[Primer] Boros Bullies.

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[Primer] Boros Bullies.

Postby Alex » Sat Mar 30, 2013 5:24 pm

Boros Bullies
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Brighthand bullies is a deck designed around three key elements. It aims to exploit a weakness in the metagame, offer many lines of play to a strong player, and be resilient in a format where reanimator plays huge threats that most decks can't deal with. It exploits the meta by playing a strong lineup of creatures that are either evasive or reach far. It offers many lines of play by being a deck that plays mostly on the opponent's turn and allowing the pilot to make many choices. And most importantly, it freely robs
reanimator of their gimmick.

The deck itself is more or less the brainchild of Fires of Salvation as a whole, and although I (Alex) take the vast majority of the credit in designing the deck, FoS was instrumental in the fine tuning, especially due to the very overwhelming constructive criticisms I received early into the deck's conception. I'm especially grateful to Zemanjaski, Lauphiette Kincey (LP), and Disil for really helping me hammer out the kinks in the armor.

I first played the deck at Grand Prix Charlotte in a rather large side event on Saturday. I didn't get to play in the main event due to having real-life obligations, but I had a lot of success with the beta version of the list, which you can view along with my sideboarding plans for each match here.

Over the past few weeks, especially leading into Dragon's Maze, I've had a lot of success in the playtest gauntlet playing this version of
the deck, and I feel that it is more or less "optimized" with the exception of a few flex slots where I'm trying some things out. I've been trying out Mizzium Mortars, [card]Aurelia's Fury[/card], Pyreheart Wolf, Electrickery, and a number of other random things. Right now I'm a bit in love with Rolling Temblor, but we'll see how the meta shifts once Dragon's Maze is out and decide if that's the card for the slot.

[deck]The Gauntlet Runner[/deck]

At first glance I've had people ask me how the deck wins. I thought it was pretty obvious (beating people down) but I suppose they wonder why there are cards like Restoration Angel being played in the same list as stuff like Hellrider and Midnight Haunting. The thing is, the deck functions by doing as little as possible on your own turn, instead threatening things like Boros Charm and Restoration Angel with any mana you have left over. Good opponents will often play around these cards, so the ability to bluff them even when you aren't holding them can actually change the outcome of the game without the spells ever having been cast. While you threaten these spells, you'll often accrue more and more mana every turn, which can become active damage in the form of
the six to seven maindeck sources of mana dumping. This makes any turn that you spend in a board stall increasingly favorable to you.

Although a good number of your wins will be attributed to "I resolved a Restoration Angel and they couldn't block it so they lost the race," I promise you that the deck offers more depth than that. With so many decisions to be made every turn, the deck appeals to both control and midrange players despite being firmly set in a midrange role.







Honorable mentions

This section is going to break down each converted mana cost and any cards within the CMC range that deserve an honorable mention in the list.

1 CMC
Reckless Waif: I really liked this card in the original version, especially on the play against any deck that was playing shocks, but I eventually replaced
her to make room for more Stonewrights. She does a surprising amount of damage and I think she's pretty underrated in the Return to Shocklands block.
Pillar of Flame: This card is still a beating in any metagame where Undying is a thing. I think this card might become more relevant once Dragon's Maze comes out because the Golgari scavenge lord seems like kind of a beating.
Rakdos Cackler: Still a good card, just not good enough in this list. We're not interested in playing an aggro deck here.

2 CMC
Lightning Mauler: is likely the most playable of any card I've excluded from the list. I think he's probably much, much better than Nearheath Pilgrim. If there was ever a time when I removed [card]Boros
Reckoner[/card] from the deck, I would absolutely without a second thought swap out the pilgrims for these. Lightning Mauler is the actual nuts.
Thalia, Guardian of Thraben: People will argue for her, but those people are wrong. You don't want to be playing her in a list with so many instants and sorceries. She stops a Supreme Verdict about as well as a Boros Charm does, which is to say that you shouldn't be playing her even in the face of sweepers.
Gather the Townsfolk: I've had people ask me why I don't play this and why I choose [card]Krenko's Command[/card] instead. The answer is fairly simple; I can't see Fateful Hour being relevant enough of the time to outweigh not being able to block Stromkirk Noble. Heck, if you're at 5 or
less, Stromkirk Noble is probably what beat you down that low in the first place!
Searing Spear: Still a good card. I didn't include it because I had no room, but I'm sure you guys will find room for it. I've not missed my direct burn spells too much but some people like it. I think this card falls under the umbrella of "personal preference."
Frostburn Weird: This is a card for the sideboard that does a lot of work against aggressive matchups. He's good for many of the same reasons that Rhox Faithmender is good, but the advantage of having him is that he comes down as early as turn 2, where Faithmender comes down at 4 and is sometimes too late. A very good card to consider in any Burning-Tree Emissary matchup.

3 CMC
[card]Pyreheart
Wolf[/card]
: This card is another one that I'll lump in with Lightning Mauler in the "If I wasn't playing Boros Reckoner..." camp. This card is questionably better, and if you aren't into the whole infinite life business, this card is certainly worth its weight in cardboard. I feel strongly about wanting to play the card somewhere in the 75, but it's hard to give it the impact that I think it deserves when so many of the threats in the deck are already hard to block. It's certainly on my radar though.
Skyknight Legionnaire: While being a surprisingly unplayable constructed card, in a deck like this the card can actually be decent. It becomes better if you're playing a heavier white base since it plays well with Boros Elite and Champion of the Parish, but that's a whole different deck.
Frontline Medic[/b:
1tvjo0to]: I've never really felt that he was that impressive, but maybe in a list that's already playing Lightning Maulers he could really shine. This card certainly isn't horrid, it just really needed haste!

4 CMC
Firemane Avenger: This is just one more card that's exponentially better with Lightning Maulers in the deck. I actually think in a list that can consistently give her haste, she's probably just better than Hellrider because Lightning Helix is very powerful. I'd be interested in hearing what people have to say about her in the hastier version of a deck like this one.
Instigator Gang: The gang can act as a "fifth" Hellrider, which seems alright to me. The card is actually just 100%
certifiably nuts if it flips, and you generally just win the game immediately if you attack with him on his belly. That's something to consider, especially if you're looking at a lot of control matchups where you'll have ample opportunities to flip him over.
Hound of Griselbrand: This is a card that's traditionally very strong in the mono red lists, and I think there might be some merit to it here too just because of how good it is against control matchups. It just refuses to die to anything, which makes it pretty good. I replaced mine in the board with Volcanic Strength, but that may or may not have been right.
Slayer of the Wicked: SotW is actually a decent card against Jund and Naya, so if you expect to see those matchups a lot you can consider this card. He comes down and zaps Olivia, Huntmaster of the Fells, Mayor of Avabruck, all sorts of things.

5
CMC

Assemble the Legion: I don't know how to feel about this card. I haven't played with it a ton, but I can't imagine that it's better at closing out a control matchup as well as our Warleader.
Burn at the Stake: This card is very good, and is often a 5 mana win condition that literally wins on the spot. It gets better if you have more token generators in the deck, so any version of the list that's running 4 Midnight Hauntings and more than 2 [card]Krenko's Command[/card] will get a lot of mileage out of it.

X CMC
Bonfire of the Damned: This card is great if you expect to see a lot of aggro decks in the meta, it can occasionally just win you the game out of nowhere as well. Most people
should consider playing it in their flex spot, but I choose not to because I don't like the inconsistency of Miracles.
[card]Aurelia's Fury[/card]: It's Boros' Cryptic Command generally. You'll play it like Sleep most of the time, but that's not so bad if doing so means that you win the game via attacking. Sometimes it'll be a Fireball @ the opponent, which again, if it's winning you the game, no qualms. It's a versatile card that I think is currently very underrated. I chose to exclude it in this version of the list due to some issues I was having with super-super-super aggressive Burning-Tree Emissary decks, but if those ever stop being a thing I will likely be including them again in the future.





To be continued tomorrow, let me know what you guys think about the changes.
Last edited by Alex on Sun Apr 21, 2013 12:41 am, edited 15 times in total.

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Postby Link » Mon Apr 01, 2013 5:54 pm

Why Reckless Waif over Cacklers?

What are your main uses for Aurelia's Fury?

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Postby Alex » Mon Apr 01, 2013 6:09 pm

I don't like Unleash as a mechanic, I would rather always have the ability to block regardless of my "previous" decisions, which are often made based on current gamestate. That said, Reckless Waif becomes Rakdos Cackler with a potential upside.

Aurelia's Fury is an all-around versatile card. I most often use it as a mana dump on turns where I have nothing else to cast, but there have been corner cases where I've used it to stop opponents from blocking, and I've used the Silence once or twice too.

I'm going to wait to post my "current" version until I'm done with the primer, though. Right now I'm not playing Reckless Waif OR Aurelia's Fury anymore, I am playing 4 Stonewrights instead of Waifs and am trying a few different things with my Fury slots. The list that's posted right now is what I played at GP Charlotte.

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Postby zemanjaski » Tue Apr 02, 2013 12:01 am

^ Those changes seem much better honestly.
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Postby Christen » Tue Apr 02, 2013 12:45 am

I want to see where this goes. Some players I know also believe Boros should take the midrange approach.

When I ran your list, my MD only had change in the manabase (-1 Mountain, +1 Plains) and I was still hurting for white sources. Do you think that running guildgates could solve the problem? We are a midrange deck after all.

Would switching a Hellrider slot to another card be a good change? Hellrider felt like a finisher everytime I cast him.
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Postby Khaospawn » Tue Apr 02, 2013 12:48 am

I think any deck running a full set of Stonewrights and some Mountains is pretty much the best deck. Though I am biased. And really, really good looking. But mostly biased.

What I like the most about the design of this deck is that it's "outside the box." Looking forward to seeing your current decklist and the updates. :cheers:
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Postby Alex » Tue Apr 02, 2013 3:47 am

When I ran your list, my MD only had change in the manabase (-1 Mountain, +1 Plains) and I was still hurting for white sources. Do you think that running guildgates could solve the problem? We are a midrange deck after all.
I can't comment on this because I don't have trouble with the mana the way it is. I find that I don't mulligan that often because I generally have my one white source in hand at the start of the game, and it's rare that I want a second one unless I have Slayers' Stronghold out.
Would switching a Hellrider slot to another card be a good change? Hellrider
felt like a finisher everytime I cast him.
No, absolutely not. Hellrider and Restoration Angel are the cards that make the deck work because of how important the reach is. He's so good that I wish I could play a fifth one. I contemplated playing an Instigator Gang as a 1of because I always felt like I wanted another 4drop that made my attacks better.

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Postby Christen » Tue Apr 02, 2013 5:42 am

When I ran your list, my MD only had change in the manabase (-1 Mountain, +1 Plains) and I was still hurting for white sources. Do you think that running guildgates could solve the problem? We are a midrange deck after all.
I can't comment on this because I don't have trouble with the mana the way it is. I find that I don't mulligan that often because I generally have my one white source in hand at the start of the game, and it's rare that I want a second one unless I have Slayers' Stronghold out.

You're one lucky bastard, or maybe there's just
something wrong with my shuffling.
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Postby Alex » Tue Apr 02, 2013 6:22 am

When I ran your list, my MD only had change in the manabase (-1 Mountain, +1 Plains) and I was still hurting for white sources. Do you think that running guildgates could solve the problem? We are a midrange deck after all.
I can't comment on this because I don't have trouble with the mana the way it is. I find that I don't mulligan that often because I generally have my one white source in hand at the start of
the game, and it's rare that I want a second one unless I have Slayers' Stronghold out.

You're one lucky bastard, or maybe there's just something wrong with my shuffling.
9 to 11 white sources is plenty. If you're really that uncomfortable, drop a Stronghold for a Plains.

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Postby Christen » Tue Apr 02, 2013 6:38 am

I'm pretty sure it is, it's just I mulliganned more than 50% of my hands this last tournament that I went with the list. It might have been a bad case of variance after all.

I'm going to test with a similar mana base I ran during my time with Dos Rakis. It has two basics, and two guildgates which gives us 12 white sources. I'll get back to you with some results since I'll be playing a lot this weekend and I might even play it for this upcoming WMCQ since the deck is under the radar.
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Postby Alex » Tue Apr 02, 2013 6:51 am

You don't need to play Guildgates, they're actively bad. Being midrange doesn't mean that you don't WANT to be doing things on your early turns, it just means that if you don't it isn't the end of the world.

Play basics over gates, when your Clifftop Retreat comes in tapped because all you have in your hand to go with it is a Boros Guildgate, you'll kick yourself.

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Postby Christen » Wed Apr 03, 2013 4:36 am

Not sure if you're a psychic or what, but the guildgate-checkland scenario came up last night and I haven't had much problems with it back in Dos Rakis.
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Postby LP, of the Fires » Wed Apr 03, 2013 8:15 am

Ash zealot seems mediocre in this deck. Just seems like it needlessly strains the mana base and can be easily replaced by any other good 2-drop.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Alex » Wed Apr 03, 2013 9:14 am

Not sure if you're a psychic or what, but the guildgate-checkland scenario came up last night and I haven't had much problems with it back in Dos Rakis.
I tried Guildgates myself in the early stages of the deck. It was something that irritated me. I also never felt that I was so stretched for red that I needed a ninth and tenth dual when I could just as well play basic Plains.
Ash zealot seems mediocre in this deck. Just seems like it needlessly strains the mana base and can be easily replaced by any other good 2-drop.
Yes, it is pretty mediocre,
I've been contemplating replacing it with either [card]Krenko's Command[/card] or something dorky like Cloistered Youth. Maybe even Knight of Infamy just because of how relevant he is against any black threat. I'm not huge on Lightning Mauler in the deck, but it's the "safest" and most tested card in the slot, so it'll probably end up being that.

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Postby LP, of the Fires » Wed Apr 03, 2013 9:53 am

Knight of Glory you mean? Not sure how good that is since there aren't really any black threats that you have to attack through or are worried about defending against. At least krenko makes hellrider look more broken.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Christen » Wed Apr 03, 2013 2:00 pm

If ever, Ash Zealot would only be relevant with our Stonewrights and against Snapcaster shenaningans. Krenko's Command might also be good and certainly makes some opening hands keepable.

The temptation to use Rally the Peasants is gonna get strong if we use the token generators though... at least for me.
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Postby Alex » Wed Apr 03, 2013 4:54 pm

Knight of Glory you mean? Not sure how good that is since there aren't really any black threats that you have to attack through or are worried about defending against. At least krenko makes hellrider look more broken.
Yes, I meant Knight of Glory. And Knight actually makes the Restoration Angel exalted attacks just a little better. She often attacks alone anyway on a clogged board, so it's like a free damage here and there.

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Postby Alex » Wed Apr 10, 2013 11:37 pm

I got this PM from Pyreheart earlier and with his permission I'm going to answer it here instead of in PM.
Hey dude, I really like your take on Boros Aggro. I have been playing Gruulhammer for the whole GTC season, but I would like to play something a little more resilient to midrange. And yours seems to do so. I am curious though as to how you deal without spot removal. As a gruul player I lean heavily on trample and spot removal to get damage through, but I dont see any in your list. Do you just pump with stonewright to get threats out of the way then drop resto and let her do the twenty damage to the dome? Id like any advice on lines of play you have for me, meanwhile I will be testing it out and trying to figure it out on my own. I have been dying to play a list with boros charm and fury since they were spoiled, and theres no time like the present.

Thanks,
Okay, so I'm going to break
this down into a few smaller sections because I have a lot to say and I will probably be using this in the actual primer as well.

How you plan on winning and the lack of removal.

Alright, I am going to answer your second question before I begin to answer the first, because I think once you read this you'll understand. Right now there is a lack of quality flying creatures in the format. The only ones seeing regular play are Olivia Voldaren and Falkenrath Aristocrat. Both of these cards are incredibly weak to Zealous Conscripts and other threaten effects. When you threaten Olivia you'll get back anything she stole, and if you do your math correctly and threaten Falkenrath at the right time, you can flat-out just win the game out of nowhere.

This deck aims to simply soar over your average opponent. This means that your enemy will often be trying to zap
your flying threats out of the sky. The problem with this line of play is that a lot of removal right now is 1-for-1, and many of your spells generate more than 1 creature at a time, making that type of removal lackluster at best. There's also no real incentive to over extend into a Supreme Verdict because you have proper mana sinks like [card]Slayers' Stronghold[/card] and Stonewright, so you can comfortably slowroll your threats much, much easier than the rest of the midrange decks in the format.

All in all, it is much easier to go bigger than the other midrange decks in the format. You can play a much, MUCH longer game to no disadvantage, where most midrange decks start to have a really rough time in the face of multiple [card]Sphinx's Revelation[/card]s. At the same time, if you identify that you're in a midrange matchup, you can also just as easily slam down creatures as quickly as possible.

I hope this helps, let me
know if I missed anything.

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Postby LP, of the Fires » Thu Apr 11, 2013 12:06 am

Dynacharge over rally. Guessing it's a flexibility versus power thing, but I'm curious as to how your boarding with that card. And did you ever consider blasphemous act?
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Alex » Thu Apr 11, 2013 12:17 am

Dynacharge over rally. Guessing it's a flexibility versus power thing, but I'm curious as to how your boarding with that card. And did you ever consider blasphemous act?
I can't imagine needing to flashback Rally, I've certainly played Dynacharge plenty of times without Overload though.

I board it in against midrange as a way to sometimes trade with things when they don't expect it. It isn't backbreaking, but it's a better card on the draw than Stromkirk Noble.

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Postby zemanjaski » Thu Apr 11, 2013 1:01 am

I really like this deck :) I am very tempted to run my own take (probably at least 65 of the same 75) for Nationals qualifiers.
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Postby LP, of the Fires » Thu Apr 11, 2013 2:36 am

Lived the dream. Krenkos command into haunting into hellrider into hellrider.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby zemanjaski » Thu Apr 11, 2013 2:39 am

Did you gesture as if blowing a load on your opponent's face? It would have been appropriate.
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Postby LP, of the Fires » Thu Apr 11, 2013 2:59 am

That was reserved for the guy that lost to 2 stonewrights and krenkos command. Cause who cares about flooding when you have 1/1's from king of fighters.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Pyreheart Bezerra » Thu Apr 11, 2013 6:58 am

Played this list tonight. Since the playset of restos is in the mail, I had to use the 3 firemane avengers I did have. To get around their lack of haste I added 2 lightning maulers and dropped 1 pilgrim bringing them to 3.

I had no issues triggering battalion with avenger because of the abundance of one drops and tokens. I went 2-1 overall with my loss to uwr reckoner control. But I would have much rather had the 3/4 flier with flash and blink. Firemane does have a lot of potential to be broken.
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Postby Alex » Thu Apr 11, 2013 7:09 am

I honestly believe that Firemane Avenger is a good card, but it's just so much worse than Restoration Angel that I'm holding on to mine for Thearos release.

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Postby Christen » Thu Apr 11, 2013 9:25 am

I like your latest list.

I've been looking at Assemble the Legion as a possible sideboard against control, though I think it might be meta-dependent. I have tried putting it on the deck but I haven't had the chance to test it yet and the one time I tried casting it, it was countered.
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Postby Sasky » Thu Apr 11, 2013 9:43 am

I would put my support behind Assemble the Legion as well. It's so nutty against control and UWR and Jund.

Sweet deck btw! I will sleeve it up for FNM if I have the time.
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Postby Self Medicated » Thu Apr 11, 2013 9:48 pm

Alex, I was just wondering if there was a reason you chose [card]Krenko's Command[/card] over Gather the Townsfolk? Was it the mana?

EDIT: Also, so you think Cavern of Souls has any place in this deck? Maybe as a 1 or 2 of?
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Postby Alex » Fri Apr 12, 2013 12:09 am

Alex, I was just wondering if there was a reason you chose [card]Krenko's Command[/card] over Gather the Townsfolk? Was it the mana?

EDIT: Also, so you think Cavern of Souls has any place in this deck? Maybe as a 1 or 2 of?
Krenko's Command can block Stromkirk Noble on the play, Gather the Townsfolk can't.

Also Cavern isn't useful in the deck, by the time you're going to have to really worry about having a counter war with your opponent, most of your guys will be coming in at instant speed anyway.

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Postby Self Medicated » Fri Apr 12, 2013 12:44 am

Ok. So what about Lingering Souls and replacing 4x mountains for some Blood Crypts to get the flashback? Or am I living in magical Christmas land?
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Postby Alex » Fri Apr 12, 2013 1:04 am

After your first few turns you don't want to be playing sorcery speed anything if you can avoid it. Lets you threaten a lot more things if you have active mana.

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Postby Self Medicated » Fri Apr 12, 2013 2:15 am

Jeez, sorry. I need to learn to RTFC. Maybe then I would have seen that Midnight Haunting is an instant and not a sorcery. That was my derp moment of the day.
Last edited by Self Medicated on Fri Apr 12, 2013 2:16 am, edited 1 time in total.
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Postby LP, of the Fires » Fri Apr 12, 2013 2:16 am

Exactly. The deck wants to set up a board state, then harass the opponent by leaving mana open representing flash spells and boros charm while still having infinite mana sinks on board.
You gotta understand, I love the beatdown. I really do. I always have.

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Postby Alex » Fri Apr 12, 2013 3:46 am

Jeez, sorry. I need to learn to RTFC. Maybe then I would have seen that Midnight Haunting is an instant and not a sorcery. That was my derp moment of the day.
It's cool, man. I actually DID play Lingering Souls in the alpha version of the deck, but I ended up booting it out just because it made things a bit clunky. The card is actually just 100% insane, but Midnight Haunting fills the role pretty well too.

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Postby PrimalBurn » Fri Apr 12, 2013 4:19 am

Hello to all my FoS brothers! It has been far too long anyway just searching the web for boros decks and came across this beauty. Awesome ideas and it looks really fun to play. Looks like I have my deck for FNM ^_^

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Postby LP, of the Fires » Fri Apr 12, 2013 7:52 am

So, not like I've actually thought of what to improve in the main, but the two consistently worst cards are mostly likely the mortars and last midnight haunting. Everything else has been excellent though and the deck generally runs like greased lightning.

You should also write a sideboard guide Alex.
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Postby Sasky » Fri Apr 12, 2013 7:53 am

I think those two cards you mentioned could just be searing spears.
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Postby LP, of the Fires » Fri Apr 12, 2013 7:56 am

That's the obvious answer and what I was leaning to myself, though this deck prefers higher impact cards so I think we can do better. Having said that, searing spear is still really good. Another card I've been thinking about that has been mentioned...somewhere is electickery out of the board against reanimator and naya blitz. I'm still not convinced dynacharge is what you want in the sideboard, though this deck does get all of it's value from surprising the shit out of people.

How many of your opponents have gained infinite life in standard? I did tonight.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Alex » Fri Apr 12, 2013 2:11 pm

I don't necessarily agree about Midnight Haunting being bad at 4, because it's a card I want to consistently draw in basically every game, but yeah, Mizzium Mortars is kind of suspect. Like I said, it's a flex slot. I'm thusfar liking Rolling Temblor, but something like Pyreheart Wolf could be fine here too.

If you really think the 4th Haunting is awkward, you can just swap it for a Krenko's Command or a Lightning Mauler.

@LK, I don't need to kill mana dorks, reanimator playing stuff in game 2 is good for me since I have a ton of sideboarded threatens. Crafterhoof is the only thing you have to sweat, and there's only 1 in the list usually.


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