Basic strategy is to ramp out a threat and hopefully equip it with a sword to get damage through then drop down enchantments and the general to increase the damage. Basically any creature combined with one or all of the above can be a threat.
In testing for the past two months the deck has proven to be one of the strongest in my meta. It can be insanely fast but also has staying power in the long game and can make a real comeback. The general itself on the board really tends to warp the game in your favor, a lot, especially in my aggro heavy meta. It's both and offensive and defensive powerhouse alone, and scales well with the deck.
There is a few cards I am iffy about and a good amount I am considering to add so suggestions are welcome.
CARD CHOICES
Creatures Figure of Destiny
Honestly this is one of the cards on the chopping block. It's here because you can pump mana into it if you have nothing else going on and it can be tutored up with Ranger of Eos. Serra Ascendant
Not much needs to be said about this guy. Belongs in aggro, this is aggro. tutorable with Ranger. Boros Swiftblade
The quintessential card for this deck. Cheap to put down, and seemingly innocent, but once the swords are attached and damage multipliers are added this little guy turns into a game-winning all star! Hearthfire Hobgoblin
Boros Swiftblade #2 It's that good. Brion Stoutarm
Maybe another iffy card on the list, but I like him so far. Has good abilities and power for his cost. Lifegain is relevant and being able to fling for some damage can be beneficial or potential game winning. Geist-Honored Monk
I have a voice in the back of my head telling me this is a strange choice, but I rather like this guy. It can get big, vigilance allows it to be both offensive and defensive, and the spirit tokens make great blockers or Skullclamp targets. Balefire Liege
Ah a Lorwyn Liege. This is one of the best and it works quite well in the deck. Buffs everyone a little bit, which in this deck means it buffs them a lot. The lifegain and loss helps slowly widen the gap. With the general it makes her a two turn clock. Baneslayer Angel
The well cost poster child for aggressive creatures. Offensive and defensive powerhouse that turns really scare with swords or damage multiplyers. The protection clauses are pretty nice in the format too. Urabrask the Hidden
Gives your creatures haste, ensuring damage a turn earlier, and making your opponents blockers come in tapped allows this guy to allow the damage to really get through. Jor Kadeen, the Prevailer
There are lots of artifacts in this deck, so having this guy basically always grantees that it's buff will be in effect. Hound of Griselbrand
Boros Swiftblade #3, this time if comes back bigger after a wrath! Wurmcoil Engine
Offensive and defense in one, that comes back after a wrath. With few creatures, value like this is paramount in this deck.
Equipment Lightning Greaves
Cheap haste and protection. With few threats that must stay alive so they can do damage, this card is always very useful. Sword of Feast and Famine
Pseudo ramp with a little discard thrown in. Pretty nice bonus to the protection which is very important. In fact all swords are chosen for their protection since damage must go through quickly to win with this deck. Sword of War and Peace
Extra damage and life is always welcome in this deck and other modifiers stack better with this sword than any other. Sword of Light and Shadow Some recursion is necessary, especially in longer games and a removal heavy meta. This is one of five cards that can get you back creatures to stay relevant in the game. Sword of Fire and Ice
Draws cards and does a little damage wherever you want. Just what this deck needs to really get ahead. If blockers aren't a threat, this is the first sword I'll tutor for just because of the draw, a WR weakness. Argentum Armor
Expensive as hell? You bet. Worth it? In this deck I am pretty sure of it. Paying for it is pretty tough, but it turns anything into a threat and turns a threat into a game ender. The built in spot removal is what makes me include it since the potential to use it more than once is pretty brutal in this deck. But all of that alone probably isn't enough to include it. What makes me include it is Stonehewer Giant. This card tutors up and cheats it into play for 10 mana less. I'm sold.
Damage Multipliers Final Fortune
When I first found out about this card I salivated at the thought of using it and then winning the game. So far every time I've done so that has happened. Not too shabby for RR. Gratuitous Violence
Kind of like Gisela #2, and it stacks with her. Boom baby. World at War
An extra attack phase this turn, and next turn. Yeah that is going to be pretty busted in this deck. True Conviction
Double damage, double sword procs all with life gain on top. Awesome card. Rage Reflection
True conviction #2, but without the lifelink. Double strike is too good to I'll ignore the redundancy.
Ramp Sol Ring
Yep. Land Tax
Lots of basic land to get with this. Keeps those land drops coming each turn! You're going to need 'em! Boros Signet
We are playing WR with some metalcraft, of course we are including this. Darksteel Ingot
Ramp, metalcraft and indestructible. Nuff said. Chromatic Lantern
]Ramp, and lands tap for the color you need. Nuff said. Coalition Relic
Similar to the two above, but has the potential to give you two mana. Thran Dynamo
Playing WR of course this is in here. Ramp and throw down a sword! Solemn Simulacrum
EDH staple, but it nicely fits in this deck better than most. Fills the color's weaknesses. It ramps, draws and contributes to metalcraft. Oh yeah! Kor Cartographer
White ramp! Brings in any plains, so you can get one of the dual lands to help mana fix. Gilded Lotus
Thran Dynamo #2, but this time with color.
Draw Skullclamp
Removal insurance, with a little damage buff. Oh it also draw cards for cheap. Niiice. Sensei's Divining Top
Cheap library manipulation. You often can't afford to wiff on a draw in this deck, so this helps you out. Wheel of Fortune
This deck ideally tries to spit it's hand out asap and swing for major damage, so this often cheaply refills your hand. Reforge the Soul
Cheaper or more expensive Wheel of Fortune, which is the best draw in the deck, so a second one is needed. Knollspine Dragon
Big bad flying dragon, that will fill your hand with cards. Can be a Wheel of Fortune #3.
Removal Path to Exile
Cheap instant exile removal. The best kind. Relic of Progenitus
Graveyard hate. Adds to metal craft, brought back with Sun Titan, and can draw a card, all nice bonuses. Banefire
The only direct burn in the deck, but IMO the best since it has the potential to not be countered, which against blue is a huge plus. Works on player or creature, and stacks with the general. Martial Coup
Destroys creatures and gives you an army. An army stacks well with damage multipliers Duergar Hedge-Mage
Sold two for one. Return to Dust
Same as above, but exile. Hallowed Burial
The best wrath against generals, and indestructible creatures. Sometimes that is needed. Catastrophe
Destroy creatures if you're behind, destroy land if you're ahead. Not so bad with a lot of artifact ramp. Duplicant
Exiled removal along with a body. Solid two for one. Austere Command
Swiss army knife of board wipes.
Tutors Enlightened Tutor
Cheaply allows you to get whatever you need, and it's always relevant. Stoneforge Mystic
Cheaply gets equipment which is always welcome. Ranger of Eos
Brings in Serra Ascendant and Figure of Destiny. That's it. Serra Ascendant is always worth it, it's good to be redundant. Academy Rector
Cheats into play any enchantment. Stonehewer Giant
Cheats into play and equips any equipment, while attacking. Incredible creature in this deck, just because it brings in Argentum Armor.
Recursion Marshal's Anthem
Buffs you're guys a lot. Potentially brings back a lot of creatures. One of the best cards to draw late in the game to get back in the game to win it. Karmic Guide
Brings any creature back into play. Nothing else needs to be said. Sun Titan
Good sized body that is both offensive and defensive, but at the same time brings back most of the important cards in this deck from the graveyard. A one card engine that keeps this deck ticking.
Trickery / Misc Fervor
Gives your guys haste. Needed because you want to get your damage in quick before a board wipe or later turns make the color weaknesses show. Karmic Justice
Another iffy card for me. Is here to give second thought to destroying the much important equipment and enchantments. Stranglehold
One of the best red cards int he format. Hoses so many decks and strategies. Word of Seizing
Pretty much cant be countered and steals a big bad threat like an Eldrazi. I figure instead of removing it, why not use it to you benefit? Especially when it'll probably be swinging for much more than it would under your opponents control. Insurrection
Maybe the best red card in the format. Like the card above but for all the creatures. Pretty much always a game winner under resolution with this deck.
Thank you very much sir! You've been quite helpful!
You're right about the Cerodon Yearling. Boros Swiftblade is going right in. Also Kazul was one of the cards that was on the fence. It can be good, but ultimately it's more of a defensive card and Hound of Griselbrand is perfect for this deck, and I never knew about it.
As for the Figure of Destiny you're probably right, but in my experiences with the deck so far it hasn't taken up any mana from other things. It's more of a mana sink when I need it and my only other target for Ranger of Eos. Now I was thinking about taking both out, and I still might, but Eos fetches up one of the best cards in the deck, Serra Ascendant and having a tutor for it is too good to pass up now. As for another 1cmc target to replace the figure I don't know of a better one, and I don't want Weathered Wayfarer essentially having to live and then doing nothing but fetching land instead of attacking. I have Land Tax for that.
Reveillark is the same way as Kazuul, a defensive card. I'm adding in Marshal's Anthem instead. Can bring back any creature and multiple creatures all while adding to the damage adding synergy of the deck.
I'm still keeping all the swords as they are just too good at getting damage through and adding advntages, especially with all the double striking going on. That's partly why I have Sun Titan who can bring them all back since they are often a high priority target. Argentum Armor I quite like in this deck. Yes it's very expensive and often is more of a late game plan B, but it works very well at that. Removal and a huge buff to any creature is just awesome in this deck. But that alone is not why I have it. I have it because it also can be cheated out with Stonehewer Giant and I think its probably the best expensive equipment to cheat out in this deck.
Made a big update to the original post. So far under testing this deck has been tearing it up. It does pretty awesome against deck 1v1 even though it wasn't designed to, but then again the decks I played it against were not either. Either way it cleaned up except against a brutal Azusa, Lost but Seeking and Skithiryx, the Blight Dragon decks. Former the fastest multiplayer deck I have, the later one of the best 1v1 aggro decks I helped make. Probably does around 50/50 against each.
In a three player game this deck really shines and wins often. Damage is explosive and unexpected. The win percentage dips a bit in four player games. I haven't had experience with more than 3 opponents. I designed the deck for 3 and 4 player games.
You're running Argentum Armor. You want Godo, Bandit Warlord. He's a "2-for-1" both in cards AND tempo, and he gets double triggers. Guy is good. He's double good with vigilant creatures.
You want Seize the Day. It's the Relentless Assault variant that shines super hard in Voltron strategies (this deck is a Voltron deck even without being entirely general damage focused, just by focusing on lone creatures and powering them up).
Private Mod Note
():
Rollback Post to RevisionRollBack
A voice for Timmy.
Commander R Ashling, the Pilgrim Mono Red Wildfire Control GBW Karador, Ghost Chieftain Abzan Dredge Rock WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
You're right about Godo. I'm going to have to get him and put him in. I had seize the day but took it out for final fortune since it was cheaper to activate and essentially let's me attack with all creatures. It's definitely on the short list of cards that I may put in.
For example a Stoneforge Mystic equipped with Sword of Fire and Ice and with Gisela, Blade of the Goldnight and True Conviction out will do 20 damage, gain you 12 life and draw you 2 cards, and that can be on turn 5. Not bad for a 1/2. That's the basic idea of the deck.
1 Gisela, Blade of Goldnight
Creatures
1 Figure of Destiny
1 Serra Ascendant
1 Boros Swiftblade
1 Hearthfire Goblin
1 Brion Stoutarm
1 Geist-Honored Monk
1 Balefire Liege
1 Baneslayer Angel
1 Urabrask the Hidden
1 Jor Kadeen, the Prevailer
1 Hound of Griselbrand
1 Wurmcoil Engine
Equipment
1 Lightning Greaves
1 Sword of Feast and Famine
1 Sword of War and Peace
1 Sword of Light and Shadow
1 Sword of Fire and Ice
1 Argentum Armor
Damage Multipliers
1 Final Fortune
1 World at War
1 Gratuitous Violence
1 Rage Reflection
1 True Conviction
Ramp
1 Sol Ring
1 Land Tax
1 Boros Signet
1 Darksteel Ingot
1 Chromatic Lantern
1 Coalition Relic
1 Thran Dynamo
1 Solemn Simulacrum
1 Kor Cartographer
1 Gilded Lotus
1 Skullclamp
1 Sensei's Divining Top
1 Wheel of Fortune
1 Reforge the Soul
1 Knollspine Dragon
Removal
1 Path to Exile
1 Relic of Progenitus
1 Banefire
1 Martial Coup
1 Duergar Hedge-Mage
1 Return to Dust
1 Hallowed Burial
1 Catastrophe
1 Duplicant
1 Austere Command
Tutors
1 Englightened Tutor
1 Stoneforge Mystic
1 Ranger of Eos
1 Academy Rector
1 Stonehewer Giant
Recursion
1 Karmic Guide
1 Reveillark
1 Sun Titan
Trickery / Misc
1 Fervor
1 Karmic Justice
1 Stranglehold
1 Word of Seizing
1 Insurrection
1 Springjack pasture
1 Reliquary Tower
1 Kor Haven
1 Strip Mine
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
1 Command Tower
1 Plateau
1 Sacred Foundry
1 Rugged Prairie
1 Battlefield Forge
1 Marsh Flats
1 Scalding Tarn
1 Arid Mesa
11 Mountain
12 Plains
In testing for the past two months the deck has proven to be one of the strongest in my meta. It can be insanely fast but also has staying power in the long game and can make a real comeback. The general itself on the board really tends to warp the game in your favor, a lot, especially in my aggro heavy meta. It's both and offensive and defensive powerhouse alone, and scales well with the deck.
There is a few cards I am iffy about and a good amount I am considering to add so suggestions are welcome.
CARD CHOICES
Creatures
Figure of Destiny
Honestly this is one of the cards on the chopping block. It's here because you can pump mana into it if you have nothing else going on and it can be tutored up with Ranger of Eos.
Serra Ascendant
Not much needs to be said about this guy. Belongs in aggro, this is aggro. tutorable with Ranger.
Boros Swiftblade
The quintessential card for this deck. Cheap to put down, and seemingly innocent, but once the swords are attached and damage multipliers are added this little guy turns into a game-winning all star!
Hearthfire Hobgoblin
Boros Swiftblade #2 It's that good.
Brion Stoutarm
Maybe another iffy card on the list, but I like him so far. Has good abilities and power for his cost. Lifegain is relevant and being able to fling for some damage can be beneficial or potential game winning.
Geist-Honored Monk
I have a voice in the back of my head telling me this is a strange choice, but I rather like this guy. It can get big, vigilance allows it to be both offensive and defensive, and the spirit tokens make great blockers or Skullclamp targets.
Balefire Liege
Ah a Lorwyn Liege. This is one of the best and it works quite well in the deck. Buffs everyone a little bit, which in this deck means it buffs them a lot. The lifegain and loss helps slowly widen the gap. With the general it makes her a two turn clock.
Baneslayer Angel
The well cost poster child for aggressive creatures. Offensive and defensive powerhouse that turns really scare with swords or damage multiplyers. The protection clauses are pretty nice in the format too.
Urabrask the Hidden
Gives your creatures haste, ensuring damage a turn earlier, and making your opponents blockers come in tapped allows this guy to allow the damage to really get through.
Jor Kadeen, the Prevailer
There are lots of artifacts in this deck, so having this guy basically always grantees that it's buff will be in effect.
Hound of Griselbrand
Boros Swiftblade #3, this time if comes back bigger after a wrath!
Wurmcoil Engine
Offensive and defense in one, that comes back after a wrath. With few creatures, value like this is paramount in this deck.
Equipment
Lightning Greaves
Cheap haste and protection. With few threats that must stay alive so they can do damage, this card is always very useful.
Sword of Feast and Famine
Pseudo ramp with a little discard thrown in. Pretty nice bonus to the protection which is very important. In fact all swords are chosen for their protection since damage must go through quickly to win with this deck.
Sword of War and Peace
Extra damage and life is always welcome in this deck and other modifiers stack better with this sword than any other.
Sword of Light and Shadow Some recursion is necessary, especially in longer games and a removal heavy meta. This is one of five cards that can get you back creatures to stay relevant in the game.
Sword of Fire and Ice
Draws cards and does a little damage wherever you want. Just what this deck needs to really get ahead. If blockers aren't a threat, this is the first sword I'll tutor for just because of the draw, a WR weakness.
Argentum Armor
Expensive as hell? You bet. Worth it? In this deck I am pretty sure of it. Paying for it is pretty tough, but it turns anything into a threat and turns a threat into a game ender. The built in spot removal is what makes me include it since the potential to use it more than once is pretty brutal in this deck. But all of that alone probably isn't enough to include it. What makes me include it is Stonehewer Giant. This card tutors up and cheats it into play for 10 mana less. I'm sold.
Damage Multipliers
Final Fortune
When I first found out about this card I salivated at the thought of using it and then winning the game. So far every time I've done so that has happened. Not too shabby for RR.
Gratuitous Violence
Kind of like Gisela #2, and it stacks with her. Boom baby.
World at War
An extra attack phase this turn, and next turn. Yeah that is going to be pretty busted in this deck.
True Conviction
Double damage, double sword procs all with life gain on top. Awesome card.
Rage Reflection
True conviction #2, but without the lifelink. Double strike is too good to I'll ignore the redundancy.
Ramp
Sol Ring
Yep.
Land Tax
Lots of basic land to get with this. Keeps those land drops coming each turn! You're going to need 'em!
Boros Signet
We are playing WR with some metalcraft, of course we are including this.
Darksteel Ingot
Ramp, metalcraft and indestructible. Nuff said.
Chromatic Lantern
]Ramp, and lands tap for the color you need. Nuff said.
Coalition Relic
Similar to the two above, but has the potential to give you two mana.
Thran Dynamo
Playing WR of course this is in here. Ramp and throw down a sword!
Solemn Simulacrum
EDH staple, but it nicely fits in this deck better than most. Fills the color's weaknesses. It ramps, draws and contributes to metalcraft. Oh yeah!
Kor Cartographer
White ramp! Brings in any plains, so you can get one of the dual lands to help mana fix.
Gilded Lotus
Thran Dynamo #2, but this time with color.
Draw
Skullclamp
Removal insurance, with a little damage buff. Oh it also draw cards for cheap. Niiice.
Sensei's Divining Top
Cheap library manipulation. You often can't afford to wiff on a draw in this deck, so this helps you out.
Wheel of Fortune
This deck ideally tries to spit it's hand out asap and swing for major damage, so this often cheaply refills your hand.
Reforge the Soul
Cheaper or more expensive Wheel of Fortune, which is the best draw in the deck, so a second one is needed.
Knollspine Dragon
Big bad flying dragon, that will fill your hand with cards. Can be a Wheel of Fortune #3.
Removal
Path to Exile
Cheap instant exile removal. The best kind.
Relic of Progenitus
Graveyard hate. Adds to metal craft, brought back with Sun Titan, and can draw a card, all nice bonuses.
Banefire
The only direct burn in the deck, but IMO the best since it has the potential to not be countered, which against blue is a huge plus. Works on player or creature, and stacks with the general.
Martial Coup
Destroys creatures and gives you an army. An army stacks well with damage multipliers
Duergar Hedge-Mage
Sold two for one.
Return to Dust
Same as above, but exile.
Hallowed Burial
The best wrath against generals, and indestructible creatures. Sometimes that is needed.
Catastrophe
Destroy creatures if you're behind, destroy land if you're ahead. Not so bad with a lot of artifact ramp.
Duplicant
Exiled removal along with a body. Solid two for one.
Austere Command
Swiss army knife of board wipes.
Tutors
Enlightened Tutor
Cheaply allows you to get whatever you need, and it's always relevant.
Stoneforge Mystic
Cheaply gets equipment which is always welcome.
Ranger of Eos
Brings in Serra Ascendant and Figure of Destiny. That's it. Serra Ascendant is always worth it, it's good to be redundant.
Academy Rector
Cheats into play any enchantment.
Stonehewer Giant
Cheats into play and equips any equipment, while attacking. Incredible creature in this deck, just because it brings in Argentum Armor.
Recursion
Marshal's Anthem
Buffs you're guys a lot. Potentially brings back a lot of creatures. One of the best cards to draw late in the game to get back in the game to win it.
Karmic Guide
Brings any creature back into play. Nothing else needs to be said.
Sun Titan
Good sized body that is both offensive and defensive, but at the same time brings back most of the important cards in this deck from the graveyard. A one card engine that keeps this deck ticking.
Trickery / Misc
Fervor
Gives your guys haste. Needed because you want to get your damage in quick before a board wipe or later turns make the color weaknesses show.
Karmic Justice
Another iffy card for me. Is here to give second thought to destroying the much important equipment and enchantments.
Stranglehold
One of the best red cards int he format. Hoses so many decks and strategies.
Word of Seizing
Pretty much cant be countered and steals a big bad threat like an Eldrazi. I figure instead of removing it, why not use it to you benefit? Especially when it'll probably be swinging for much more than it would under your opponents control.
Insurrection
Maybe the best red card in the format. Like the card above but for all the creatures. Pretty much always a game winner under resolution with this deck.
CHANGELOG
1/23/2012
OUT
Cerodon Yearling
Kazuul, Tyrant of the Cliffs
IN
Boros Swiftblade
Hound of Griselbrand
GAzusa, Lost but SeekingG
WBVish Kal, Blood ArbiterWB
WBRKaalia of the VastWBR
UBGVorosh, the HunterUBG
WRGisela, Blade of GoldnightWR
WUGJenara, Asura of WarWUG
WBGTeneb, The HarvesterWBG
WUBRGHorde of NotionsWUBRG
You're right about the Cerodon Yearling. Boros Swiftblade is going right in. Also Kazul was one of the cards that was on the fence. It can be good, but ultimately it's more of a defensive card and Hound of Griselbrand is perfect for this deck, and I never knew about it.
As for the Figure of Destiny you're probably right, but in my experiences with the deck so far it hasn't taken up any mana from other things. It's more of a mana sink when I need it and my only other target for Ranger of Eos. Now I was thinking about taking both out, and I still might, but Eos fetches up one of the best cards in the deck, Serra Ascendant and having a tutor for it is too good to pass up now. As for another 1cmc target to replace the figure I don't know of a better one, and I don't want Weathered Wayfarer essentially having to live and then doing nothing but fetching land instead of attacking. I have Land Tax for that.
Reveillark is the same way as Kazuul, a defensive card. I'm adding in Marshal's Anthem instead. Can bring back any creature and multiple creatures all while adding to the damage adding synergy of the deck.
I'm still keeping all the swords as they are just too good at getting damage through and adding advntages, especially with all the double striking going on. That's partly why I have Sun Titan who can bring them all back since they are often a high priority target. Argentum Armor I quite like in this deck. Yes it's very expensive and often is more of a late game plan B, but it works very well at that. Removal and a huge buff to any creature is just awesome in this deck. But that alone is not why I have it. I have it because it also can be cheated out with Stonehewer Giant and I think its probably the best expensive equipment to cheat out in this deck.
GAzusa, Lost but SeekingG
WBVish Kal, Blood ArbiterWB
WBRKaalia of the VastWBR
UBGVorosh, the HunterUBG
WRGisela, Blade of GoldnightWR
WUGJenara, Asura of WarWUG
WBGTeneb, The HarvesterWBG
WUBRGHorde of NotionsWUBRG
In a three player game this deck really shines and wins often. Damage is explosive and unexpected. The win percentage dips a bit in four player games. I haven't had experience with more than 3 opponents. I designed the deck for 3 and 4 player games.
GAzusa, Lost but SeekingG
WBVish Kal, Blood ArbiterWB
WBRKaalia of the VastWBR
UBGVorosh, the HunterUBG
WRGisela, Blade of GoldnightWR
WUGJenara, Asura of WarWUG
WBGTeneb, The HarvesterWBG
WUBRGHorde of NotionsWUBRG
You want Seize the Day. It's the Relentless Assault variant that shines super hard in Voltron strategies (this deck is a Voltron deck even without being entirely general damage focused, just by focusing on lone creatures and powering them up).
Commander
R Ashling, the Pilgrim Mono Red Wildfire Control
GBW Karador, Ghost Chieftain Abzan Dredge Rock
WBR Tariel, Reckoner of Souls Mardu Aggro-Reanimator Midrange
GAzusa, Lost but SeekingG
WBVish Kal, Blood ArbiterWB
WBRKaalia of the VastWBR
UBGVorosh, the HunterUBG
WRGisela, Blade of GoldnightWR
WUGJenara, Asura of WarWUG
WBGTeneb, The HarvesterWBG
WUBRGHorde of NotionsWUBRG