Hi, I'm a new writer here. Used to do CoTD for
Pojo Harry Potter (That was ages ago) and now am
playing Magic after a long absence from TCGs.
There's not much you need to know about me except
that I used to play a variety of TCGs and am an old
hand in Pojo. Well I've been playing Magic for quite
a while (about 8 months now playing mostly t2 and
extended) and not really considered a newbie, and I
think it's about time I write my own ideas out and
have active discussion with other people from across
the globe. So feel free to email me at : typhed @
yahoo . com . au (notice the spacing? Just delete
the spacing, I don't want email trollers to get this
new mail).
Ok on with the greetings and such, today I decided
to look at
Wicked's deck and show you guys what the
difference is between a competitive deck from an
average casual deck. (Wicked if you're reading this,
do not go out of your way to trade for Razias).
Wicked's Boros deck wins
9x Plains
9x Mountain
1x Sunhome, Fortress of the Legion
3x Boros Garrison
2x Agrus Kos, Wojek Veteran (5CC)
3x Boros Recruit (1CC)
3x Boros Swiftblade (2CC)
3x Skyknight Legionnaire (3CC)
2x Orduun Commando (4CC)
3x Flame-Kin Zealot (4CC)
2x Boros Guildmage (2CC)
2x Seismic Spike (4CC)
2x Reroute (2CC)
2x Cleansing Beam (5CC)
4x Lightning Helix (2CC)
3x Rally the Righteous (3CC)
2x Bathe in Light (2CC)
2x Incite Hysteria (3CC)
2x Sunforger (3CC and 3 to equip)
Alright we'll start analyzing the deck and see how
much we can improve this for type 2. Well as you can
see this deck mainly has stuff from Ravnica, the (#
CC) on the side of the card indicates the casting
cost of the card itself. This helps us to check the
mana curve which is important. As we want the deck
to perform optimally, the card choices you would
include should enable you to consistently have
threats and try win in the first 8 turns at least. I
see too many 4 casting cost things and even 5. For a
Boros Deck Wins you really want to put lots of
creatures down and smash for the win with added burn
to smash face, and not sit and just drop land and do
nothing while your opponent sets up his board. Being
able to drop something or do something on every turn
is vital for our strategy and some of these cards
are just holding us up when we can easily push the
gas on high and just beat quickly for the win.
Let's start with the creature base. I know it's cool
if you have huge big guys to do the job. But why not
have some efficient guys that you can drop each turn
and have evasion?
Firstly I like to remove:
-2 Agrus kos, Wojek Veteran (Reason being he is too
overcosted for our deck as we want efficient
creatures doing damage as quick as possible and not
during the 6th turn)
- 3 Boros Recruit (I'm still thinking whether to
include him or not, seeing as first strike is there
but the thing is, an Isamaru which is fairly common
among weenie players kills our recruit)
- 3 Boros Swiftblade (Same goes for the swiftblade.
I honestly think that only jitte made double strike
useful. Not to mention good creature pump like giant
growth and might of oaks also)
- 2 Ordruun Commando (4/1 which dies to a sakura
tribe elder if tapped out)
- 1 Flame Kin Zealot (A bit high on the mana curve)
I'll throw in:
+ 4 Suntail Hawks (1 mana drop which has evasion)
+ 4 Lantern Kami (Same as above)
+ 3 Leonin Skyhunter (2/2 flyer and evasion)
+ 3 Hand of Honor (2/2 with bushido and pro black.
Good bye putrefy and mortify?)
So our creature base is:
Creatures (21)
4x Suntail Hawks (9th)
4x Lantern Kami (COK)
3x Leonin Skyhunter (9th)
2x Boros Guildmage (RAV)
3x Hand Of Honor
3x Skyknight Legionnaire
2x Flame Kin Zealot
Now we look at other spells which include sorceries,
artifacts, instants and enchantments)
With the case of Boros Deck Wins you'd want to win
with fast drop efficient critters and aim burn for
the head. Good to see that Wicked has 4 Lightning
Helixs. That's good.
I reckon we can do without everything except for the
helixs.
So, I'll drop :
-2 Seismic Spike
-2 Reroute
-2 Cleansing Beam
-3 Rally the Righteous
-2 Bathe in Light
-2 Incite Hysteria
Why did I remove all these cards? Well first of all,
some of them are overcosted like Seismic Spike.
Reroute is almost useless in most situations as it
is a dead card rather than something that is useful
like a burn spell. The rest of the cards which have
radiance I have a personal disliking. Though rally
the righteous is cool, it will come down to this, I
attack, no blocks? I rally my creature. Opponent:
STOP, in response I Putrefy your radiance target and
BAM. There goes the spell. It fizzles. Same concept
applies with the rest of the cards with radiance.
So in their place I'd like to put
+4 Shock (Good removal spell and or burn for
opponent)
+3 Glorious Anthem (Creature buffer, what more can I
explain)
+2 Path of Anger's Flame (Better than Rally the
Righteous in my opinion, does the same thing but not
targetting one of your creatures)
+1 Sunforger (Helps pull out spells like Helix and
Shock or even Otherworldly Journey from the deck)
+3 Otherworldly Journey (Such a good card, saves
your own creatures or even removes some of the
blockers which might prevent you from winning with
an alpha strike)
Other spells (18) :
4x Shock
4x Lightning Helix
1x Path Of Anger's Flame
3x Sunforger
3x Otherworldy Journey
3x Glorious Anthem
Now as for land, I reckon 21 lands is good since
nothing in the deck costs more than 3 mana to play
(Except the 2 flame kin Zealots)
9x Plains
8x Mountain
1x Sunhome, Fortress of the Legion
3x Boros Garrison
With the cheapness of all his creatures and spells
he should be able to drop creatures and other
threats consistently every turn provided he shuffles
well ;).
So the deck is now:
Lands (21)
9x Plains
8x Mountain
1x Sunhome, Fortress of the Legion
3x Boros Garrison
Creatures (21)
4x Suntail Hawks (9th)
4x Lantern Kami (COK)
3x Leonin Skyhunter (9th)
2x Boros Guildmage (RAV)
3x Hand Of Honor
3x Skyknight Legionnaire
2x Flame Kin Zealot
Other spells (18) :
4x Shock
4x Lightning Helix
1x Path Of Anger's Flame
3x Sunforger
3x Otherworldy Journey
3x Glorious Anthem
Sideboard? What about sideboard? Like most people
say, sideboard is pretty much dependant on the meta.
With a rise of Greater Gifts and Glare decks around,
some Terashi's Graps and Kami of Ancient Laws could
make sideboard pretty easily. Devouring Light is
another good card which you can pull using Sunforger
to remove the legendary dragons and other threats in
the game. Rest is up to you. Since jitte is heavily
used a few Suppresion Fields wouldn't be bad and
maybe some Paladin En-Vecs.
Adding money to the deck.
Obviously some Battlefield Forges and some Sacred
Foundrys would help ease the colour requirements for
mana. Creatures such as Isamaru and Savannah Lions
might also be in the shortlist up there for creature
slots. And in the other spells prolly some Char's
would help. I mean we want to nail the opponent fast
and quick and using Sunforger you can really pull
the char from the deck and burn them good. Another
card is the Jitte. One of the most played cards
among aggro decks currently in type. While I don't
like the idea of shelling out serious cash for one
card this card usually gives the player more utility
in the game.
This is my first article for this site and although
it's just like a deck garage, I hope that this is
acceptable for a first time writer.
Any comments please email to me at : typhed @ yahoo
. com . au . Delete the spaces and you'd get it.
P.S If you guys out there have time, don't hesitate
to join the #pojomagic channel either via
java aplet or through irc and have a good magic
chat. I'll try to get on as much as I can so please
don't hesitate to exchange ideas.
Cheers!! |