Abrupt ForestationG
Enchantment - Aura (U)
Enchant land
Enchanted land is a basic Forest.
Forestcycling 1G(1G, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle your library.)
When you cycle Abrupt Forestation, lands enter the battlefield tapped until end of turn.
Sure, I'm heavily considering this archetype to be "my thing" once WAR hits, I may as well lead the deck thread.
Heroic Reinforcements looks like a good, but slow card. It kinda wants to be built around. I'd personally prefer to cast a smaller pump spell and leave mana open for protection. There are a few differing styles Feather can go with, one is straightforward aggro, another is aggro-control, even midrange is viable with Naya.
Other than budget reasons though, there is no reason to stay in pure Boros.
I made one for a contest and decided to have some more fun and complete the cycle
Turquoise Powerbead(G/U)
Artifact (U) T, Sacrifice Turquoise Powerbead: Target creature gains hexproof until end of turn. If that creature is white, put two +1/+1 counters on it. Algae of the Lucent Depths sense only magic and purity of one's soul.
Silver Powerbead(W/B)
Artifact (U) T, Sacrifice Silver Powerbead: Return target creature card with converted mana cost 3 or less from your graveyard to your hand. If that card is blue, return it from your graveyard to the battlefield instead.
Amethyst Powerbead(U/R)
Artifact (U) T, Sacrifice Amethyst Powerbead: Draw two cards, then discard a card at random unless you discard a black card. The dead usually hold more wisdom than the living.
Serpentine Powerbead(B/G)
Artifact (U) T, Sacrifice Serpentine Powerbead: Target creature or red spell gains deathtouch until end of turn. This vicious toxin is sentient enough to choose its carrier.
Amber Powerbead(R/W)
Artifact (U) T, Sacrifice Amber Powerbead: Choose one ―
- Target creature gets +1/+1 and gains first strike until end of turn.
- Target green creature gets +1/+1 and gains double strike until end of turn.
Thanks @StonerOfKruphix for appreciating my design
I just wanted to point out that having a protection spell in a permanent form can actually be better than the same effect on an Instant. You can for example play your 4-drop on turn 4 and not worry about removal. It's not like your opponent can do anything about the Powerbead once it's on the field.
Azure MarauderWW
Creature - Bird Scout (U)
Flying Preparation — U: Exile Azure Sentinel. Return it to the battlefield under its owner's control at the beginning of the next end step. Activate this ability only if you have seven or more cards in hand. The Azure are trained escape artists, making them excellent reconnaissance forces.
2/2
Spark of Damnation2BB
Instant (M)
Exile target creature or planeswalker. If Spark of Damnation's miracle cost was paid, you control the active player for the rest of this turn.
Miracle 4BBB One moment can save your soul or damn it for eternity.
Mechanically, it's correct. Well costed and the effects are good.
However, it doesn't compare well with Vraska's Contempt. Mythic rarity feels really forced, even for a Mindslaver effect, which seems tacked on...
Flavorwise... "Spark" doesn't go well with "miracle". What is happening exactly? I can't even imagine what was your idea.
Blazing Messenger3WW
Creature — Angel (M)
Miracle 2RW
Flying, hexproof
When you cast Blazing Messenger for its miracle cost, it gains haste until end of turn. You may return an Aura from your graveyard to the battlefield attached to it.
5/5
Good Angel is good. Baneslayer Angel level in terms of power, which probably isn't optimal. I like the flavor of the miracle effect. The only thing that is wrong is unconditional self-hexproof in white. This just should not happen.
Archon's Armor4
Artifact - Equipment (R)
Miracle 3WW
Equipped creature gets +2/+2 and has indestructible.
When Archon's Armor enters the battlefield, if you cast it for its Miracle cost, create a 5/5 white Archon token creature with flying. Attach Archon's Armor to that creature.
Equip 4
A solid flavorful Rare. I appreciate that you played it safe with the costs.
Prophet of the Pantheon4W
Creature - Human Cleric (Rare)
God spells you cast have miracle 0.
Miracle WW "You believe in me, and so the whole pantheon will believe in you."
2/4
This doesn't work, for a card to become a spell, you need to cast it first and by then miracle is useless.
Gameplay-wise, it is probably not the best idea to put a cost reducing ability on a 5cmc card. Yes, it has miracle, but a miracled Prophet into a miracled God is either super dumb luck or broken if there's something to enable it.
Kami of the Unheeded2W
Creature - Spirit (U)
Flying
Whenever Kami of the Unheeded blocks or becomes blocked, return it and each other creature that's blocking or is being blocked by it on top of their owners' libraries. Then those players shuffle their libraries.
Miracle 0 "There are no right answers. Only right questions."
1/1
I like this idea of "little" miracles. It could be a nice general theme for a set. This effect should probably be blue, though.
Solemn Interim1WW
Sorcery (r)
Until your next upkeep, your opponents can't cast instant or sorcery spells, and can't activate abilities that aren't mana abilities. If you cast Solemn Interim for its miracle cost, creatures can't attack you until your next upkeep.
Miracle W(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Pretty cool idea for a Silence variant. Functionality is great, flavor matches. There is only one problem: Why does this "interim" not apply to you?
Another card that may serve as a backup plan is Vivien's Arkbow. A strong 2-of contender.
Other than that, GUB PSV is both slow to get going AND it's vulnerable to both countermagic and removal. Rhythm of the Wild solves two of these problems. It's a complete game changer.
That Temur list looks good. Tons of mana and treasure dorks to ensure big T3 plays. PSV swaps them for real money later.
Sangrite Reactor(U/R)(B/R)(R/W)
Artifact (U) T, Sacrifice an artifact: Choose one —
- Add UR, BR or RW.
- Draw a card. Miscreants usually arrive with cognitive implants, as to preserve order during the process.
Turquoise Powerbead(G/U)
Artifact (U) T, Sacrifice Turquoise Powerbead: Counter target spell that targets a creature you control.
If that creature is white, put two +1/+1 counters on it. Algae of the Lucent Depths sense only magic and purity of one's soul.
Revelation of Merzgumal2BBBB
Sorcery (M)
Discard your hand. For each card discarded this way, search your library for a black card and put that card into your hand. Then shuffle your library.
Miracle BB (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.) "My thoughts exactly."
Enchantment - Aura (U)
Enchant land
Enchanted land is a basic Forest.
Forestcycling 1G (1G, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle your library.)
When you cycle Abrupt Forestation, lands enter the battlefield tapped until end of turn.
Does the card have to explicitly include the "When you cycle..." clause or is having any effect that activates during cycling enough?
Heroic Reinforcements looks like a good, but slow card. It kinda wants to be built around. I'd personally prefer to cast a smaller pump spell and leave mana open for protection. There are a few differing styles Feather can go with, one is straightforward aggro, another is aggro-control, even midrange is viable with Naya.
Other than budget reasons though, there is no reason to stay in pure Boros.
1 Dauntless Bodyguard
1 Skirk Prospector
2 Tenth District Legionnaire
2 Dreadhorde Arcanist
2 Tithe Taker
2 Adanto Vanguard
3 Feather, the Redeemed
3 Krenko, Tin Street Kingpin
3 Tajic, Legion's Edge
Straight Buffs:
1 Integrity//Intervention
1 Gird for Battle
1 Storm Strike
2 Sure Strike
2 Battlefield Promotion
1 Sheltering Light
2 Adamant Will
2 Assure // Assemble
2 Justiciar's Portal
Evasion:
1 Arrester's Zeal
2 Desperate Lunge
2 Run Amok
Haste:
1 Maximize Velocity
1 Samut's Sprint
Card Advantage:
1 Defiant Strike
4 Ajani's Influence
Answers:
1 Reckless Rage
1 Dual Shot
2 Bedeck // Bedazzle
4 Seismic Shift
4 Gravitic Punch
UnFeatherable:
1 Shock
1 Shivan Fire
1 Thud
2 Lightning Strike
2 Finale of Promise
2 Revival // Revenge
3 Slaughter the Strong
3 Deafening Clarion
3 Unbreakable Formation
3 Chance for Glory
4 Heroic Reinforcements
4 Ajani, Adversary of Tyrants
1 Pteramander
2 Beamsplitter Mage
2 Goblin Electromancer
3 Adeliz, the Cinder Wind
3 Wee Dragonauts
4 God-Eternal Kefnet
Protection:
1 Dive Down
2 Teferi's Time Twist
1 Maximize Altitude
3 Stealth Mission
Answers:
2 Essence Capture
Others:
1 Invert//Invent
2 Depose // Deploy
3 Quasiduplicate
3 Role Reversal
1 Incubation // Incongruity
1 Spell Pierce
2 Dovin's Veto
2 Mission Briefing
2 Narset's Reversal
3 Narset, Parter of Veils
3 Teferi, Time Raveler
4 Bond of Insight
1 Arboreal Grazer
1 Pelt Collector
2 Growth-Chamber Guardian
2 Huatli's Raptor
2 Incubation Druid
3 Gruul Spellbreaker
3 Hallar, the Firefletcher
4 Vine Mare
6 Palladia-Mors, the Ruiner
1 Giant Growth
1 Might of the Masses
2 Gift of Strength
2 Gift of Growth
2 Collision // Colossus
3 Courage in Crisis
4 Emergent Growth
6 Bounty of Might
1 Prey Upon
2 Thrash // Threat
2 Domri's Ambush
3 Band Together
Others:
1 Enter the Unknown
UnFeatherable:
1 Incubation // Incongruity
2 Cindervines
2 Finale of Devastation
2 Dreadhorde Butcher
2 Kitesail Freebooter
3 Isareth the Awakener
Straight Buffs:
1 Blessing of Belzenlok
Protection:
2 Abnormal Endurance
2 Unlikely Aid
1 Fungal Infection
3 Bleeding Edge
5 Yawgmoth's Vile Offering
UnFeatherable:
1 Kaya's Ghostform
1 Duress
2 Angrath's Rampage
2 Despark
2 Moment of Craving
2 Sorin's Thirst
3 Bedevil
3 Mortify
4 Sorin, Vengeful Bloodlord
6 Bolas's Citadel
2 Applied Biomancy
3 Journey to Eternity
4 Artful Takedown
My Jeskai current version:
4 Siren Stormtamer
4 Dreadhorde Arcanist
3 Adeliz, the Cinder Wind
4 Beamsplitter Mage
4 Feather, the Redeemed
Land
4 Glacial Fortress
2 Island
1 Plains
3 Clifftop Retreat
2 Sulfur Falls
4 Sacred Foundry
4 Steam Vents
4 Hallowed Fountain
3 Dive Down
2 Adamant Will
3 Dovin's Veto
3 Defiant Strike
Sorcery
3 Chart a Course
2 Stealth Mission
1 Finale of Promise
3 Spell Pierce
1 Dive Down
2 Sheltering Light
3 Reckless Rage
3 Essence Capture
1 Dovin's Veto
2 Narset's Reversal
Turquoise Powerbead (G/U)
Artifact (U)
T, Sacrifice Turquoise Powerbead: Target creature gains hexproof until end of turn. If that creature is white, put two +1/+1 counters on it.
Algae of the Lucent Depths sense only magic and purity of one's soul.
Silver Powerbead (W/B)
Artifact (U)
T, Sacrifice Silver Powerbead: Return target creature card with converted mana cost 3 or less from your graveyard to your hand. If that card is blue, return it from your graveyard to the battlefield instead.
Amethyst Powerbead (U/R)
Artifact (U)
T, Sacrifice Amethyst Powerbead: Draw two cards, then discard a card at random unless you discard a black card.
The dead usually hold more wisdom than the living.
Serpentine Powerbead (B/G)
Artifact (U)
T, Sacrifice Serpentine Powerbead: Target creature or red spell gains deathtouch until end of turn.
This vicious toxin is sentient enough to choose its carrier.
Amber Powerbead (R/W)
Artifact (U)
T, Sacrifice Amber Powerbead: Choose one ―
- Target creature gets +1/+1 and gains first strike until end of turn.
- Target green creature gets +1/+1 and gains double strike until end of turn.
BTW I've completed the Powerbead cycle
Another card I think belongs to this deck is Dreadhorde Arcanist.
To sum up, for creatures we have:
Beamsplitter Mage, Tenth District Legionnaire, Dreadhorde Arcanist and Feather, the Redeemed.
And I'm not even sure the deck should include all of these. Weirdly I'd drop Tenth District Legionnaire first in favor of Tajic, Legion's Edge or Aurelia, Exemplar of Justice to help the Arcanist a little.
I just wanted to point out that having a protection spell in a permanent form can actually be better than the same effect on an Instant. You can for example play your 4-drop on turn 4 and not worry about removal. It's not like your opponent can do anything about the Powerbead once it's on the field.
Creature - Bird Scout (U)
Flying
Preparation — U: Exile Azure Sentinel. Return it to the battlefield under its owner's control at the beginning of the next end step. Activate this ability only if you have seven or more cards in hand.
The Azure are trained escape artists, making them excellent reconnaissance forces.
2/2
Instant (M)
Exile target creature or planeswalker. If Spark of Damnation's miracle cost was paid, you control the active player for the rest of this turn.
Miracle 4BBB
One moment can save your soul or damn it for eternity.
However, it doesn't compare well with Vraska's Contempt. Mythic rarity feels really forced, even for a Mindslaver effect, which seems tacked on...
Flavorwise... "Spark" doesn't go well with "miracle". What is happening exactly? I can't even imagine what was your idea.
Creature — Angel (M)
Miracle 2RW
Flying, hexproof
When you cast Blazing Messenger for its miracle cost, it gains haste until end of turn. You may return an Aura from your graveyard to the battlefield attached to it.
5/5
Artifact - Equipment (R)
Miracle 3WW
Equipped creature gets +2/+2 and has indestructible.
When Archon's Armor enters the battlefield, if you cast it for its Miracle cost, create a 5/5 white Archon token creature with flying. Attach Archon's Armor to that creature.
Equip 4
Creature - Human Cleric (Rare)
God spells you cast have miracle 0.
Miracle WW
"You believe in me, and so the whole pantheon will believe in you."
2/4
Gameplay-wise, it is probably not the best idea to put a cost reducing ability on a 5cmc card. Yes, it has miracle, but a miracled Prophet into a miracled God is either super dumb luck or broken if there's something to enable it.
Creature - Spirit (U)
Flying
Whenever Kami of the Unheeded blocks or becomes blocked, return it and each other creature that's blocking or is being blocked by it on top of their owners' libraries. Then those players shuffle their libraries.
Miracle 0
"There are no right answers. Only right questions."
1/1
Sorcery (r)
Until your next upkeep, your opponents can't cast instant or sorcery spells, and can't activate abilities that aren't mana abilities. If you cast Solemn Interim for its miracle cost, creatures can't attack you until your next upkeep.
Miracle W (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
2. Hemlock
3. picnic_bomber
Strong filtering is a must in silver-bullet-style decks. Incubation // Incongruity looks like a no-brainer 4-of. It even answers the Tocatli Honor Guard problem.
Another card that may serve as a backup plan is Vivien's Arkbow. A strong 2-of contender.
Other than that, GUB PSV is both slow to get going AND it's vulnerable to both countermagic and removal.
Rhythm of the Wild solves two of these problems. It's a complete game changer.
That Temur list looks good. Tons of mana and treasure dorks to ensure big T3 plays. PSV swaps them for real money later.
Artifact (U)
T, Sacrifice an artifact: Choose one —
- Add UR, BR or RW.
- Draw a card.
Miscreants usually arrive with cognitive implants, as to preserve order during the process.
Artifact (U)
T, Sacrifice Turquoise Powerbead: Counter target spell that targets a creature you control.
If that creature is white, put two +1/+1 counters on it.
Algae of the Lucent Depths sense only magic and purity of one's soul.
Sorcery (M)
Discard your hand. For each card discarded this way, search your library for a black card and put that card into your hand. Then shuffle your library.
Miracle BB (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
"My thoughts exactly."