Quote from Serberus_08 »Seize the Day seems like a no brainer, just for sheer value.
Quote from Rumpy5897 »I'm sorry if this comes off as contrarian to the premise of the deck, but I feel you could shave some of the more vanilla heroic dudes and pump. In a perfect scenario all the guys will put on double digits of counters every single turn cycle, but in a more realistic game state you'll have to devote a lot of attention to something like Akroan Skyguard to have it do anything. Similarly, Brute Strength is just a straight up Giant Growth, which may help close out the game with Feather voltron but is otherwise relatively narrow. Firestorm feels a little on the winmore side. This may be me completely missing the point of what you're trying to do here though.
Quote from ISBPathfinder »I also question the heroic triggers somewhat heavily. These are like.... limited level creatures we are trying to make do things in commander. They are slow to pick up speed and require a lot of very specific building and time to make them do things. I just feel like it might be one of those things where it takes too many cards to set up and make it do the cool and funky thing you are trying to get it to do.
I think its cool, I just think that it takes a lot of setup and the payoff might not justify the complexly to assemble.
Quote from DirkGently »I think in most cases the spells we'll be casting most often - stuff like panic and heal do not care where they're pointed, and feather definitely doesn't care if they're pointed at her. So the bonus we get from targeting a heroic dude is basically free. So - to a certain extent - we can probably analyze the heroic dudes as though, rather than having a heroic ability, they had a "two times every turn or so" ability.
So to run down the list...
tenth district legionnaire - adding a scry to every cast is a pretty big freebie, plus it grows quickly. I think the scry puts it over the top, though, along with the low cmc.
akroan conscriptor - I don't love the high cost here, but the ability is pretty bonkers when used at instant speed since you can keep smacking people's creatures into each other, or go for a sweet alpha strike. It's possible it will end up being too slow and expensive if the deck is fast enough, but in a slower control game it seems busted.
akroan crusader - makes tokens, which amplifies a lot of our later combos. Plus it's super cheap.
akroan skyguard - this is the only one I've left in from the "just gets counters" club, primarily because it's cheap and evasive, and I'm guessing it's the most contentious. If it's growing by +5, +6, +7 every turn cycle that seems to me like the sort of thing that's going to be a serious win condition personally, but it may end up being too slow.
anax and cymede - they enable a lot of our token strategies and are also just pretty strong on their own. Also helps with feather lethals.
elite skirmisher - not as spicy as conscriptor, but it only costs 3 and you can eliminate multiple dudes from combat each turn like a citadel siege on steroids. Might end up being irrelevant in a meta where combat is irrelevant, but I usually assume it will not be.
fabled hero - with the double strike this seems like a fairly fast way to win, once it's a 10/10 which could happen pretty quickly. The lack of evasion might make it bad? But we have tools for that too.
phalanx leader - I think basically everyone is running this guy, not much needs to be said.
vanguard of brimaz - also enables token synergies
and that's basically all of them.
I think the only ones that are really contentious are probably(?) skyguard, skirmisher, and maybe fabled hero? anax and cymede might end up being a little underpowered since the buff doesn't stick around, but we don't have a ton of great enablers for tokens so I think we should take what we can get (plus the trample is fairly hard to find in RW). We're still talking about a functional 5-pt overrun if not more. There is a solid chance we should be running serra ascendant, since it compares roughly with something like skyguard and gets going faster. I want to test the deck and see what ends up being the primary wincon. But skyguard and skirmisher I think can both pretty easily knock people out basically on their own, especially with how much protection we can offer them.
Well, it requires feather. And...targeting spells? Feather is a 3-cmc commander in a deck with tons of ways to protect her, and almost half the deck is targeting spells (although some won't work for obvious reasons...but still easily half the nonlands work just fine). I guess I don't get what you mean as far as setup. These seem like highly redundant combos with relatively few moving parts. If multiple removals get pointed at Feather every time she comes out then we could be in trouble, but I don't think it's reasonable to build this deck to withstand that level of hate. Historically boros has gotten by, when it does, primarily by being evaluated as a lesser threat and not drawing too much hate.
It does occur to me that this deck should almost certainly be running more fast mana, like mox diamond and chrome mox. Once we're in full-on combo mode the downsides are negligible and it'll help us get to that point ASAP. Might even be worth including some rituals too.
Quote from ISBPathfinder »My point being more along the lines of:
Most of the creatures in this deck don't kill anyone / accomplish anything quickly. It takes them a while in play to build things up. Sure most of it is cheap but it seems like its built on the back of setting up feather, multiple creatures, keeping spells up and never letting someone remove you from the board. The +1/+1 guys seem frail and slow to build up and I don't see a lot of synergy for the token stuff other than Zada / Mirror Dragon.You can't protect your creatures from everything. Different protection effects have different weaknesses. Sac, Exile, Tuck, and -/- sweepers are all still things. I always assume that regardless of what I do someone will find a way to interact with what I am doing. In different metas different types of cards have different popularity but its worth noting that a lot of this protection is situational. Beyond that, its hard in the early turns to set up, draw cards, and have redundant protection up at all times.
Quote from Onering »I like this concept. I'm looking forward to the finished cut.
Quote from Hawk7915 »I am addicted to Sunforger, so I am wondering why it isn't on your list? You've got a lot of niche cards for the 'forger to tutor. Heck, you even get to Sunforger Aurelia's Fury, cast it for X = 0, and buy it back with Feather which is fun.
And I think you have room for it. Feather buys back every spell you cast, so I think running 46 instants and sorceries that interact with Feather is a liiiittttle overkill. I'd try to winnow it down to my favorite 30-35 so that you can boost your creature count and also run a few more sweet utility cards like Sunforger.
I also wonder if Launch the Fleet is worth running in your list.