Well Wizards finally made a Boros general that peaked my interest enough to add red to my old Darien, King of Kjeldor deck. Main reason i want to run her is for the multi-Combat step, tis a well loved mechanic of mind. As far as i can see she is a powerhouse and demands respect if u face her.
As of now im doing play testing and am in a constant state of adding and removing cards from this deck to find what i think it needs, thus far i have found token stratigys to be redundant, slow, and a bit over kill. I usually won via general damage. So Token attack may not be the best way to use her. but it is devastating if u do have a token army in place.
As of now im feeling that flying and evasion is the best way to take advantage of her ability's and to best assault my opponents. Thus ive added more flying bombs and stronger early game flyers that can be useful by turn 6.
I find that i generally dislike equipment, i prefer anthems to them. i know im losing out on the single target strengths but equipment decks are too linear for my tastes.
Updated, changed deck from token strategy to more evasive creatures, looking to get value out of come into play effects and creatures that can help cause them.
So far in play test ive won a majority of games due to general damage or an overwhelming attack of hasted creatures on my turn to finish off hurt threats.
any questions or subjection are welcome, options will help me make this deck that much better
Do admit she is, she does make me want to attack with less creatures so its sort of counter intuitve to the deck. but shes agressivly costed and good enough to try out.
Over all these changes are to quicken the deck, Akroma being too slow imo and clunky, and to provide better early game cards with the Knight giving me the ability to get my land drops and being a good ground threat with first strike.
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Well Wizards finally made a Boros general that peaked my interest enough to add red to my old Darien, King of Kjeldor deck. Main reason i want to run her is for the multi-Combat step, tis a well loved mechanic of mind. As far as i can see she is a powerhouse and demands respect if u face her.
As of now im doing play testing and am in a constant state of adding and removing cards from this deck to find what i think it needs, thus far i have found token stratigys to be redundant, slow, and a bit over kill. I usually won via general damage. So Token attack may not be the best way to use her. but it is devastating if u do have a token army in place.
As of now im feeling that flying and evasion is the best way to take advantage of her ability's and to best assault my opponents. Thus ive added more flying bombs and stronger early game flyers that can be useful by turn 6.
I find that i generally dislike equipment, i prefer anthems to them. i know im losing out on the single target strengths but equipment decks are too linear for my tastes.
Decks Average Mana Cost: 3.07
1 Boros Signet
1 Chromatic Lantern
1 Coalition Relic
1 Coldsteel Heart
1 Expedition Map
1 Mindstone
1 Relic of Progenitus
1 Sol Ring
1 Nim Deathmantle
1 Wayfayer's Bauble
1 Worn Power Stone
Creature:
1 Angel of Serenity
1 Duergar Hedge-Mage
1 Serra Avenger
1 Emeria Angel
1 Figure of Destiny
1 Hero of Bladehold
1 Kiki-Jiki, Mirror Breaker
1 Knight of White Orchid
1 Gisela, Blade of Goldnight
1 Karmic Guide
1 War Priest of Thune
1 Linvala, Keeper of Silence
1 Manic Vandal
1 Mirror Entity
1 Rakka Mar
1 Restoration Angel
1 Sublime Archangel
1 Solemn Simulacrum
1 Stingscorger
1 Sun Titan
1 Urabrask the Hidden
1 Weathered Wayfarer
1 Zealous Conscripts
1 Angelic Renewal
1 Aura of Silence
1 Fervor
1 Glorious Anthem
1 Glory of Warfare
1 Goblin Bombardment
1 Gratuitous Violence
1 Land Tax
1 Marshal's Anthem
1 Oblivion Ring
1 Reconnaissance
1 True Conviction
Instant:
1 Agrivian Find
1 Chaos Warp
1 Enlightened Tutor
1 Fork
1 Orim's Thunder
1 Path to Exile
1 Return to Dust
1 Swords to Plowshares
1 Tithe
Sorcery:
1 Austere Command
1 Decree of Justice
1 Hallowed Burial
1 Idyllic Tutor
1 Remember the Fallen
1 Wheel of Fortune
Land:
1 Arid Mesa
1 Battlefield Forge
1 Clifftop Retreat
1 Command Tower
1 Flagstones of Trokair
1 Forgotten Cave
1 Kher Keep
1 Kjeldoran Outpost
1 Kor Haven
1 Marsh Flats
1 Mistveil Plains
6 Mountain
8 Plains
1 Plateau
1 Rugged Prairie
1 Sacred Foundry
1 Slayers' Stronghold
1 Spinerock Knoll
1 Springjack Pasture
1 Strip Mine
1 Sunhome, Fortress of the Legion
1 Tectonic Edge
1 Vivid Crag
1 Vivid Meadow
1 Wasteland
1 Windbrisk Heights
So far in play test ive won a majority of games due to general damage or an overwhelming attack of hasted creatures on my turn to finish off hurt threats.
any questions or subjection are welcome, options will help me make this deck that much better
BRWC Mardu Shops - Tymna and Akiri Artifacts BRWC
Do admit she is, she does make me want to attack with less creatures so its sort of counter intuitve to the deck. but shes agressivly costed and good enough to try out.
Add:
1 Sublime Archangel
1 Knight of White Orchid
Drop:
1 Rummaging Goblin
1 Akroma, Angel of Fury
Over all these changes are to quicken the deck, Akroma being too slow imo and clunky, and to provide better early game cards with the Knight giving me the ability to get my land drops and being a good ground threat with first strike.