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PostPosted: Tue Jul 29, 2014 1:00 pm 
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I would add in hero of iroas for an additional creature that is very good to target with all of your effects.


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PostPosted: Tue Jul 29, 2014 8:59 pm 
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Hakeem928 wrote:


I'll try this and see how it goes. I *feel* like Boros can be powerful with this card pool, but I haven't found any setup I like. My RDW feels very tight, while my Boros decks, even when they win, feel like a "meh" pile that did ok enough to win.


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PostPosted: Tue Jul 29, 2014 9:15 pm 
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It is a pretty solid setup. I have played with it a little.

What's RDW? I was thinking it was Red/White?

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PostPosted: Tue Jul 29, 2014 9:19 pm 
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RDW = Red Deck Wins

rockshard wrote:
I used to play a W/R token deck before I converted to W/G.
I like Truefire Paladin however (which didn't really have synergy with tokens) so I made a W/R control deck to take advantage of this godly pump knight. This guy can single handedly pin down a Terra Stomper.

Truefire (no premiums)
22 land (4 Boros Guildgate, 9 Plains, 9 Mountain)
4 Traveler's Amulet
-
4 Kor Cartographer
4 Divine Verdict
4 Angelic Edict
1 Baneslayer Angel
2 Planar Cleansing
-
4 Shock
4 Bolt of Keranos
2 Anger of the Gods
2 Charmbreaker Devils
2 Siege Dragon
1 Stormbreath Dragon
1 Inferno Titan
-
3 Truefire Paladin

edit: Corrected the list. Turns out it had Shock, not Reprisal.


I just won 4 in a row with this list, but not before making a change.
-4 Angelic Edict
+3 Reprisal
+1 white Shock

If there is one problem its that Stormbreath Dragon sends this deck clinging for dear life. I should take note whenever my opponent is running Mountains and maybe hold on to those Shocks/Bolts.

edit: 7 wins in a row
edit: 8 wins in a row
edit: the deck is now 10-0
edit: 12-0
edit: 14-0
won against someone with battle mastery
edit: 15-0

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Last edited by rockshard on Wed Aug 06, 2014 9:52 pm, edited 6 times in total.

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PostPosted: Wed Jul 30, 2014 8:26 am 
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Hakeem928 wrote:


I'll try this and see how it goes. I *feel* like Boros can be powerful with this card pool, but I haven't found any setup I like. My RDW feels very tight, while my Boros decks, even when they win, feel like a "meh" pile that did ok enough to win.


Truefire Paladin is a very strong card to enchant; putting Nimbus Wings on it gives you a 3/4 Vigilant flier attacking as early as T3; a lot of decks can't beat that and his pump ability shortens your opponent's clock a bunch if they can't block it.

Hero of Iroas enables some pretty nutty starts, too. Like this line last night:

1) T2 Hero
2) T3 Ordeal, swing for four. Play Truefire Paladin.
3) T4 Armored Ascension, swing for 8 in the air (opponent has a ground blocker to stop Paladin), gain 10 life.
4) T5 Banisher Priest removing my opponent's new flier, gg.

Then there are games where you drop Caracal and enchant it on T2. There are also games where you give Brimaz flying. Sometimes you just land a Baneslayer. Other times you bloodrush a Wrecking Ogre onto a flier for a one-shot kill. Sometimes Mentor of the Meek drowns your opponent with card advantage. Other times, the Rabblemaster generates a token swarm. And many more.

This is by far my favorite deck so far, just because it has so many avenues to victory and no two games ever feel the same. It can win with a quick onslaught, but it has the tools to grind out wins, as well. I wouldn't change a card.

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PostPosted: Wed Jul 30, 2014 4:26 pm 
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Yeah Hakeem, I have to say this is by far my favorite deck you have came up with yet. It is great and pretty fun!

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PostPosted: Thu Jul 31, 2014 10:55 am 
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I agree, that looks like a fun deck. Without having tried it a couple things concern me: One that there has to be something better than the Trained Caracal. It is just uber fragile. The second thing is Armored Ascension in a deck with only 12 total Plains. I think you would have to have at least 3 Plains out for it to be worth the 4 cmc. Relying on the 2-of of the Hero of Iroas doesn't seem like it would be consistent enough to lower the cost. Of course he certainly isn't bad in an aura build, lol.

Even though I get the synergy between Mentor of the Meek and Banisher Priest I still think Arrest is nearly always a better option. In my experience I've found the Priest dies way too easily in this meta where 2 damage spells are in abundance. I ran Priest as well to combo with Mentor and eventually just replaced it with Arrest after getting screwed time and time again. Too bad they didn't give us Fiend Hunter this time around!

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PostPosted: Thu Jul 31, 2014 11:07 am 
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I see people saying that Armored Ascension is questionable in a deck with only 12 Plains, but it's the evasion that makes this thing worth it. People are paying four mana for +2/+2 with Vigilance through Marked by Honor and no one says a thing, but I'd take +2/+2 and flying over that all day. You are going to have at least two Plains in play and if you have more then it only gets better. The reason flying is so powerful in this deck is mostly because of Truefire Paladin and Brimaz; these guys attack and block like monsters and are virtually impossible to get through for some decks. Then you also have Hero (who gets huge, so he loves evasion) and Wrecking Ogre because evasion plus double-strike is usually just game over.

I get your point about Banisher Priest, but you have to remember that this deck is running three copies of Gods Willing. He is very easy to protect from removal, he triggers Mentor, and he's a body. I've used him on T3 to exile a token and suited him up after that with no fear of some monster getting released if he dies. Obviously that's not an optimal line, but sometimes you get bad draws and it's an option you have. Fiend Hunter would be immensely better, though, I agree.

The Caracal isn't the hottest, I understand, but he's a white one-drop so he fits the curve nicely and lets you start enchanting something and attacking with it as early as T2. Caracal into Ordeal is a very strong start against most decks, and the lifegain isn't irrelevant.

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Last edited by Hakeem928 on Thu Jul 31, 2014 12:05 pm, edited 2 times in total.

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PostPosted: Thu Jul 31, 2014 11:40 am 
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That all makes sense. Caracal into Heliod or Nimbus Wings wouldn't be bad at all.

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PostPosted: Thu Jul 31, 2014 2:04 pm 
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I was just about to chime in about armored. It isn't the massive size potential that makes it great here, it's the flying side of it!

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PostPosted: Thu Jul 31, 2014 2:42 pm 
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I get the flying, but 4x Nimbus Wings give that for half the price. I guess if you want even more flying though..

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PostPosted: Thu Jul 31, 2014 3:41 pm 
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You're thinking isn't wrong here either. But ascension is really nice to have in the build along side of winged.

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PostPosted: Sat Aug 02, 2014 12:44 am 
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My buddy and I have been having a lot of fun with this build in the campaign. Gets lots of early wins and is almost undefeated. We've still got lots of cards to grind out since we don't wanna pay for the unlock-able cards, so some of the cards (like Shock ) could be "more-of's" because there's only the one unlocked. So far we've unlocked about 50% of the card pool without premiums, not counting the bonus premium booster for having the previous DOTP. I would love to get some suggestions on how it could be better. I was trying to focus on a weenie/token theme to help Mentor of the Meek trigger for card draw while overwhelming my opponent with lots of little dudes. Raid Bombardment and Guttersnipe are almost unfair in this deck, especially in multiples, and there are bombs in case the game drags out long enough. Also the only premium card it uses is Goblin Bushwhacker which could easily sub out for another Goblin Arsonist. Here it is: :evil:

Deck: Boros Bombardment

1 x Brimaz, King of Oreskos
2 x Mentor of the Meek
2 x Attended Knight
1 x Mausoleum Guard
1 x Baneslayer Angel
1 x Goblin Arsonist
1 x Goblin Bushwhacker
2 x Goblin Rabblemaster
3 x Guttersnipe
1 x Cunning Sparkmage
1 x Stormbreath Dragon
1 x Wrecking Ogre
1 x Inferno Titan
1 x Charmbreaker Devils

3 x Raise the Alarm
1 x Divine Verdict
1 x Shock

2 x Triplicate Spirits
3 x Krenko's Command
2 x Bolt of Keranos

2 x Nimbus Wings
4 x Raid Bombardment

4 x Boros Guildgate
9 x Plains
10 x Mountain

Creatures:19
Instants:5
Sorceries:7
Enchantments:6
Land:23


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PostPosted: Sat Aug 02, 2014 1:03 am 
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2bestest wrote:
Amass the Army (2.0) (Unlocked all premiums)

Lands

14 x plains
8 x mountains

Creatures (counting tokens as creatures)
3 x Elite Vanguard
4 x Selfless Cathar
4 x Squadron Hawk
4 x Goblin Bushwhacker
4 x Raise the Alarm
4 x Krenko's Command
1 x Brimaz, King of Oreskos
2 x Mentor of the Meek
3 x Attended Knight
2 x Goblin Rabblemaster
3 x Banisher Priest

Spells

4 x Inspired Charge


EDIT: Raid Bombardment was really not very helpful at all over the long run. Removed and put a third Attended!


I personally love Raid Bombardment. It has been working wonders in my token build ^^^


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PostPosted: Mon Aug 04, 2014 2:54 pm 
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Hey first post here.
This is the fastest deck I came up with. I've been running it on ranked on 360. Lots of card redundancy and a really low curve makes this deck consistent and quick. I spam creatures and get in for a few quick damage, and win turn 5 or 6 typically. Without meaningful board wipes in the card pool i'm racking up a lot of wins. Premium goblin bushwhacker and squadron hawk are probably a must.

Lands
9 x plains
9 x mountain
3 x boros guildgate

Creatures (counting tokens as creatures)
3 x elite vanguard
4 x selfless cathar
4 x loyal pegasus
4 x squadron hawk
4 x raise the alarm
4 x goblin bushwhacker
3 x goblin shortcutter
4 x krenko's command

Spells
3 x inspired charge
4 x trumpet blast
2 x shock


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PostPosted: Wed Aug 06, 2014 5:27 am 
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Typical boros aggro built around the old WWr from Kamigawa + Ravnica era.

3: Elite Vanguard
4: Trained Caracal
3: Lone Missionary
3: Ajani's Pridemate
3: Truefire Paladin
1: Brimaz, King of Oreskos
3: Banisher Priest

3: Gods Willing
3: Swift Justice
4: Shock
3: Skullcrack PREMIUM
3: Coordinated Assault
3: Lightning Talons


3: Boros Guildgate
10: Plains
7: Mountain

The spells area is missing the ideal burn package. Still quick as ever just not optimal or as efficient compared to the original build.


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PostPosted: Wed Aug 06, 2014 9:43 am 
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I just played the longest game ever. It was one of those games where we pretty much kill anything the other person plays. We were both part of the problem and not the solution.

I was worried that either a) one of us would deck ourselves, or b) I'd get burned to death. Fortunately neither did happen although I was at 5 life when I won while the opponent was at 21 or 23. (go Truefire Paladin!!)

Opponent ran both Sparkmage and Tribute to Hunger. (it was a blue/black/red deck) Sparkmage is actually pretty good in a matchup like this since the other player is tested to see how long they allow it to stay in play. It draws out removal and potentially ends the game, or puts the opponent within burn range.

edit: I just lost to a deck that is similar to the one in the picture. The opponent was playing white/blue with Sphinx Bone Wand and basically no creatures in the deck. However this time the opponent had Elixir of Immortality giving him a huge advantage . Not only did he win as a result but he won by decking me.

15-1


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"Spider Scion" (old) *23W 3L --- "Spider Scion" (new) 9W 2L
"Species Horror" 4W 1L / (new) 4W 1L --- "History Channel" *3W 1L
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PostPosted: Thu Aug 07, 2014 9:16 am 
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Hakeem928 wrote:
I see people saying that Armored Ascension is questionable in a deck with only 12 Plains, but it's the evasion that makes this thing worth it. People are paying four mana for +2/+2 with Vigilance through Marked by Honor and no one says a thing, but I'd take +2/+2 and flying over that all day. You are going to have at least two Plains in play and if you have more then it only gets better. The reason flying is so powerful in this deck is mostly because of Truefire Paladin and Brimaz; these guys attack and block like monsters and are virtually impossible to get through for some decks. Then you also have Hero (who gets huge, so he loves evasion) and Wrecking Ogre because evasion plus double-strike is usually just game over.

I get your point about Banisher Priest, but you have to remember that this deck is running three copies of Gods Willing. He is very easy to protect from removal, he triggers Mentor, and he's a body. I've used him on T3 to exile a token and suited him up after that with no fear of some monster getting released if he dies. Obviously that's not an optimal line, but sometimes you get bad draws and it's an option you have. Fiend Hunter would be immensely better, though, I agree.

The Caracal isn't the hottest, I understand, but he's a white one-drop so he fits the curve nicely and lets you start enchanting something and attacking with it as early as T2. Caracal into Ordeal is a very strong start against most decks, and the lifegain isn't irrelevant.


What about subbing the Caracale for the Hoplite?


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PostPosted: Thu Aug 07, 2014 10:19 am 
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If you're talking about Satyr Hoplite, I don't want a red one drop in a deck with only eight sources of red mana that enter the battlefield untapped. He would slow me down by a full turn in a lot of cases and I generally want to curve out if possible. He would just make my opening hands worse.

I also think the lifelink is more relevant than the extra +1/+1 because I generally won't be targetting him more than once.

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PostPosted: Thu Aug 07, 2014 5:10 pm 
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Greetings, I've been working on my RW token deck. I wanted to make the best out of Raid Bombardment and its working really well. I even tinkered with Blasting Station but never drew it (was running 1 copy, though). Tested Attended Knight but i already had many 3-drops so I cut it. Anyway heres the list. I'm happy for any criticism :hand:

3 x Boros Guildgate
8 x Plains
12 x Mountain

4 x Goblin Arsonist
4 x Goblin Bushwhacker
4 x Shock

4 x Krenko's Command
4 x Raise the Alarm

1 x Brimaz, King of Oreskos
2 x Mentor of the Meek
2 x Goblin Rabblemaster
4 x Raid Bombardment
2 x Trumpet Blast

2 x Phantom General

4 x Triplicate Spirits


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