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PostPosted: Tue Oct 07, 2014 8:34 am 
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I love your avatar. It's like happiness-in-a-box.


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PostPosted: Tue Oct 07, 2014 9:52 am 
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I could say the same about yours. lol. Thanks

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PostPosted: Tue Oct 07, 2014 6:03 pm 
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Hakeem, I would be curious to know your thoughts on hoplight vs trained carcal (I can't spell..)

I haven't played that particular build of yours in a while. Do you ever miss your broods?

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PostPosted: Tue Oct 07, 2014 6:45 pm 
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I played about 20 games with it after I made the switch and it's much faster now with more combat tricks which is good because the deck was always light on removal. Having a few blowouts in combat with Coordinated Assault and Gods Willing can crack a board wide open.

The best part about the Hoplite has been the ability to get out of Shock range immediately when you put an Ordeal on it. I lost quite a few 2/2 Caracals after the first attack, but Hoplites get to 3/3 right away. Losing the lifelink hurts a bit when you're in a racing situation, but the Hoplite's ability to keep growing is more valuable overall, I think.

I don't miss the Broodkeepers when you consider that they were replaced with Stormbreath Dragon, Inferno Titan, and the fourth Gods Willing. The only thing I lost was a few extra Mentor of the Meek triggers, but the raw power of the replacements more than makes up for that.

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PostPosted: Wed Oct 08, 2014 11:39 am 
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Very good points. I will make the change in my copy of your wonderful build! :)

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PostPosted: Sat Oct 11, 2014 7:22 pm 
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Hakeem928 wrote:
I'm testing out Satyr Hoplite in place of Trained Caracal and Coordinated Assault in place of Armored Ascension. I've slightly adjusted the number of red sources to compensate for that plus the recent addition of Stormbreath and Inferno Titan. Pretty fun deck, and if you stick a Rabblemaster alongside a Mentor it gets pretty silly. Here's the fancy table:

[manapie 90 w -u -b r -g][/manapie]

Boros Auras

A one vs. one deck for Magic 2015.

60 Cards (22 :creature: , 14 :instant: , 24 :land:)

Cost 11 cards
■■■■
Satyr Hoplite1/1
■■■
Coordinated Assault
■■■■
Gods Willing
Cost 12 cards
■■
Hero of Iroas2/2
■■■
Truefire Paladin2/2
■■■■
Nimbus Wings
■■■
Ordeal of Heliod
Cost 8 cards
■■■
Banisher Priest2/2
Brimaz, King of Oreskos3/4
■■
Goblin Rabblemaster2/2
■■
Mentor of the Meek2/2
Cost 4 cards
Baneslayer Angel5/5
Stormbreath Dragon4/4
■■
Wrecking Ogre3/3
Cost 1 card
Inferno Titan6/6
Land24 cards
■■■■
Boros Guildgate
10
Mountain
10
Plains


Congrats on this deck Hakeem!

I played it for two nights and went 10-1 with it. Combining Hoplite and Hero of Iroas together with combined assault in this deck is an amazing combo, amongst the many combos available. Rabblemaster + Nimbus wings is also a lot of fun if they don't have a blocker.

It's definitely an elite deck, in the same vein as 2Bestest Amass 2.0 and Monks RDW in terms of consistency and win %.

Thanks for both creating and posting it!


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PostPosted: Sun Oct 12, 2014 5:03 am 
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The addition of Hoplite, Assault, and the big red dudes has taken the deck up a notch for sure. It's much faster now and if you get disrupted you have better top-end fat to draw into. Glad you're enjoying it.

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PostPosted: Sun Oct 12, 2014 10:40 am 
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2bestest wrote:
2bestest wrote:
Amass the Army (2.0) (Unlocked all premiums)

Lands

9 x plains
9 x mountains
4 x boros guildgate

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
4 x Attended Knight
2 x Goblin Rabblemaster
3 x Banisher Priest

Spells

3 x Inspired Charge


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


After further testing, I feel I finally got this deck EXACTLY where I want it and think I am done with any future changes. (Maybe once DLC comes I may make more)

I decided to revamp the mana since after the changes, I began to realize inconsistency in getting the lands needed. When I decided to drop satyr I no longer needed to worry so strongly about a turn1 drop as there are usually only 8 I am willing to drop on turn one anyway. (And 4 of those I don't mind holding onto either!)

I evened out the mana as there are several cards that need early doubles, Bushwacker, priest, and brimaz.

After further tweaking I decided to cut ONE of the Inspired Charge, as with all the changes I felt 4 was a little much. (Not to mention I ran 4 before I discovered the greatness of Bushwhacker.)

I attempted dropping the squadron hawks, mentors, and priests but in doing so saw a great fall in consistency. I tried running the 3 flying token gen here too but it felt too slow. I would rather be tapping those lands to pump my army and attack than tapping lands/creatures to produce more.


After a while I decided to test raid bombardment again in place of the inspired charge. I dropped lands down to 20 and ran loyal pegasus also, win rate feels about the same. I still feel I prefer 2.0 over running bombardment. So 2.0 is the victor after all.

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PostPosted: Fri Oct 24, 2014 9:19 pm 
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So the upcoming expansion did what it was supposed too and made me boot up the game again. Here's a quick deck I was tinkering with way back when and finally got round to finishing. Nothing special - just token-based Boros aggro - but it seems to do what it does pretty well.

[manapie 90 w -u -b r -g][/manapie]

Blitzkrieg

A deck for Magic 2015.

60 Cards (17 :creature: , 19 :instant: , 24 :land:)

Creature17 cards
■■■
Goblin Bushwhacker1/1
■■■
Truefire Paladin2/2
Brimaz, King of Oreskos3/4
■■■
Cunning Sparkmage0/1
■■
Goblin Rabblemaster2/2
■■
Mentor of the Meek2/2
■■■
Phantom General2/3
Spell19 cards
■■■■
Shock
■■■■
Krenko's Command
■■■■
Raise the Alarm
■■■
Raid Bombardment
■■■■
Triplicate Spirits
Land24 cards
■■■■
Boros Guildgate
10
Mountain
10
Plains


I may think about swapping out Truefire Paladin for Hellspark Elemental once the DLC hits though the Paladin's First Strike has come in useful a fair amount of the time.

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PostPosted: Fri Oct 24, 2014 9:57 pm 
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You could definitely cut some land there; I think that it should function just fine on 22, but you could try less if you're feeling aggressive. :)

You need to max out on Bushwhackers, that card is insane.

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PostPosted: Fri Oct 24, 2014 11:33 pm 
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After vigorous testing of my boros tokens (to which I feel it doesn't get much better than ;) ) I feel 22 lands is the sweet spot. It ensures you're gassed properly and keeps you going. I too think the fourth bushwhacker should for sure be here! It's amazing.

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PostPosted: Tue Oct 28, 2014 1:40 pm 
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Hey guys, new to this forum but I've been watching from afar. Here's my main deck of the moment that I plan on using for that "Ten Games In A Row With..." challenge.

BOROS CONTROL

4 x Cloudshift
3 x Wall of Omens
3 x Reprisal
1 x Brimaz, King of Oreskos
1 x Solemn Offering
1 x Baneslayer Angel
2 x Angelic Edict
1 x Planar Cleansing
4 x Goblin Arsonist
4 x Shock
2 x Volcanic Geyser
2 x Anger of the Gods
3 x Guttersnipe
1 x Stormbreath Dragon
1 x Inferno Titan
2 x Charmbreaker Devils

I'm finding this to be the most consistent way to run Boros. As much as I enjoy the aggro variant, I face too many G/W Tokens or Izzet control decks to make them work through anything other than my opponent getting mana screwed. Still have yet to test it against the dreaded Abzan Lifegain. It's more of a "remove annoying stuff early, have multiple ways of chucking big stuff away" deck with bombs to finish.


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PostPosted: Tue Oct 28, 2014 1:58 pm 
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Solemn Offering is pretty narrow, I think you'd be better off with the second Planar Cleansing.

I also think that Gods Willing would be preferable to Cloudshift here because you only have four EtB creatures and the Scry would give you some card selection to help mitigate flood/screw. Cloudshifting Inferno Titan seems pretty sweet, but I think Gods Willing would just be better overall.

Do you run out of cards quickly with this deck? I feel like you would since you're playing a lategame strategy but you don't have any ways to really stay gassed up once you get there. Sweepers certainly help provide card advantage and time, but you still need cards in hand after you cast them.

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PostPosted: Tue Oct 28, 2014 3:49 pm 
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I think mentor of the meek is better than guttersnipe. The damage it does is ok but I think the card draw is better when you are trying to control the game.

I would go

- 1 solemn offering
- 3 guttersnipe
- 4 cloudshift
- 2 reprisal
- 1 charmbreaker devils

+ 1 planar cleansing
+ 2 mentor of the meek
+ 4 raise the alarm
+ 4 god's willing

Drawing too many expensive spells will cost you so I prefer 1 devils. Raise the alarm and mentor of the meek are a great combo to keep the cards coming but also raise is great vs aggro.

Like Hakeem said god's willing is better than cloudshift (unless archeomancer is involved) and the second planar cleansing is needed.

Hope this helps


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PostPosted: Tue Oct 28, 2014 4:34 pm 
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Monk1410 wrote:
I think mentor of the meek is better than guttersnipe. The damage it does is ok but I think the card draw is better when you are trying to control the game.

I would go

- 1 solemn offering
- 3 guttersnipe
- 4 cloudshift
- 2 reprisal
- 1 charmbreaker devils

+ 1 planar cleansing
+ 2 mentor of the meek
+ 4 raise the alarm
+ 4 god's willing

Drawing too many expensive spells will cost you so I prefer 1 devils. Raise the alarm and mentor of the meek are a great combo to keep the cards coming but also raise is great vs aggro.

Like Hakeem said god's willing is better than cloudshift (unless archeomancer is involved) and the second planar cleansing is needed.

Hope this helps


The Cloudshift has really been the only way to get card draw by defending Wall of Omens when someone tries the old double shock to push through a rabblemaster or something, happens mroe often than not. With so few 2/2 or less creatures in the deck, mentor seems a waste and removing any reprisal is a sin against high green/black ramp decks as you're relying on 2 exile cards at that point to deal with your Koz's and Wurms.

I'll try the extra cleansing, since I'm not drawing Solemn often enough to make it count. Without Mentor raise the alarm would just be more blockers when I need kill spells. Guttersnipe has also been (at least in the first 4 games I've done for this challenge so far) the key source of damage. One guttersnipe comboing to bring an enemy to 8 life before getting removed has been easily the biggest contributing factor to my victories outside of a last minute Stormbreath draw.


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PostPosted: Tue Oct 28, 2014 5:09 pm 
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You just addressed the fact that your deck is lacking in card draw, which is what I brought up in my post. You can cycle your Cloudshifts with a Wall in play, but what about without one in play? You just save something from removal. Gods Willing does that too while giving you a look at the top of your library which is almost always going to be better in this decklist.

Are people really pointing two copies of Shock at your Wall of Omens? Don't they know they can point those at you instead?

I'm not sure Mentor is overly great here even with the inclusion of Raise the Alarm but what Monk is trying to address is the same thing I mentioned earlier; this deck looks like it's going to end up topdecking fairly early. I've been using a singleton Avarice Amulet in another list with two copies of Stoneforge Mystic to search for it and it has been good. If you switch to Gods Willing over Cloudshift you can also protect it against its drawback more easily, as well.

How about:

-4 Cloudshift
+4 Gods Willing

-1 Solemn Offering
+1 Planar Cleansing

-1 Charmbreaker Devils
-1 Volcanic Geyser
+2 Stoneforge Mystic

-1 Reprisal
+1 Avarice Amulet

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PostPosted: Sat Nov 01, 2014 2:48 am 
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Hakeem928 wrote:
...
I've been using a singleton Avarice Amulet in another list with two copies of Stoneforge Mystic to search for it and it has been good.


Bingo, beat me to what I was about to say. I've found Avarice to be the way to go for card draw advantage in a number of decks. Most people also don't seem to realize what it's doing either as I have yet to have anyone go after it. I try and leave it on a defensive type creature that they will overlook since it's not attacking, meanwhile it's like compound interest snowballing every turn with two cards coming in.


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PostPosted: Sat Nov 01, 2014 12:53 pm 
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Currently testing Amass the Army with a 4 card change. Dropped the 3 1 cost 2/1 and 1 charge for 4 triplicate spirits. I think this is going to be a lasting change. So I will probably post Amass the Army 3.0 in the fancy new deck builder if the change sticks the test of time!

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PostPosted: Sun Nov 02, 2014 12:39 am 
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2bestest wrote:
Currently testing Amass the Army with a 4 card change. Dropped the 3 1 cost 2/1 and 1 charge for 4 triplicate spirits. I think this is going to be a lasting change. So I will probably post Amass the Army 3.0 in the fancy new deck builder if the change sticks the test of time!


Triplicate spirits might be a great addition. Will definitely look forward to your results.

I should add that I threw in Trumpet Blast (3cmc +2 to attacking creatures) a while back, and that has worked out well. I didn't remove any cards, but simply made it a 63 card deck and it's been performing well.


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PostPosted: Sun Nov 02, 2014 8:02 am 
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Carbon, i tested trumpet blast over inspired charge for a WHILE. I eventually realized I preferred having the potential to have units still standing when blocked so inspired charge won. 22 lands is the sweet spot here.

Triplicate spirits is doing WELL. I realized that damage round 2 is a pipe dream here and I am better off with my triplicate which greatly adds to the strategy of this deck. I also feel that 2 inspired charge is plenty as more than that causes too many to show in hands too often when I would have prefered my token gens. This was actually what I was afraid of about triplicate spirits. Having too many in my hand at once. However I think it is better suited here.

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