Deck is under $50, if cards are bought in poorer conditions,or excluding the cost of basic lands.
Deck Summary: Tried to make it so that the deck doesn't always just win one way. You can burn your opponents out, create a massive army, or attack with giant, pumped up creatures.
Deck Breakdown:
Ramp (7):
Wayfarer's Bauble
,
Star Compass
,
Boros Signet
,
Talisman of Conviction
,
Myriad Landscape
, and
Terrain Generator
Even though our deck's average CMC is very low, it's still nice to be able to get Feather out by at least turn 3 and with a protection spell in hand
Pump Targets (12):
1. The Heroes:
Akroan Crusader
,
Favored Hoplite
,
Phalanx Leader
,
Fabled Hero
,
Anax and Cymede
, and
Labyrinth Champion
2. The Soldiers:
Swiftblade Vindicator
,
Tenth District Legionnaire
, and
Tajic, Legion's Edge
3. Goblins & Golems:
Krenko, Tin Street Kingpin
,
Zada, Hedron Grinder
, and
Precursor Golem
The Heroic creatures are great pump targets because of the extra bonuses we get from targeting them, The Solider creatures are all just good in their own right, and Krenko and Zada can make our board wide or tall. Precursor Golem is a very buffable 3 for 1.
Pump Spells (10):
Brute Force
,
Built to Smash
,
Titan's Strength
,
Samut's Sprint
,
Gird for Battle
,
Mortal's Ardor
,
Swift Justice
,
Invigorated Rampage
,
Temur Battle Rage
, and
Martial Glory
Not much to explain here, they're all good for various reasons.
Protection Spells (11):
1. Protection:
Apostle's Blessing
,
Shelter
,
Gods Willing
, and
Stave Off
2. Blink Effects:
Cloudshift
,
Otherworldly Journey
, and
Long Road Home
3. Indestructibility:
Ajani's Presence
,
Sheltering Light
,
Valorous Stance
, and
Dawn Charm
(sorta)
I tried to have a variety of types of protection spells because there's a variety of removal out there.
We want a lot of protection spells because we want Feather to stick. Yeah, the deck should be able to function without the commander yadda yadda, but without Feather on the board this deck gets a lot weaker. All these protection spells are also good for protecting our other creatures.
Cantrips (10):
1. 1 cost:
Rile
,
Renegade Tactics
,
Balduvian Rage
,
Expedite
,
Bandage
,
Defiant Strike
, and
Panic
2. 2 cost:
Fists of Flame
,
Guided Strike
, and the previously stated
Shelter
This is the fuel of the deck, what allows us to get to our key cards. With Feather out we can generate a very large amount of card advantage, and is why I choose to run
Spellbook
, just on the off chance we find it and don't have to discard our massive hands every turn. And when the draw engine is up and running,
Fists of Flame
is and incredible pump spell, especially with something like
Temur Battle Rage
Spell Synergies (8):
1. The Firewielders:
Guttersnipe
,
Electrostatic Field
,
Firebrand Archer
, and
Young Pyromancer
2. Burning Towers:
Aria of Flame
and
Sentinel Tower
3. Libraries of Lore:
Myth Realized
and
Scroll of the Masters
Besides killing opponents with combat/commander damage; these are our win conditions. We can burn out our opponents through creatures like
Guttersnipe
or permanents like
Sentinel Tower
. Myth Realized and Scroll of the Master's can make huge creatures for deadly swing-ins.
Removal (8):
1. Creature:
Fall of the Hammer
,
Reckless Rage
,
Swords to Plowshares
,
Soul's Fire
, and the previously stated
Valorous Stance
2. Non-creature:
Return to Dust
,
Crush Contraband
, and
Oblation
Because sometimes you can't just swing with your creatures. FotH, Reckless Rage, and Soul's Fire are repeatable creature removal (or in Soul's Fire case, repeatable removal AND burn spell), and Return to Dust/Crush Contraband are really efficient artifact/enchantment removal. Oblation is a silver bullet, and can be used on our own creatures as another repeatable source of card draw if needed.
And lastly, possible upgrades:
Smothering Tithe
gives us a lot of mana to play a lot of spells.
Grand Abolisher
makes it so our turn is OUR TURN!
and
Aetherflux Reservoir
is another powerful spell synergy.