Recently someone asked me for an Aurelia deck. Aurelia is a powerful Boros Commander who can end games quickly if left alone. Should be fun, right?
I actually hesitated making this deck because I put together a Jor Kadeen deck earlier this year (which you can see HERE). My concern was that a lot of the elements of the Jor Kadeen deck would be necessary for the Aurelia deck, and they would essentially be the same. Especially because the Jor Kadeen deck had a heavy emphasis on equipment, which would seem to fit in nicely with Aurelia.
After thinking about it for a bit, I decided that what I really needed to do was focus on the attack step. I needed to use creatures that either had benefits for attacking, or for connecting, because those seem like they would be good when you get 2 attack steps a turn. In addition, I thought that double strike would be a very useful ability to pass around. And because Aurelia is not a cheap Commander to cast, I wanted to make sure that I was consistently hitting my land drops. Since I wasn't expecting to come rushing out the gates very quickly, I needed more answers and control.
Here's the deck I came up with:
Although the deck has some of the elements of the Jor Kadeen deck, you can tell right away that it's different. The creature count is much lower, but that's made up for with a slight token theme. And I got to use some goofy cards that I've always thought were cool, but never actually got to use. Let's check things out.
So the deck is made to take advantage of multiple attack steps. You get bonuses for attacking, as well as bonuses for connecting. Again, double strike is a ton of fun here.
I got over the basics in the deck tech, so let's talk about the "bad" cards I included: Militia's Pride, Falkenrath Marauders, and to a certain extent Agrus Kos, Goblin Assault and Hero of Oxid Ridge. The latter 3 are easier to explain, in that Hero and Agrus pump your dudes, and Assault keeps making little guys. Marauders is a fun creature that I've always wanted to use, but that I've avoided because they typically aren't good enough for the mana. Sure, it has haste and flies, but the bonus you get takes a while to accumulate. Of course, this doesn't matter as much when you give them double strike and multiple attack steps, so I decided to have fun and include them. Militia's Pride is one that if you have some extra mana, you can add a bunch of dudes to your side of the table. This works well with Mentor of the Meek and all the other pump effects. Don't forget to stack things correctly so that they can get the Battle Cry bonus! Remember kids, it's not always about making the most cutthroat, evil or killer deck in the world. It's about having fun and messing around with new cards.
One thing I forgot in the video was to show the curve:
As you can see, it's not really a curve per se, more like a variety of steps. It's a little bit high but it did ok. This means you can occasionally get clunky draws, but luckily there's enough mana help for you to be able to get to your 5 and 6 drops without a ton of trouble. Let's take a look at how the deck does!
I do occasionally enjoy a Two Headed Giant game, and this is one of them. I was a little concerned at first going up against Zur and Horde of Notions, but having Azusa on my side helped. Azusa asked my permission before playing the Hall of Gemstone. It effectively slowed everyone down, but Zur had an answer in Celestial Dawn. Still, I was able to keep the pressure on even though I was unable to cast Aurelia. Eventually both enchantments were removed, but Azusa got out Lurking Predators while I continued to hit land drops with Land Tax. I kept taking chunks out of Zur, who never cast his Commander. Eventually the Predators revealed Kozilek and Azusa followed that up with Akroma's Memorial, sealing up the game.
Lazav's early Leyline of the Void is good at neutering Glissa. However, Glissa ramps like crazy and plays Terastodon, getting rid of the threat. When there are enough creatures on the table I clear it with Wrath of God. Rith starts making tokens but I manage to get Gisela out. Rith follows that up with Elesh Norn, effectively neutering my angel, and starts going after Glissa. Despite a Rise of the Dark Realms for Glissa, she doesn't have enough flying defense. Wrecking Ogre with Slayers' Stronghold with Aurelia and Glissa are enough to seal this one up.
In this game I'm using a slightly earlier version of the deck but it was still effective. I was a little worried about the Dralnu player, but it turned out that it was the Kamahl player who had it out for me. I got out my Falkenrath Marauders, and the Sliver Queen player had his Kalonian Hydra when the Kamahl player used (Molten Pirmordial) to steal all the good stuff on the table and hit me hard, knocking me to 8. I decided to pay him back by hitting him with my Marauders, giving them double strike and equipping them with Sword of Fire and Ice, knocking him to 10. Unfortunately the Hydra was getting huge, but Dralnu used Body Double to copy his Sheoldred in his graveyard, reducing everyone's massive threats to nothing.
Kamahl came out to finish me off, but I had Wing Shards. Once again, Gisela came out, made people focus their energy elsewhere, and I proceeded to win once I cast Aurelia as the Dralnu player says he can win on his turn. One card that I completely forgot was Ogre Battledriver. That thing could be really good, and if you take out Blinding Angel for him you should smooth the curve out a little bit, provide more offense, and be good to go. If you find you're going up against hordes of tokens, however, you should keep the Angel and take something else out.
So there you have it. Gisela was a big part of this deck, as you can see, but I pulled off wins without her. This deck isn't completely aggro, because I noticed that I couldn't overcome the hate I would get when I went that route. Still, it was a lot of fun.
Hope you guys enjoyed the games. Until next time!
Leviathan, aka Tarasco on MTGO
mrmorale32 at yahoo dot com
CONQUEROR & COMMANDER ARCHIVE