Branching Out – Can You Build Boros Without Going Aggro?

by
Arnaud Gompertz
Arnaud Gompertz
Branching Out – Can You Build Boros Without Going Aggro?
(Feather, the RedeemedFeather, the Redeemed | Art by Wayne Reynolds)

Fighting is for the Weak

Greetings and salutations, and welcome to a brand new series of articles focusing on uncanny strategies for all color pairs, every two weeks.

To start things off, what better way to start than with a serious contender for the most brutal couple, , also colloquially known as Boros or, to a lesser extent, Lorehold.

Before delving into the more original options, let's take a look at the most popular ways to build in these colors.

A quick look at EDHREC's dedicated page shows the following:

Notice something? All of these decks have something in common: they rely on the red zone, on mano-a-mano, on violence, on blood spurts. In a word: on combat.

Let's switch to a different angle, by looking at the top tags in Boros:

Again, the pattern is relatively clear. While there could be an argument made for artifacts decks (more to come below), most of these focus on smashing faces.

But what if you didn't feel like going in that direction while keeping in red and white? What if you could surprise the table with a fun and unexpected direction?

Here are five ideas for unusual builds in Boros, that will not focus on combat to take the game away.



Firesong and SunspeakerFiresong and Sunspeaker

Firesong and Sunspeaker

I remember when this was only available as a promo, back in Dominaria United. Since then, the fiery pair has seen a lot of reprints while gaining in popularity for Burn lovers.

The core idea is fairly simple: get your commander out on the field, cast a red spell dealing damage to each and every creature and/or opponents, cash in a massive amount of life, look at the puny insects from your 250+ life mountain, burn the world to a crisp.

Or cast a slew of tiny targeted burn spells to increase the distance between you and your opponents while keeping their creatures at bay.

The past few years have considerably enlarged the available toolbox since their first appearance. Final Fantasy especially has been very kind, with cards such as The Wind CrystalThe Wind Crystal, Lightning, Army of OneLightning, Army of One or Ultimate Magic: MeteorUltimate Magic: Meteor.

Basically, you'll need to include the following to make this deck work:

  • A solid card draw base, at least 15 spells – Boros is known for struggling to keep up, and the last thing you want in this deck is to run out of gas.
  • A solid ramp base, 15-18 cards – Firesong and SunspeakerFiresong and Sunspeaker cost a hefty , and you'll need a decent amount of mana to cast the more expensive spells while protecting your commander.
  • At least 6-8 protection spells, giving indestructible and/or hexproof – Your opponents will try to remove your commander as soon as it hits the field, and it's already very expensive as is.
  • The best sweepers that can hit all creatures – Stuff like Star of ExtinctionStar of Extinction, Chain ReactionChain Reaction, Blasphemous ActBlasphemous Act, Bonfire of the DamnedBonfire of the Damned, Calamity of CindersCalamity of Cinders, Chandra's IgnitionChandra's Ignition... At least 10-12 outlets that will make your life skyrocket.
  • Some ways to close the game – Aetherflux ReservoirAetherflux Reservoir, Brash TaunterBrash Taunter, Gisela, Blade of GoldnightGisela, Blade of Goldnight or Truefire CaptainTruefire Captain are solid options.

You will like this deck if: 

  • You enjoy burn spells
  • You like controlling the board
  • You like incredulous stares when someone asks your life total
  • You like to surprise your opponents

You won't like this deck if: 

  • You don't like to focus on commander protection
  • You don't like being considered as the major threat at the table
  • You want quick games
  • You hate seeing the board wiped again and again


Brion StoutarmBrion Stoutarm

Brion Stoutarm

For our second pick, let's go back to Lorwyn, with a twist on the Alpha-old card Stone GiantStone Giant. Don't be fooled, though, Brion packs quite a nastier punch than its venerable ancestor.

The Giant Warrior wants to do one thing, and one thing only: Fling huge monsters straight into your opponents' faces and gain a bunch of life in the process. In that regard, it's not that far off from the previous commander, though the process is slightly different.

And if you can do all this while using your opponents' creatures, all the better!

While your commander is central to the strategy, the deck can still win out of nowhere without him on the field, through a series of FlingFling effects.

A classical build includes:


You will like this deck if: 

  • You like one-shotting players
  • You enjoy figuring out the perfect timing for your deadly attack
  • You want to focus on a single line of play
  • You like impossibly huge creatures

You won't like this deck if: 

  • You hate feeling vulnerable
  • You don't enjoy glass cannons
  • You don't want to steal stuff
  • You don't feel like keeping your attention focused on all boards, and not only yours


Queen Kayla bin-KroogQueen Kayla bin-Kroog

Queen Kayla bin-Kroog

Let's move on with an artifacts-dedicated commander, and quite a radical one at that. Kayla is a churning value engine, trying to accrue a more and more imposing board state by cheating stuff in play as the game goes on.

When built properly, it's relentless, rebuilds quickly, and can be a serious thorn in the other players' boots. Never underestimate the power of low-cost artifacts and creatures.

There are a few options you can pursue with her majesty, without resorting to the red zone. Basically you can rely on pinging your opponents to death, abusing Enter-the-Battlefield triggers and using your graveyard as a resource.

To make this work you'll need:


You will like this deck if: 

  • You like value engines
  • You thrive in making the most of a gigantic toolbox
  • You enjoy Aristocrats
  • You like having multiple options to build the deck

You won't like this deck if: 

  • You don't like rely heavily on your commander
  • You like big impactful stuff
  • You loathe grindy games
  • You don't fancy tinkering with your graveyard


Zirda, the DawnwakerZirda, the Dawnwaker

Zirda, the Dawnwaker

I could almost have coupled Zirda with Kayla, as these have a lot in common. Zirda is played in 67% of the 2,030 Kayla decks, and Kayla is in 26% of the 1,842 Zirda decks, and while they indeed work extremely well together, there is much more to this sneaky Fox.

Of course, you could focus on using it only as an enabler, paving the way for efficient and repeated activated abilities. And while this could make for a fun and versatile build, I'm not 100% convinced. The Fox also makes for an interesting cycling commander...

Or you could go for broke and build this with a combo mindset. Grim MonolithGrim Monolith and Basalt MonolithBasalt Monolith give you infinite mana, as do Voltaic ConstructVoltaic Construct alongside Palladium MyrPalladium Myr... There are currently 55 combos involving Zirda in Boros.

Probably not the best deck to bring to a bracket 2 table, but high 3s and 4s could give you the challenge you seek.

To make sparkles, you'll require:

  • Combo pieces – I'll leave you to browse the possibilities offered by the link above, but these are obviously going to be the meat of the deck.
  • Tutors – Again, that's fairly straightforward, to grab whatever pieces you need to assemble your death machine. Recruiter of the GuardRecruiter of the Guard, Enlightened TutorEnlightened Tutor, Steelshaper's GiftSteelshaper's Gift are sound options.
  • Protection – Zirda will incur wrath like rarely seen before, so time her well, and be prepared to protect her through and through. GloryGlory is especially elegant in here.
  • Alternatives – Should Zirda die, you need other ways to carry on. Play combos not depending on your commander and/or add Osgir, the ReconstructorOsgir, the Reconstructor to the mix.
  • Stax – This time it's not an option. You play Boros, and you need all the help you can get to slow your opponents down. Aven MindcensorAven Mindcensor, Drannith MagistrateDrannith Magistrate, Blind ObedienceBlind Obedience, High NoonHigh Noon...

Beware, this could very easily grow in power and hold its own in a cEDH pod, and pound lesser brackets.


You will like this deck if: 

  • You like comboing off
  • You take pleasure in assembling puzzles
  • You like to control games
  • You want to play an unexpected color pair at higher power tables

You won't like this deck if: 

  • You don't want to consistently win the same way over and over
  • You prefer to play at lower brackets
  • You don't have the patience to learn patterns
  • You don't like cutthroat games


Mila, Crafty CompanionMila, Crafty Companion

Mila, Crafty Companion

Let's finish this list with a commander seeing little play. With only 626 decks to its name, I feel like this pretty Fox (yes, another one) deserves more love.

While the other side is decent, the steep required make it a hard pass for me. Mila however is an excellent defensive outlet and rewards you when opponents try to get rid of your stuff.

Unsurprisingly, six out of the nine cards in the High Synergy category are planeswalkers. And that's exactly what you're going to build.

To make this list viable, you'll need:

  • Planeswalkers – Yes, I know what you're going to say...

All jokes aside, you need to play a good number of these. You're building a Superfriends deck, and you want to live up to the expectations you're setting. At least 20-25.

  • Protection – Yours are fragile trinkets to play with, and you need to get them up fast, to keep them out of harm's way. Lae'zel, Vlaakith's ChampionLae'zel, Vlaakith's Champion is a fantastic outlet, as is The Chain VeilThe Chain Veil. You could also resort to various mass blink spells to reset your friends and have them come back all refreshed. Things like Semester's EndSemester's End or Cosmic InterventionCosmic Intervention (which ends up working the same way). Fogs are extremely good in here, as you'll want to negate combat damage on a regular basis. Think Holy DayHoly Day, Ethereal HazeEthereal Haze, ComeuppanceComeuppance or Dawn CharmDawn Charm, to name a few.
  • Reluctance enablers – Are you sure you wouldn't rather attack elsewhere? Can you even afford to attack me? There are several enchantments that deter from attacking your stuff. Outlets like Archangel of TithesArchangel of Tithes, Archon of AbsolutionArchon of Absolution, Baird, Steward of ArgiveBaird, Steward of Argive or Norn's AnnexNorn's Annex will cause your opponents to think twice before heading towards your battlefield.
  • Board wipes – While any deck needs those, I'd advise you pack a few more than usual. Since you're not running that many creatures, you may as well keep the menaces at bay... permanently. Urza's Ruinous BlastUrza's Ruinous Blast is a must, but you could also consider Promise of LoyaltyPromise of Loyalty, or good old (and hated) FarewellFarewell... The world is your oyster.
  • Optional: Search outlets – I'm usually not a huge fan of tutors in such lower power decks, but some are really good here. Things like Search for GlorySearch for Glory, Call Captain Plan... er the GatewatchCall Captain Plan... er the Gatewatch, Deploy the Power Rang... no, no, the GatewatchDeploy the Power Rang... no, no, the Gatewatch, Arena RectorArena Rector, Djeru, With Eyes OpenDjeru, With Eyes Open. Just bear in mind you'll be tempted to fetch the same planeswalker over and over again, which could lead to premature deck fatigue.

You will like this deck if: 

You won't like this deck if: 

  • You hate planeswalkers
  • You hate planeswalkers
  • You hate planeswalkers
  • You hate planeswalkers


Conclusion

I hope you enjoyed this little journey into the magical land of white and red.

I'm extremely curious to hear your feedback on this first take in general and/or on the various tricks and hints presented throughout the article.

For now, I bid you adieu, and I'll see you in two weeks with another five unusual brews!

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