Feather, the Redeemed EDH
OMG. This deck is sooo sweet! Lots of card advantage and tons of cool wincons. Finally a Boros commander that's rock-solid, while also doing something different and fun.
The basic plan is simple. We play
Feather, the Redeemed
and keep up mana to protect us. Then we try to get constant card advantage recurring our spells while setting up one of our wincons.
Go Wide and Tall!
This involves getting creatures on the board that create tokens every time you cast a spell (which is VERY OFTEN in this deck) and then pumping the whole team up.
Token generators:
Pumping the team:
-
Phalanx Leader
-
Monastery Mentor
. This card is really good in this deck doing both token generation and pumping the team. Only reason I rank
Young Pyromancer
slightly higher is because we can play it on turn 2, which seems very strong for us.
-
Rally the Righteous
. Will get back to why this one is so good in this deck later.
Alphastrike!
This plan involves pumping our commander and smashing one, two or all of our opponents out of the game in a single turn. First we do the obvious pumping with spells that recur every turn and then finish it off with double strike or infect. We also have some very spicy payoffs if we happen to have access to a bit more mana in the late game ^_^
Pumping spells:
Finishers:
When one is just not enough:
Card drawing is like winning!
Drawing cards is great. It's just one of those things you never get tired off. If you happen to agree, then this deck is for you! For once Boros is not only good at what it usually sucks at... it's really, really good at it. The basic plan for card advantage is to simply play any spell for one mana that targets a creature you control while also drawing you a card. With our commander in play we can do that on every single turn, and that also includes our opponents turns.
Cantrips:
Guaranteed Legendary Gear!
Another part of being Boros is being good at finding equipment. That is something we will take full advantage of with a set of insanely strong equipment that enables a wide range of abilities.
Tutors:
Equipment:
-
Sunforger
. Probably the best card in the deck. The main reason I feel going with this many tutors are worth it. The others are good, but this one is bananas. I like to take
Magnetic Theft
first if I don't need protection to enable future tutoring at instant speed. So many different spells to get. Really, really strong.
-
Skullclamp
. Another good source of card draw for us. Tokens are usually plentiful, so they are perfect as additional resources.
-
Swiftfoot Boots
. We can't play
Lightning Greaves
because of shroud. We have plenty of protection, but why not be extra safe? Maybe one of the first ones to get cut.
-
Grafted Exoskeleton
. Giving our creatures infect is amazing in this deck and our tutors are the reason we can plan for this rather consistently.
Other Wincons
Some other ways to win games, because... we don't want to get sick of winning the same way now do we?
Cloning:
-
Zada, Hedron Grinder
. A good commander by himself, but is in my opinion even stronger in our deck as one of the 99 because we can protect it more consistently. Just cast your pump spells and swing for the win. Oh yeah, I mentioned
Rally the Righteous
before right?
-
Mirrorwing Dragon
. A worse version of Zada.
Storming:
-
Guttersnipe
. We play a lot of spells, so this one needs to be answered quickly by our opponents or risk bleeding out.
-
Aetherflux Reservoir
. Did I say we play a lot of spells? This one is great. Can also be tutored for with
Enlightened Tutor
.
Defending ourselves
Different ways to protect our stuff.
Indestructible:
Protection:
-
Blessed Breath
. Saves you from spot removal with a +1/+1 counter and may give you unblockable.
-
Gods Willing
. Same, but with Scry instead.
-
Shelter
. Extra upside with card draw.
Flicker:
Boardwipes:
Mana ramp
The important thing here is to get something down on turn 1 or 2. That enables you to play your commander and hold up protection on turn 3.
Rocks:
Toolbox Schenanigans
Some fun stuff this deck can do. Oh yeah... did I mention all of this is fetchable at instant speed with
Sunforger
?
-
Path to Exile
. Ramp? Yeah. Target your own tokens to ramp a land on every turn.
-
Blessed Alliance
. 2 triggers for Heroic or for 2 extra mana you can get 4 life or force an opponent to sacrifice a creature. Great utility.
-
Boros Charm
. While the option to deal 4 damage rarely is relevant, saving your entire board from a big wipe or sealing someones fate with double strike most definitely is.
-
Impact Resonance
. Deal a bunch of damage to one opponent and clear the board of another.
-
Chaos Warp
. A good all-around answer to everything. Also doubles as a gamble to try and ramp by sacrificing tokens. We do however, play 36 spells so 1 time out of 3 it will do nothing.
-
Eerie Interlude
. The poor mans
Teferi's Protection
. It doesn't save us from a huge spell, but it saves our board from most threats.
-
Seize the Day
. Get a extra combat step every time it's your turn or 2 extra combat steps once. 1 of only 6 spells not fetchable with
Sunforger
-
Akroan Conscriptor
. Not a spell, so not fetchable with
Sunforger
, but can seriously wreck everything for your opponents if it gets to stick around. Who am I kidding? Everything gets to stick around in this deck!
Important Lands
Some lands with utility.
Suggestions
This deck is still very new and I'd love to get any suggestions on cards to include. Please feel free to leave a comment.