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By: CheshirePlaysGames, Albert Caynes
Feb 24 2020 1:00pm

After Feather, the Redeemed was spoiled, the community seemed very much half and half on the idea of a Boros commander being, yet again, tied into attacking as it's wincon. This isn't exactly true, but for the most part it certainly is. Feather, unlike most other Boros commanders, has a very powerful lean on ability that feels very much like an all in or go home voltron strategy and this can be super risky. Lucky for us, all the protection she needs is mostly instants and given her unique ability, we can certainly ensure her survival against most forms of removal unless we get very unlucky.

From days of long ago, from uncharted regions of the universe, comes a legend; the legend of Voltron, Defender of the Universe, a mighty robot, loved by good, feared by evil. As Voltron's legend grew, peace settled across the galaxy.
Voltron commanders, just as a quick refresher, are usually supported by very few creatures, a whole mess of equipment or auras to make them stupid big, indestructible, untargetable MONSTERS that just smash face and win via commander damage. Feather is only slightly different, I mean you're still trying to win via commander damage and pumping your commander to the nines, but instead of mainly using equipment and auras to get beefy, she takes instant and sorcery protein shakes in multiple to get swole.
The biggest issue with trying to be a fast Boros deck is the requirement for FAST mana, so we ditched all the slow lands and beefed up the number of mana rocks much higher than the usual amount I like in my decks to ensure we can have access to a faster clock on our opponents. Previously, we had good ole Paradox Engine to combo out, draw our whole deck and then get multiple combats. Sadly, we no longer have that as an option, so we have to use the next best thing to semi-combo out using Unwinding Clock with Isochron Scepter and a cantrip imprinted. It lacks the finesse, but its what we need.
(pic=Isochron Scepter)
To start with, we have the colourless rocks. Sol Ring as we know is broken, right? Faster than Sonic the Hedgehog and more powerful than Thanos. Thought Vessel alows us to keep our hand at the end of the turn and even though that doesn't sound like an issue, it can be. Mind Stone is fine, I like it more because at the end game we can sac it to draw a card. Lastly Thran Dynamo is a big costly boi, but a good boi none the less. It helps us play other rocks, equipment, and commander tax just in case we need it.
Mox Amber's usual drawback isn't likely an issue for us considering we want Father out to actually cast stuff. Lotus Petal is great no matter when you draw it and also we do play a way to re-use it late in the game. Fire Diamond is pretty slow to be honest, but it's still a rock and that's going to go well with the Unwinding Clock. Our other more stright forward rocks are all able to spit out both the Boros colours mostly. Fellwar Stone, Boros Signet, Talisman of Conviction is the newest add to mana rocks from Modern Horizons, it's solid and don't let the damage factor tell you otherwise. Arcane Signet we all know is an auto include, let's face it. It's extremely powerful, not in a game breaking way, but more in a Sol Ring sort of way where by you will put it in almost every deck you build until the end of time. Darksteel Ingot can't be destroyed, Boros Cluestone can be sacrificed late game to draw a card, Commander's Sphere is much the same. Heraldic Banner doubles as both pump and a mana rock. Dockside Extortionist is situational, but lets roll with it. It relies on other players having artifacts and to be honest, how many games have you played where there hasn't been at least five artifacts out fairly early.
Ready to form Voltron! Activate interlocks! Dyna-therms connected. Infra-cells up; mega-thrusters are go!
Hold up, true believers. Before Feather can rain down the fire and fury, we have to make sure she can stay in the air long enough to do the damage. Protect your queen with Gods Willing to give protection from a single colour and scry 1. Apostle's Blessing can protect us from artifacts or from the colour of our choice for just one colourless mana and two life. Shelter saw a recent reprint making it easier to obtain and not only for 2CMC does it give us protection fom the colour of our chaoice, we also get to draw a card. Acrobatic Maneuver exiles a creature we control, brings it back and draws us a card. Don't forget that Feather will bring these back to us to keep casting them at the next end step.
Next up, some awesome equipment to throw on her, so she is battle ready and not just wearing tights and a bra. Sunforger is probaly the most interesting Boros focused equipment we have ever seen. The static bonus is a measly one attack, hardly worth our time. But then if you keep reading the card, for a red and white we can unequip Sunforger and tutor up instant or sorcery card with a CMC four or less. That's almost ANY card in your deck other than the split card Response/Resurgence. It can go and nab certain kill cards that act as combo killers to wipe out opponents, and that's super neat!
Darksteel Plate grants indestructible only, but also carries the same for itself making it hard to get off the board. Hammer of Nazahn also makes your commander indestructible, but also equips itself and other equipment entering the battlefield for free and an extra 2 attack, though we are less equip heavy than my original build. Conqueror’s Flail gives a maximum +2+2, however locks your opponent's out from casting spells during your turn as long as it is equipped. And old faithful Swiftfoot Boots for Hexproof and Haste. Ready for the goodness? Fists of Flame nets you a card and then +1 attack for each card you drew this turn. Then cast Onward/Victory to give Feather +x where X is her current power and light up the sky!
The name of the Feather game is instants and sorceries that pump her and get her to swole proportions. Sure Strike provides three attack, Infuriate provides three attack and two toughness, Brute Force gives three attack and toughness, Reckless Rage provides three attack and has flashback, Maximize Velocity gves one attack and toughness with Jump Start, Moment of Heroism gives tow attack and toughness plus lifelink to keep us in the game, Defiant Strike gives one attack and you draw a card, Shoulder to Shoulder puts a +1+1 counter on Feather and draws a card and Uncaged Fury gives +1+1 and double strike, just in case you need to end someone quick.
To keep the pressure up and to get our killer cards, we need cantrips and wheels for card draw and to ensure we can continue to beat down on our opponents and take them out in one shot each at the least. Expedite makes a creature fast and nets us a card, Shelter gives us protection fom the colour of our chaoice and draw a card, Acrobatic Maneuver exiles a creature we control, brings it back and draws us a card, Defiant Strike gives one attack and you draw a card, Shoulder to Shoulder puts a +1+1 counter on Feather and draws a card, Fists of Flame makes Feather Swole and draw a card and Hallowed Moonlight is more of a hail Mary against decks that like to reanimate. For focused draw we have Faithless Looting, Thrill of Possibility and Tormenting Voice. For wheels, we have Reforge the Soul and a card I have never played before, Heartwarming Redemption. Its interesting that you discard you hand, draw that many cards plus one and then gain life equal to the number of cards in hand.

Victory or death! 

But how can we put away the game? Chandra, Torch of Defiance can ultimate so she acts as a mini storm win. Extra combats come from Relentless Assault, the Resurgence side of Response/Resurgence and Aurelia, the Warleader. Speaking of Aurelia, how about we go infinite with Helm of the Host to make infinite copies and get infinite combat steps. Unwinding Clock plus Isochron Scepter with something like Shelter attached means Feather will likely live through anything and you will be able to draw four cards per table round. If you get shut down from attacking somehow, Aetherflux Reservoir and Underworld Breach can also potentially win you the game. And as we are playing white, I must include the Approach of the Second Sun as mandated.

1X Feather, the Redeemed
1x Aetherflux Reservoir
1x Arcane Signet
1x Boros Cluestone
1x Boros Signet
1x Commander's Sphere
1x Conqueror's Flail
1x Darksteel Ingot
1x Darksteel Plate
1x Fellwar Stone
1x Fire Diamond
1x Grafdigger's Cage
1x Hammer of Nazahn
1x Helm of the Host
1x Heraldic Banner
1x Isochron Scepter
1x Lotus Petal
1x Mind Stone
1x Mox Amber
1x Sol Ring
1x Sunforger
1x Swiftfoot Boots
1x Talisman of Conviction
1x Thought Vessel
1x Thran Dynamo
1x Unwinding Clock
1x Aurelia, the Warleader
1x Aven Mindcensor
1x Dockside Extortionist
1x Acrobatic Maneuver
1x Apostle's Blessing
1x Brute Force
1x Chaos Warp
1x Defiant Strike
1x Expedite
1x Fists of Flame
1x Gods Willing
1x Hallowed Moonlight
1x Heartwarming Redemption
1x Infuriate
1x Moment of Heroism
1x Onward / Victory
1x Orim's Thunder
1x Path to Exile
1x Pyroblast
1x Rebuff the Wicked
1x Response / Resurgence
1x Shelter
1x Silence
1x Sure Strike
1x Swords to Plowshares
1x Thrill of Possibility
1x Uncaged Fury
1x Authority of the Consuls
1x Blind Obedience
1x Underworld Breach
1x Chandra, Torch of Defiance
1x Battlefield Forge
1x Castle Embereth
1x Clifftop Retreat
1x Command Tower
1x Homeward Path
1x Inventors' Fair
1x Lotus Field
12x Mountain
10x Plains
1x Sacred Foundry
1x Spinerock Knoll
1x Strip Mine
1x Throne of the High City
1x Approach of the Second Sun
1x Divine Reckoning
1x Faithless Looting
1x Gamble
1x Maximize Velocity
1x Reckless Charge
1x Reforge the Soul
1x Relentless Assault
1x Shoulder to Shoulder
1x Tormenting Voice


Well that's all we have time for today, I hope you enjoyed this build of the most powerful ever Boros commander to date and I would LOVE to see your builds!