boots
3 Boros Keyrune
3 Sunforger
6 Caged Sun
7 Akroma's Memorial
Enchantments - 10
2 Luminarch Ascension
4 Crescendo of War
4 Glory of Warfare
4 Marshal's Anthem
5 Assemble the Legion
5 Cathar's Crusade
5 Gratuitous Violence
6 Rage Reflection
6 True Conviction
11 Mountain
12 Plains
Nonbasic Lands - 17
0 Boros Garrison
0 Boros Guildgate
0 Command Tower
0 Drifting Meadow
0 Evolving Wilds
0 Forgotten Cave
0 Kher Keep
0 Mistveil Plains
0 Rogue's Passage
0 Secluded Steppe
0 Slayers' Stronghold
0 Smoldering Crater
0 Spinerock Knoll
0 Sunhome, Fortress of the Legion
0 Terramorphic Expanse
0 Transguild Promenade
0 Windbrisk Heights
So, why Aurelia, the Warleader?
How does one play this deck?
Nuances of the Deck
-Try to plop down Crescendo of War as early as possible. You're a creature deck, so you should be able to outrace opponents who may try to counterattack you. After two go-arounds in a 4-player game, it'll have 7 counters on turn 6. Any Battle Cry trigger means that Aurelia has lethal general damage. Think about that for a second.
-Against decks that can Wrath you out, try keeping your Sunforger equipped to something, so you can cast Boros Charm with Mistveil Plains as backup.
Changes Log
Lemme know what you think!
+Reforge the Soul
-Cleaver Riot
-Mass Mutiny
-Faith's Reward
+Ghostway
Increase your resilience with man-lands, man-artifacts, enchantment buffs, and what's most underrepresented in my opinion, haste. This is the primary reason to play red in multiplayer aggro, it makes for much more damage per card.
Hellraiser Goblin and Fervor need to be in, the two equipments alone are not enough. Sun Titan should be in, because he can recur any of the above and then recur something else on each subsequent swing. Titans are good with extra combats.
There are a ton of good manlands in color and there's also Glint Hawk Idol and Angel's Tomb. Look also to indestructible creatures.
You massively overvalue double strike. Rage Reflection is pretty bad, Cleaver Riot is very bad, True Conviction is only playable because it also grants lifelink. Doubled damage effects being equal, extra combats can fire off extra "battle cry" triggers, extra damage steps only are good with on-damage triggers (which is not what your deck does).
Nomads' Assembly is bad where Increasing Devotion, Conqueror's Pledge, and White Sun's Zenith are good. The key is "which makes an empty board a threat?" That's how you should evaluate most creatures or token spells if you're paying 5 or more mana for them.
Lose the Sunforger crap. It's terrible in aggro, despite it being a pet card of almost every red-white Commander player. You know what you don't want to do? Tie up your mana by playing things that aren't attacking. With it, cut the Master Warcraft, Homing Lightning, Faith's Reward and Wild Ricochet.
Finally - you've got a pretty high land count. You'll be able to come out more aggressively if you instead had some of those as efficient mana artifacts. Worn Powerstone, Everflowing Chalice, and (similar) Wayfarer's Bauble, in addition to what you've already got, will help you hit 5-6 mana more quickly.
Commander
R Ashling, the Pilgrim Mono Red Wildfire Control
GBW Karador, Ghost Chieftain Abzan Dredge Rock
WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange