Boros Midrange deck I've put together and decided to play. The deck is based around 3 win conditions, Stormbreath Dragon, Archangel of Thune, and
Path of Bravery
(which may be coming out for
Dictate of Heliod
). You press hard early game with small creatures and Brimaz, and then drop one of those three things and ride that fucker to victory. This deck is very powerful against anything slower than it that isn't running Desecration Demon, and the damage potential is just insane. It's also super fun to play.
Soldier of the Pantheon
is the little engine that could. Powerful little white bastard that negates a lot of early game aggression and can put on a hurt by himself. His little lifegain trigger is nice too, the hard part is learning not to miss it.
Precinct Captain is our
Ash Zealot
until I can get some
Ash Zealot
s. He wops things and ups your token count which helps us out whether we want to attack or block. Still sort of unsure whether or not Zealot or Captain is better in this deck, but I'd like to eventually try both to see how it works.
Brimaz, King of Oreskos is a big badass who basically generates tokens just for having him on the field. We run 4 because people like to kill him. A lot. In fact if he doesn't eat a removal spell every time he lands on the board he can take over a game almost single-handedly.
Stormbreath Dragon is our big finisher and one of the best creatures in standard. We run four of this guy because you want to see him as much as possible. Seeing this guy in your hand should make you very happy.
Boros Charm is combat tricks and damage straight to the dome. Give a creature double strike or blowout someone with a wrath effect. Or just throw damage at them to win the game.
Magma Jet is there to make sure we don't run out of gas, or to help us dig for more burn or some sort of answer. Four seems like a good number to me considering how important it is that we get what we need when we need it. Plus, direct damage is never a bad thing.
Mizzium Mortars is there for problem creatures and as an expensive board clear that is really the only one we have access to that doesn't wipe our own stuff. 4 damage for 2 mana is hard to beat and helps us get past enemy defenses to keep dealing damage in the early game.
Chained to the Rocks is our main source of removal. It's awesome in game 1 because there is almost no mainboard enchantment removal or land destruction in the format. Less reliable games 2 and 3 because generally people will board in against it.
Path of Bravery
ideally hits the field on turn 3 and keeps us ahead into the midgame until we start dropping Stormbreath Dragon or Archangel of Thune. The +1/+1 is the main thing here, so I'm sort of unsure as to whether or not Spear of Heliod would be better in this spot, or even something like
Dictate of Heliod
.
Chandra, Pyromaster
is a solid 4 drop that lets us start digging and also gets us past big creatures like Desecration Demon if we can't draw a Chained to the Rocks without 2-for-1'ing ourselves. Plus, she's fun.
Sideboard is a work in progress and I'm going to definitely be working on that, but comments and suggestions are welcome.