WIP
Idk why I want to do this to myself. There's a decent chance it's outdated if I've made any adjustments recently.
Instants:
Aura Blast: I really like this card. Cantripping removal is good, especially when both modes are worth around two mana to begin with. It looks narrow but it's usually not; in a 4 player game, it's incredibly likely that someone has at least one enchantment in play, and of those enchantments, there's good odds it's a value engine or wincon that you really want gone. In general, I'd say that enchantments have the highest ratio of danger vs difficulty to remove of all permanent types. I don't like the default art, but I'll proxy until wizards reprints it in a slightly less objectifying way.
Bolt Bend: One mana, spell or ability, single target. Not the best version of the effect, but definitely up there. Spell redirection effects are incredibly good, whether they're winning the game against Door to Nothingness and Aetherflux Reservoir, or just being a 1 for 2 when someone tries to remove one of your creatures. Bolt bend works really well with Ganax giving a treasure when he enters, since you can protect him as soon as he enters (assuming you have a strong enough creature; they can cast removal in response to the noble heritage trigger).
Boros Fury-Shield: I love the flavor on this card; offensive shields are really cool. This one has quite a few techs; The card doesn't care about how much damage was prevented, meaning you can burn someone before damage is dealt, or if you use priority correctly, you can let the creature do damage, then cast fury-shield after combat to deal damage. This is most useful when you either block with a spite creature and then double up the damage, or you can let someone kill one of your opponents and then burn them too. Note it doesn't specify its a creature in combat with you so it can be used to mess with other people's combats as well.
Channel Harm: The 4th damage redirection spell. This is primarily here for redundancy, but I think it's good enough to deserve the slot. Obviously you want to pair it with a spite creature, but it's always nice to have in hand to fog and kill some dangerous creature if you're having a rough time. Worth noting that it's easy to fizzle because it has a single target when it's resolving and if the creature dies, the whole spell fizzles.
Comeuppance: Frankly, I don't like this card. It looks like it's on theme but it's really just a reactive fog/board wipe. The thing is that I need answers to wide boards states and that's exactly what this card does. I've never used this as a damage reflection tool, but it's always good to have on hand as a fog if you need it.
Deflecting Palm: The fundamentally most on-theme card in the list. As an aside, most Boros cards are designed as red cards with a white supporting identity, so they're typically designed as very aggressive with some synergy between the pieces. Deflecting Palm is an example of a white color identity supported by red; a defensive card that retaliates with an equal force. Notes and techs: doesn't reflect commander damage, but it doesn't target so it gets around shroud/hex proof/ward. If you're playing with damage manipulators like Gisela, Blade of Goldnight, you can apply the effects in the order you most prefer. So you if you're taking double damage, you can double and then prevent, or if you're taking half, you can prevent without halving.
Deflecting Swat: Spells and abilities, any number of targets. I'd run this card even without the free casting. The fact that you can cast this for free as long as you have Noble Heritage out as well makes it crazy good. I think it's worth splurging on, but the deck's fine if you don't want to buy a copy.
Destroy Evil: Efficient and flexible removal against the two permanent types that are usually the most dangerous. Not very flashy but it will probably save your life.
Excise the Imperfect: An incredibly underrated removal spell. I think most people don't know it exists. Exile is great and in this list, a big creature with no keywords is almost entirely useless, so you really don't need to worry about it.
Creatures:
Aerial Responder: I really like the combination of Flying/Vigilance/Lifelink in this list. They scale well with +1/+1 counters and are a great way to win midrange slug-fights by attacking in the air, draining some life, and sticking around to block the counterattack. Aerial is one of the better versions because of how cheap it is to drop down, letting you get the effect off early or holding up mana later in the game. Also note you can fight one of these creatures with Brash Taunter to gain life in an emergency.
Angel of Invention: See above. Angel is in the list because of the synergy between the keywords, Noble Heritage, and the general gameplan. The +1/+1 aura doesn't really do anything, but it's nice as long as you remember to track it. I typically choose to give it +2/+2 instead of the tokens just to accelerate the lifedrain, but I have chosen the tokens before in matchups where I need sacrifice fodder or chump blocks.
Boros Reckoner: One of the coolest looking spite creatures. These are in the list as rattlesnakes; creatures that sit there looking scary and discouraging people from swinging at you because it'll cost them. They're also combo pieces with the damage redirection spells like Gideon's Sacrifice. People scale their creatures up with Noble Heritage, which makes it hurt even more when they swing into a spite creature. For Reckoner specifically, I don't think I've ever used the first strike mode but it can be useful against lifelink or deathtouch. Being able to send the damage at any target is very useful, especially if you're running the infinite damage combos.
Brash Taunter: The strongest reckoner creature. This thing consistently wins games. It will easily block a creature each turn and at the end of your opponent's turn, you fight one of: the biggest creature on the board, a small utility creature that needs killed off, or your own lifelink creature. It's an excellent way to break the board stalls that this deck usually develops.
Donna Noble: Generic spite creature. I usually pair with a chump blocker of some sort or Ganax to make it more punishing to block him. She's on the watchlist because she's one of the last cards that can potentially set up infinite combos if I throw in a source of indestructible. Ex: Donna + Boros Charm
+ Boros Reckoner is infinite damage to each opponent.
Artifacts:
Agility Bobblehead: Color fixing and unblockable. There's the tiny bit of synergy with Intelligence Bobblehead but it's not a focus. The real upside is being able to sneak in commander damage against blockers in a locked up board state. The fact that haste creatures can block can be relevant on occasion, but there's not a ton of flying haste creatures around.
Altar of the Pantheon: Noble Heritage is a legendary enchantment, so you gain one life per turn with this and it fixes colors. It doesn't seem like much, but I'm a big fan of incidental lifegain in a list where one of the primary wincons is forcing people to attack you for a lot of damage. It's not unreasonable for this card to gain you 10 life over the course of a game. People might occasionally remove Noble Heritage, so just be sure to not accidentally cheat by gaining life if it's not on the field.
Bonder's Ornament: Ramp with draw attached. Everyone thinks this card is awful, so no one runs it, so you don't need to worry about giving draw to anyone else. Mana sink cards like this make it easier to hold up mana for interaction without wasting it.
Cursed Mirror: This card is really flexible. I don't feel bad dropping it on turn 3 as ramp, but later game you can use it to be a better or copy a good ETB effect. I'm usually looking for ways to get extra draw or lifegain when this enters, but it's just generally useful.
Dragon's Hoard: Honestly this one's not that spectacular. You can draw a card for basically free whenever it's out and you cast your commander. I like being able to stack ramp and draw whenever I can, and it's usually not a bad idea to have extra draw if you're in a situation where your commander is getting killed off frequently.
Enchantments:
Lands:
Arch of Orazca: Card draw on a land. One of the least efficient versions of this effect, but being able to hit your land drop, hold up mana for interaction, and then turn that mana into draw is very useful here.
Arid Mesa: It's a fetch land. Not necessary in this list at all, but being able to colorfix and choose between untapped mana (basics) or extra utility (Elegant Parlor) is useful. I've intentionally excluded any untapped duals just for the optics of wanting to be non-threatening. People aren't as scared of you if you fetch a basic, and grabbing a tapped land is still lower threat than grabbing a Plateau.
Bonders' Enclave: Land drop that is also a draw engine. Running 40 lands isn't difficult if you're slotting in utility lands. This is one of the more efficient draw engines here, being a good way to turn excess mana into cards.
Boros Garrison: Virtual card advantage; play this and get two lands. Best case is pairing with the scry/surveil lands or MDFCs for extra value. It's really slow, so I can understand if people trim it but extra value is really useful when you fit it in.
Clifftop Retreat: Dual land that basically always enters untapped. Good for budget and color fixing.
Command Tower: Untapped dual land. Obviously it's in the deck.
Demolition Field: Everyone should run some form of land removal to deal with the incredibly powerful lands that are floating around. This deck is usually floating mana anyway, so it's not hard to pay into when you need to. It's also a source of color-fixing if necessary. I also love it as a tech piece against the increasing number of people who skip basics entirely to run MDFCs and utility lands.
Elegant Parlor: Fetchable card selection land. I like to squeeze as much card draw and filtering as I can into the list since my commander doesn't cover that for me. This is intentionally my only fetchable dual land because I think it lowers my threat profile a bit to fetch either a tapped dual or a basic. The price has shot up pretty quickly from when I've bought it, so maybe it's higher profile than I was expecting.
Field of Ruin: Demolition Field #2. Ramping your other opponents isn't ideal, but it can be really useful in niche situations, like if one person is racing ahead and you need other people to catch up to fight them, and it's always funny when someone doesn't run any basic lands.
Ganax, Astral Hunter
Generous Gift
Ghostly Prison
Gideon's Sacrifice
Inspiring Overseer
Intelligence Bobblehead
Martyrdom
Mirror Strike
Mogg Maniac
Mountain
Needleverge Pathway
Nelly Borca, Impulsive Accuser
Nils, Discipline Enforcer
Noble Heritage
Orzhov Advokist
Palantir of Orthanc
Phyrexian Vindicator
Plains
Pristine Talisman
Reflect Damage
Return the Favor
Rogue's Passage
Rugged Prairie
Saving Grace
Scavenged Brawler
Selfless Squire
Settle the Wreckage
Skyscanner
Smash
Sonic Screwdriver
Spectator Seating
Spiteful Sliver
Spitemare
Stroke of Midnight
Sunblade Angel
Sundown Pass
Temple of Triumph
Topple the Statue
True Love's Kiss
Truefire Captain
Untimely Malfunction
War Room
Windborn Muse
Wrathful Raptors
Wrathful Red Dragon
Wyll's Reversal
Farsight Mask
Nexus of Becoming
Sunbillow Verge
Witch Enchanter
Archive: Show
A place for me to keep cards I've written a summary of and then trimmed from the list.