Welcome to my favorite EDH deck to play in a semi-competitive environment. In this deck we aim to make aggro great again, through infinite combat. I feel the combat phase of higher level EDH is sorely neglected, this deck should help change that. Sure we might not be winning left and right against the Zur the Enchanter and Teferi, Temporal Archmage Tier 1 tryhards, but you might be surprised how well you hold your own at the table, and how quickly you can go from being "That silly aggro EDH player" to "Enemy #1". This is in my experience, the most streamlined and consistent Aurelia EDH deck I've piloted to date.

A bit about me before we go further with the deck. I've been playing MTG casually since all the way back to Portal in 97'. Then took an actual interest in playing the game seriously at stores and local tournaments during the original Ravnica block. So I like to think I at least have a general idea of how to deck build :p

Always looking for comments and critiques to the deck/gameplan. I am not all knowing, so it is great whenever you can make minor improvements to a formula :D

Gameplan

In this deck we want to get either Aurelia, the Warleader or any of our beaters on to the field, voltron them up, and start swinging. And we want them to swing as much as possible via our commander's effect and cards like Combat Celebrant or Aggravated Assault .

Early game for us is usually ramping and tutoring. Control pieces like can be dropped here like Grand Abolisher since they're cheap. But most of the time you will find yourself playing mana rocks and digging for weapons/protection.

Mid game is the most important for us, and we want it to come as early as possible. Having cards like Swiftfoot Boots and Lightning Greaves on the field will make our life a lot easier. Either way you will need SOME form of protection while you pave the way for Aurelia, the Warleader

If you have not won the match by the endgame then it's best to bring out Sunforger if you have not already. Make very good use of your mana and toolbox options as you look for an opportunity to steal the win. Just remember that a well timed Silence on your turn can be a one way ticket to victory.

Card Combos + Synergies

  • Aurelia, the Warleader or Combat Celebrant or Godo, Bandit Warlord + Helm of the Host is our bread and butter combos, and the endgame of nearly all of our battle plans. Each of these creatures when given the Helm can attack forever. So if you can reliably get one out quickly, try and have the Helm ready for them.

  • Sword of Feast and Famine + Aggravated Assault is a similar combo to the one mentioned above, albeit a little harder to pull off since mana rocks do not untap, and it's harder to search for Assault than it is Aurelia :P Still, as long as you have 5 tap able mana and a safe battlefield, then you win :D

  • Puresteel Paladin + Leonin Shikari + Sunforger now you don't need all 3 of these pieces to be good, which is great because getting all 3 is kinda hard unless all your opponents are heavily focused one someone else. But IF you do get them all together, then it is INSANELY hard to get hated out of the game. A 2 mana repeatable tutor for whatever silver bullet or shield you desire at instant speed? Yes please.

  • Leonin Shikari + Lightning Greaves free instant speed protection? Seems good. This also bypasses the problem of not being able to equip your guys with shroud. Being able to remove the greaves at instant speed and reequip them makes it a lot harder for opponents to react to it. And thus, makes your dudes safer.

Weaknesses

Unfortunately this deck suffer from two major weaknesses.

COLORS: R/W is not the best position to be in in commander, we miss out on a lot of good stuff (tutors, counter spells, and the best ramp cards) by being Boros. Luckily this is made up for slightly by having a more consistent mana base, but having extra colors to splash in is almost always a good thing.

AGGRO: Yes, the "Aggro Problem". The bane of my EDH career, and funnily enough, this weakness is the very reason I made this deck. But for those unaware, high level EDH play sees very little aggro. That is because aggro is easier to hate out of the game, and it's almost always faster to just goldfish out some insane combo with other commanders. This is why cards like Sunforger are so important as it protects us from the many threats that can come our way. And is also why it's so important to hit mana rocks ASAP, if speed is our shortcoming, then we need to try and move faster.

Despite these two flaws I find this deck very fun to pilot. I win very regularly against more casual environments. And have been pleasantly surprised how many wins I slipped in against decks that tend to goldfish at turn 3-4 consistently.

Once again, I am ALWAYS looking to make this list better. If you have any changes you'd consider than please let me know :) And if you'd be interested in me explaining individual card choices in more detail than I'd be more than happy to :D

So while it is completely ludicrous to get this lucky in an actual match, it is entirely possible to pull out a turn 2 win against the ENTIRE table in a multiplayer match. I shall explain.

Opening hand Rugged Prairie , Sol Ring , Stoneforge Mystic , Puresteel Paladin , Mox Diamond , Mox Opal , and Mana Crypt

1st Draw - Boros Signet

2nd Draw - ANY land

Suggestions

Updates Add

Nothing to add from the newest Ravnica set as far as I'm aware. Which is unfortunate, but that doesn't mean I don't have changes to make. I've been using this deck in a lot higher level play recently and many cards have proven to be subpar (basically every beater from the last list, lol)

First off, all the beaters other than Sun Titan are getting the boot. The reason being is that Aurelia is really the only beater we will be using. She's always available, and our best one anyways. Sun Titan is more for the utility anyways so he gets a free pass. Aurelia, Exemplar of Justice never did anything useful, Etali, Primal Storm was more of a "fun" or "win more" card and I knew he would be getting taken out eventually. Gisela, Blade of Goldnight, Hero of Bladehold, and Mirran Crusader all follow a similar vein of "win via damage", which isn't QUITE what we want. We want to win via infinite combat. The last beater Serra Ascendant, I would have thought would stay in for a while longer, but he simply proved too inconsistent. In the rare turn 1 plays he got dropped it was fun, and did what I wanted. But outside of that it wasn't worth it.

Basandra, Battle Seraph was a card I really fought too keep because of the art alone, lol. But it never really panned out. Mana is tight, and combat is never really when the big plays are being made by the enemy. Also the opponent doesn't have to attack YOU, they can opt to attack the undefended player, so even when you do have the extra mana to use her it doesn't always pan out.

Darksteel Plate provides expensive protection for Aurelia, the Warleader that we can get for cheaper via Hammer of Nazahn (if you include equipping cost). Also it makes all of our other weapons cheaper to use. I feel like this is an obvious choice that I should have made in the earlier stages of the deck, oh well...

Knight of the White Orchid and Coalition Relic might be very odd to see removed. But they're getting replaced with cards that either do the same thing but better, or almost the same thing but cheaper. Oreskos Explorer and Fellwar Stone respectively.

I wont go into detail about the additions since I have not playtested them. But generally it is more control pieces or ramp. Which is something our deck cannot get enough of.

Removing

Adding

Comments

Casual

90% Competitive

Revision 1 See all

(4 years ago)

Date added 6 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

46 - 0 Rares

21 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.42
Tokens Copy Clone
Folders Ideas
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