Maybeboard


The plan for the deck is to use Feather, the Redeemed to generate card advantage and set up a kill either with commander damage or storm. The turn structure ideally goes like this:

T1: Land
T2: Land + Mana Rock
T3: Land, cast Feather, and have one mana up to either cantrip or protect Feather.

Those three turns are the most linear and arguably the most important to get right, getting out Feather on turn 3 is essential as the majority of the deck is unusable without her.

The ramp package in this deck is very colored mana focused, Feather herself only takes colored mana, and the curve is so low that cards like [sol ring] and [mind stone] can't cast a significant number of cards in the deck (43.15% of the spells in the 99 cast for 1 colored mana)

An important note is that this deck gives away a lot of information to your opponents. You are constantly casting spells and getting them back to hand, so your opponents often know a good percentage of the cards in your hand. This means that, once you really get started, your opponents will know that you are the threat. It becomes very important to not let your guard down. It is a good rule of thumb to always have a way to protect Feather from at least one removal spell.

The protection package is very versatile. For cards like Cyclonic Rift or Descend upon the Sinful , you have bounce spells like Long Road Home and Otherworldly Journey . For regular old board wipes and targeted removal you have cards that grant indestructible or regenerate. And for targeted removal like Swords to Plowshares that exile, you have cards that grant protection. Protection can also be used to ensure that Feather can't be blocked in combat or that she can safely block and kill an opposing creature. Be careful when you give Feather protection from white or red because then you can't target her with anything else until the turn ends.

The maybe board consists of cards that I am considering for the Paradox Engine slot since it is no longer legal. Advice is much appreciated.
Swift Justice : Honestly, I'm not a huge fan of this card. It has been on the verge of being cut for the past few iterations. It doesn't buff Feather as much as I'd like, and first strike isn't super relevant most of the time. However, having a reliable source of life gain that isn't attached to a must destroy card like Aetherflux Reservoir is good enough to keep it in the 99. Lifegain is good in this deck due to the fact that Feather is the only blocker, so gaining some life after a big attack can be useful.

Grapeshot : This is more of a pet card for me, but it can really put in the work as both creature and player removal. The biggest threat to this deck is a tokens deck or any go wide strategy. Grapeshot allows us to cast some spells then ping creatures or players to death. A good rule of thumb with this is to target Feather with the original copy of grapeshot, then use the ones created with the storm trigger to target whatever else you want. This will allow Feather's replacement effect to work on grapeshot.

Aurelia's Fury : This is easily one of the most versatile cards in the deck. For the turn you want to storm off you can make x equal the number of opponents and make all your spells uncountable (it will also bait a counterspell, so even if it is countered, it will do it's job), you can tap or kill all the Rhys the Redeemed player's creatures in response to Craterhoof Behemoth , or you can keep x to small numbers and use it for minor advantage and disruption.

Fell the Mighty : An absolute all star in this deck. It is repeatable board wipe that kills all of out opponents large threats. If we have extra pump spells and the willingness to use one on an opponent's creature, we can also take out smaller creatures that are threatening us. Cards like Reckless Charge are great for that because we can cast it from hand targeting an opponents creature, cast fell the mighty, then either later the same turn or sometime in the future, flash it back targeting Feather and getting it back to hand with the replacement effect.

Dawn Charm : This card is great. The mode most often used is the second (regenerate), but the other two come is huge when we need them. The first mode (fog) is our silver bullet against token decks, easily the worst matchup I've played against. When they try and craterhoof, we can fog then kill them on the backswing. The third mode (counter) comes most in handy against black decks that try and make you discard or sacrifice permanents. Admittedly, modes 1 and 3 are very situational, but when they are needed, we are happy they are there.
Commander's Sphere , Chromatic Lantern , etc.: I really don't like 3 mana ramp in this deck. We really want to be casting Feather on turn 3. Nothing happens until Feather hits the battlefield. There is also enough 2 mana ramp (especially with the recent printing of Talisman of Conviction in Modern Horizons) that I didn't feel the need to look outside of ramp in the 0-2 mana slots.

Zada, Hedron Grinder , Young Pyromancer , or other go wide cards: I wanted to keep the deck focused on Voltron and storm. It's how I like to play. The go wide build looks fun, but I don't feel that there is enough room in the deck for three wincons.

Reliquary Tower , Spellbook , and Thought Vessel : With colored mana being so important to this deck, using up a land or ramp slot for colorless mana seemed really unappealing. Spellbook is the one out of the three that I would most consider. However, if we are drawing so many cards that hand size is a problem, we are probably already in a good spot. They just struck me as win more cards.

Sphere of the Suns : It's fine in the deck, Talisman of Conviction is much better. It is unnecessary, but it is a fine burget version of other mana rocks.

Guided Strike , Accelerate , and Stun : 2 mana to cantrip is a bit below rate for this deck. For two mana, we want it to have some other effect like Fists of Flame , Psychotic Fury ,or Shelter .

Double Cleave : I have a slight preference for Temur Battle Rage . I have found that it is easy enough to cast. However, double cleave could very well be better.

Swiftfoot Boots : It's a great card, but I didn't want to cut any instant or sorcery protection to make room for it.

Generous Gift : While it is a great, versatile card, it doesn't synergies with Feather. If the deck needed some removal then it would be an auto include, but the removal package is pretty solid as is. The card itself is fine, especially since the token can't block Feather and Feather can easily block the token. However, for a one shot effect, we want more than a one for one. Cards like Slaughter the Strong and Wear / Tear can have a huge impact on the game, and cards like Boros Charm and Valorous Stance have other repeatable effects that ensure that they are always relevant. With the amount of cards this deck can draw along with cards like Sunforger , there is rarely not an avenue to get the removal we want when we want it.
If you're on more of a budget, Feather is still a powerful and fun general! The first things to cut are Land Tax , Smothering Tithe , and Mox Amber . The first two are really good value cards that are extremely powerful, but they are unnecessary to the overall strategy. Amber is good, but not much better than any of the other ramp. Add in cards like Renegade Map , Sphere of the Suns , and Traveler's Amulet . They will do the trick just fine.

The next place to cut is the storm package. Cut Aetherflux Reservoir and Grapeshot . Grapeshot isn't particularly expensive on its own, but it gets much worse when you get rid of the rest of the storm package. You can choose to leave it in if you want, I only have it in in the first place because it's a pet card that I like. You can add in some more cards like Spawning Breath , Stand Firm , or any other cards you think are cool.

Balduvian Rage and Crimson Wisps are primarily there for card draw, so replacing them with cards like Stun and Guided Strike is fine.

The final place to cut is lands. Cutting lands like Sunbaked Canyon , Sacred Foundry , and City of Brass for Boros Guildgate , Boros Garrison , and Ancient Amphitheater can save a lot of money.

Sunforger costs some real money, but it is very good. You can cut it if need be, but it is 100% worth the cost in this deck. Aurelia's Fury and Fell the Mighty are in similar positions to sunforger, but cutting them for cheaper removal isn't the end of the world. If possible in your budget, having one of these is very nice, but not necessary.

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Date added 5 years
Last updated 5 years
Exclude colors UBG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

18 - 0 Rares

17 - 0 Uncommons

41 - 0 Commons

Cards 100
Avg. CMC 1.83
Tokens Treasure
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