Every time I've played it or played against it, it sucks, badly. It doesn't do anything effectively, its not fast enough to make up for its utter lack of card advantage and dearth of hay makers. Mentor flat out sucks. Some of the cards are ok, but it seems like the guild is ***** unless its part of a Jeskai or Naya draft that leans on either Izzet or Selesnya for the bulk of its cards. Meanwhile, every other guild seems to be viable on its own.
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Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Boros was an absolute beating in Sealed with the seeded prerelease packs, but it might have been due to the skewed power level of the seeded packs. It might have also been because the DTB was Dimir (or BUr or UBg), so racing while they stumble to stabilize was the most viable strategy other than trying to grind out the mirror.
Since then it's gotten weaker but it still seems viable to me.
You need to build and pilot it like a proper aggro deck. Avoid 5-6 cmc unless it helps you win the game that turn. Running two 5 cmc "destroy target creature" is too slow for aggro. Demotion is where this deck wants to be. I think even casting Lightning Helix is a trap. I've gotten more wins casting it as the +2/+2 trick, with the option to Lightning Helix later if I run out of things to do with my mana.
As always with aggro, tempo and mana-efficiency are more important than card advantage. You can't win the lategame. The goal is to punish greedy decks for doing durdly things: keeping slow hands, losing tempo to multiple ETB lands, running too few bears, running awkward AABB cards, and tapping out on turn 3 for mana rocks or draw spells.
Attack as often as possible. Play multiple combat tricks to push through damage. You can't afford to go "oh he has a blocker, pass the turn". Have combat tricks. Bluff combat tricks. Turn things sideways. Blocking is for blue decks. Island.dec will outdraw you. Win fast or never.
Truefire Captain is probably a trap. RRWW is too inconsistent for aggro. As a Mentor curve-topper I like Barging Sergeant better, mainly for the easier mana cost and surprise factor. It's fragile, but it screws up their stabilization math.
Mentor's a great ability, but you need a good curve to Mentor. A bunch of 2/2 Mentor bears do nothing with each other. The best Boros decks I saw ran a mix of 1/x, 2/x, 3/x and buffs. They also sequenced their plays strategically, so they were consistently getting Mentor triggers each turn, often more than one per attack. If you don't get a few Mentors off early then the creatures fall behind in card quality, but if you get a few then its much harder to stop. Mentor is great if abused.
It's probably correct to run some 1 drops, especially Goblin Banneret and Healer's Hawk (Hunted Witness to a lesser extent). 1-drops can be mentored by anything. They also let you start mentoring on turn 3 instead of turn 4, a full turn of tempo earlier and a full extra trigger. 1/1s are bad topdecks, but Boros isn't trying to win topdeck wars.
Precombat buffs enable Mentor. Casting Take Heart or Sure Strike precombat can open you up for 2-for-1s and gives them more information for blocking, so it's normally a bad play, but it also enables another Mentor trigger. If you're applying enough pressure, they often need to tap out to play blockers and keep up. If they're tapped out but have blockers, I've gotten value doing the precombat pump to Mentor and get both attackers through safely (e.g. if you have 2/2 Mentor and 2/2 vs their 2/x).
I think this deck wants a lot of cards other decks don't want, which is advantageous in drafting. Stuff like 1/1s, Demotion, Maniacal Rage (useful either as Demotion or to buff a Mentor creature), Cosmotronic Wave... Even Maximize Velocity reads "R: Target creature gains +1/+1 and haste. Put a +1/+1 counter on target creature." I haven't resorted to playing it yet, but it doesn't seem that bad as a filler pump spell for what this deck is trying to accomplish.
Last night in 42 player draft, 4 of top 8 were boros. Go small, go fast, crush heads. Also pickup flying Pegasus when you get a chance. Went 4-1-1 with zero rates in boros since one other in my pod. My loss was to another boros since he had lower curve, more take heart and was faster.
At my store, too many players draft Boros from too few packs and split all the good cards among equally poor decks while I have my choice of everything Dimir. It usually ends up a couple open Boros bombs while the newer players keep drafting R/W without real support and don't notice packs going around with multiple playable U/B/G cards.
Its not that it is bad per se. The problem is more that people are forcing it hard right now. I think initially the limited meta was sort of dictating that white was your strongest color. Draft a lumi bonds or tribunal with an angel and you should be in the money, right? lol. So, at least at my venues, when white dries up, white really dries up. Its like a "safe" color. If you happen to be the guy forcing Boros, and not opening any of the bombs, you can get stuck with a really lackluster pile of cards.
Boros was an absolute beating in Sealed with the seeded prerelease packs, but it might have been due to the skewed power level of the seeded packs. It might have also been because the DTB was Dimir (or BUr or UBg), so racing while they stumble to stabilize was the most viable strategy other than trying to grind out the mirror.
Since then it's gotten weaker but it still seems viable to me.
You need to build and pilot it like a proper aggro deck. Avoid 5-6 cmc unless it helps you win the game that turn. Running two 5 cmc "destroy target creature" is too slow for aggro. Demotion is where this deck wants to be. I think even casting Lightning Helix is a trap. I've gotten more wins casting it as the +2/+2 trick, with the option to Lightning Helix later if I run out of things to do with my mana.
As always with aggro, tempo and mana-efficiency are more important than card advantage. You can't win the lategame. The goal is to punish greedy decks for doing durdly things: keeping slow hands, losing tempo to multiple ETB lands, running too few bears, running awkward AABB cards, and tapping out on turn 3 for mana rocks or draw spells.
Attack as often as possible. Play multiple combat tricks to push through damage. You can't afford to go "oh he has a blocker, pass the turn". Have combat tricks. Bluff combat tricks. Turn things sideways. Blocking is for blue decks. Island.dec will outdraw you. Win fast or never.
Truefire Captain is probably a trap. RRWW is too inconsistent for aggro. As a Mentor curve-topper I like Barging Sergeant better, mainly for the easier mana cost and surprise factor. It's fragile, but it screws up their stabilization math.
Mentor's a great ability, but you need a good curve to Mentor. A bunch of 2/2 Mentor bears do nothing with each other. The best Boros decks I saw ran a mix of 1/x, 2/x, 3/x and buffs. They also sequenced their plays strategically, so they were consistently getting Mentor triggers each turn, often more than one per attack. If you don't get a few Mentors off early then the creatures fall behind in card quality, but if you get a few then its much harder to stop. Mentor is great if abused.
It's probably correct to run some 1 drops, especially Goblin Banneret and Healer's Hawk (Hunted Witness to a lesser extent). 1-drops can be mentored by anything. They also let you start mentoring on turn 3 instead of turn 4, a full turn of tempo earlier and a full extra trigger. 1/1s are bad topdecks, but Boros isn't trying to win topdeck wars.
Precombat buffs enable Mentor. Casting Take Heart or Sure Strike precombat can open you up for 2-for-1s and gives them more information for blocking, so it's normally a bad play, but it also enables another Mentor trigger. If you're applying enough pressure, they often need to tap out to play blockers and keep up. If they're tapped out but have blockers, I've gotten value doing the precombat pump to Mentor and get both attackers through safely (e.g. if you have 2/2 Mentor and 2/2 vs their 2/x).
I think this deck wants a lot of cards other decks don't want, which is advantageous in drafting. Stuff like 1/1s, Demotion, Maniacal Rage (useful either as Demotion or to buff a Mentor creature), Cosmotronic Wave... Even Maximize Velocity reads "R: Target creature gains +1/+1 and haste. Put a +1/+1 counter on target creature." I haven't resorted to playing it yet, but it doesn't seem that bad as a filler pump spell for what this deck is trying to accomplish.
I played 3 sealeds online, where you are matched with people with similar records, and I saw plenty of Boros my first 3 games, and none games 4-9 (I did Golgari and Dimir 2x). Everyone I faced that had 6 or more wins was running Dimir, Izzet, Golgari, or some combination.
I think in draft its a bit better. I've played against a couple decent Boros decks since my first post and they both were super low curve. Of course, I beat one with a BAD Izzet deck, though I assume luck was involved. The other beat my mediocre Golgari deck.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I know this is an old thread, but also, what? Pretty sure Boros is the strongest guild in the set.
That said it could very well be overdrafted in paper. I know I'm getting kind of complacent when drafting against bots on arena, where forcing boros is the right move a solid 70% of the time or so. So then when I play paper, I have to make sure to correct for my bias. I'd guess if a meta is used to arena drafting, or just likes boros for other reasons, then boros could be overdrafted and result in mediocre decks.
I know this is an old thread, but also, what? Pretty sure Boros is the strongest guild in the set.
That said it could very well be overdrafted in paper. I know I'm getting kind of complacent when drafting against bots on arena, where forcing boros is the right move a solid 70% of the time or so. So then when I play paper, I have to make sure to correct for my bias. I'd guess if a meta is used to arena drafting, or just likes boros for other reasons, then boros could be overdrafted and result in mediocre decks.
I'm hearing that its the consensus best, and it seems like its because its deep and easy to build, since it lots a lot of cheap commons so you have an easy to build curve out aggro deck. Still, I've had very little success with it but a great deal of success against it, so I guess my experience is an outlier. Its probably over drafted, leading me to have an easier time landing solid Dimir or Golgari decks while facing watered down Boros.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Boros certainly isn't bad, but I don't agree that it's the best guild. Dimir is better, and Izzet is probably about equal. The main issue with Boros is it's by far the most linear strategy in Guilds, and if you don't get the critical mass of cheap creatures you end up with a mediocre midrange pile. The other guilds can skew more aggro, midrange, or controlling depending on what cards you see, and are free to splash for power cards without giving up much. That said, Boros is probably the easiest deck to draft (provided it's at least somewhat open), and it's also the best at punishing opponents with sketchy opening hands, so it gives you the most "free" wins.
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Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
'nuff said
Since then it's gotten weaker but it still seems viable to me.
You need to build and pilot it like a proper aggro deck. Avoid 5-6 cmc unless it helps you win the game that turn. Running two 5 cmc "destroy target creature" is too slow for aggro. Demotion is where this deck wants to be. I think even casting Lightning Helix is a trap. I've gotten more wins casting it as the +2/+2 trick, with the option to Lightning Helix later if I run out of things to do with my mana.
As always with aggro, tempo and mana-efficiency are more important than card advantage. You can't win the lategame. The goal is to punish greedy decks for doing durdly things: keeping slow hands, losing tempo to multiple ETB lands, running too few bears, running awkward AABB cards, and tapping out on turn 3 for mana rocks or draw spells.
Attack as often as possible. Play multiple combat tricks to push through damage. You can't afford to go "oh he has a blocker, pass the turn". Have combat tricks. Bluff combat tricks. Turn things sideways. Blocking is for blue decks. Island.dec will outdraw you. Win fast or never.
Truefire Captain is probably a trap. RRWW is too inconsistent for aggro. As a Mentor curve-topper I like Barging Sergeant better, mainly for the easier mana cost and surprise factor. It's fragile, but it screws up their stabilization math.
Mentor's a great ability, but you need a good curve to Mentor. A bunch of 2/2 Mentor bears do nothing with each other. The best Boros decks I saw ran a mix of 1/x, 2/x, 3/x and buffs. They also sequenced their plays strategically, so they were consistently getting Mentor triggers each turn, often more than one per attack. If you don't get a few Mentors off early then the creatures fall behind in card quality, but if you get a few then its much harder to stop. Mentor is great if abused.
It's probably correct to run some 1 drops, especially Goblin Banneret and Healer's Hawk (Hunted Witness to a lesser extent). 1-drops can be mentored by anything. They also let you start mentoring on turn 3 instead of turn 4, a full turn of tempo earlier and a full extra trigger. 1/1s are bad topdecks, but Boros isn't trying to win topdeck wars.
Precombat buffs enable Mentor. Casting Take Heart or Sure Strike precombat can open you up for 2-for-1s and gives them more information for blocking, so it's normally a bad play, but it also enables another Mentor trigger. If you're applying enough pressure, they often need to tap out to play blockers and keep up. If they're tapped out but have blockers, I've gotten value doing the precombat pump to Mentor and get both attackers through safely (e.g. if you have 2/2 Mentor and 2/2 vs their 2/x).
I think this deck wants a lot of cards other decks don't want, which is advantageous in drafting. Stuff like 1/1s, Demotion, Maniacal Rage (useful either as Demotion or to buff a Mentor creature), Cosmotronic Wave... Even Maximize Velocity reads "R: Target creature gains +1/+1 and haste. Put a +1/+1 counter on target creature." I haven't resorted to playing it yet, but it doesn't seem that bad as a filler pump spell for what this deck is trying to accomplish.
Modern: (G/U)Infect (G/U)Tron
Legacy: (U/B)Tezzeret (U/B)(W/U)Miracles(W/U)(B/G)Dredge(R/W)
Commander:(U/R)Mizzix (U/R)(W/U)Sydri(U/B)(W/U)Zur(U/B)
Yeah, this in a nutshell is what Boros needs to do.
I played 3 sealeds online, where you are matched with people with similar records, and I saw plenty of Boros my first 3 games, and none games 4-9 (I did Golgari and Dimir 2x). Everyone I faced that had 6 or more wins was running Dimir, Izzet, Golgari, or some combination.
I think in draft its a bit better. I've played against a couple decent Boros decks since my first post and they both were super low curve. Of course, I beat one with a BAD Izzet deck, though I assume luck was involved. The other beat my mediocre Golgari deck.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
That said it could very well be overdrafted in paper. I know I'm getting kind of complacent when drafting against bots on arena, where forcing boros is the right move a solid 70% of the time or so. So then when I play paper, I have to make sure to correct for my bias. I'd guess if a meta is used to arena drafting, or just likes boros for other reasons, then boros could be overdrafted and result in mediocre decks.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
I'm hearing that its the consensus best, and it seems like its because its deep and easy to build, since it lots a lot of cheap commons so you have an easy to build curve out aggro deck. Still, I've had very little success with it but a great deal of success against it, so I guess my experience is an outlier. Its probably over drafted, leading me to have an easier time landing solid Dimir or Golgari decks while facing watered down Boros.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!