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Ace/Homebrew
07-19-2015, 11:26 PM
Iroas, God of Victory

Artifacts (13)
Wayfarer's Bauble
Sol Ring
Pyxis of Pandemonium
Skullclamp
Boros Signet
Mind Stone
Commander's Sphere
Boros Cluestone
Jinxed Choker
Crown of Doom
Eye of Doom
Coercive Portal
Knowledge Pool

Sorceries (15)
Alliance of Arms
Timely Reinforcements
Council's Judgment
Rousing of Souls
Balancing Act
From the Ashes
Increasing Devotion
Fell the Mighty
Tragic Arrogance
Illicit Auction
Grenzo's Rebuttal
Goblin Game
Thieves' Auction
Scrambleverse
Warp World

Instants (11)
Secure the Wastes
Commune with Lava
Boros Charm
Reverberate
Oblation
Wear // Tear
Reiterate
Chaos Warp
Wild Ricochet
Benevolent Offering
Comeuppance

Enchantments (12)
Goblin Bombardment
Oath of Mages
Oath of Lieges
Rise of the Hobgoblins
Mobilization
Act of Authority
Banishing Light
Mystic Barrier
Possibility Storm
Confusion in the Ranks
Assemble the Legion

Creatures (7)
Dualcaster Mage
Monastery Mentor
Solemn Simulacrum
Heliod, God of the Sun
Purphoros, God of the Forge
Balefire Liege
Mana-Charged Dragon

Planeswalkers (3)
Ajani Goldmane
Sarkhan, the Dragonspeaker
Elspeth, Sun's Champion
Chandra Ablaze

Lands (38)
12 Mountain
12 Plains
Command Tower
Reflecting Pool
Sacred Foundry
Arid Mesa
Plateau
Flagstones of Trokair
Kher Keep
Ancient Tomb
Temple of the False God
Slayers' Stronghold
Rugged Prairie
Temple of Triumph
Battlefield Forge
Clifftop Retreat

The intention is to spawn fun multiplayer games. There are some group hug elements, and a good amount of chaos. The biggest complaints about group hug that I've read on the internets is that they don't have a win-condition and only mess up the game. I've tried to build to avoid that.

Most of the permanents I've included should continue to work even if they end up on my opponent's side of the table. I expect the deck to change at least a little after I've had a chance to get a few games in.

Davran
07-20-2015, 08:34 AM
I used to have a Zedruu list that got a lot of mileage out of Jinxed Choker. It's arguably a little better with Zedruu since you can give it away again if someone hands it to you on their turn, but it still should do some work for you here.

Another card I used to run in that list is Risky Move. You've got a bunch of token generators, so you're not really risking all that much by running it.

Ace/Homebrew
07-20-2015, 09:36 AM
I used to have a Zedruu list that got a lot of mileage out of Jinxed Choker. It's arguably a little better with Zedruu since you can give it away again if someone hands it to you on their turn, but it still should do some work for you here.
I'm considering the Choker! A friend with a Zedruu list ran it out early in a game where I was playing Cromat and had resolved Doubling Season. The Choker ended up being the single card that did the most damage during the course of the game. By the time it ended, it had 21 counters on it. I had been adding counters whenever it passed to me to spite the opponent that kept giving it to me. I got him to 1 life, but the Choker killed me when he gave it back. :rolleyes: The downside is if it does kill an opponent (probably a pretty unusual cornercase) it returns to the owner.


Another card I used to run in that list is Risky Move. You've got a bunch of token generators, so you're not really risking all that much by running it.
I did not mention it in the OP, but I am trying to avoid coin-flips. As much as I enjoy chaos in an EDH game, for some reason chance annoys me. :confused:
Good suggestion though!



After some additional consideration, I agree that the Choker goes in. :smile:

Ace/Homebrew
07-21-2015, 12:08 AM
Got some goldfishing in now that the list is finalized enough to do so. I treated the 3 unknowns as Street Wraiths.

The mana-base needs a lot more care. I'd like to keep the amount of basics high, but 15 plains/15 mountains is completely unreliable as far as getting the colors I need. So that is something to work on. Also, I don't really want to afford a Plateau or bother with swapping out cards from other decks, so that will get cut.

I'm pretty pleased with how it goldfished so far. I have enough 'board equalizers' to hopefully punish whoever breaks ahead. I'm not necessarily looking to be a king-maker with this deck, but I very much want to punish the try-hards.

Artifact ramp seems really important for me because I have a lot of high-cmc spells.
Anyways... those are my initial thoughts! Promising, but still needs some fine-tuning. :cool:

Davran
07-21-2015, 08:47 AM
The mana-base needs a lot more care. I'd like to keep the amount of basics high, but 15 plains/15 mountains is completely unreliable as far as getting the colors I need. So that is something to work on. Also, I don't really want to afford a Plateau or bother with swapping out cards from other decks, so that will get cut.

Here's how I'd build the mana base for this deck:

Sacred Foundry
Arid Mesa
Battlefield Forge
Clifftop Retreat
Temple of Triumph
Boros Garrison
Evolving Wilds
Command Tower
Slayers' Stronghold
Flagstones of Trokair
Temple of the False God
Ancient Tomb
Sunhome, Fortress of the Legion
13 Mountain
12 Plains

I think your choice in mana rocks is fine as-is. The last thing I'd add is Solemn Simulacrum as one of your filler slots since boros colors aren't the best at ramp.

Baumeister
07-21-2015, 09:25 AM
Here's how I'd build the mana base for this deck:

Sacred Foundry
Arid Mesa
Battlefield Forge
Clifftop Retreat
Temple of Triumph
Boros Garrison
Evolving Wilds
Command Tower
Slayers' Stronghold
Flagstones of Trokair
Temple of the False God
Ancient Tomb
Sunhome, Fortress of the Legion
13 Mountain
12 Plains

+1 for this. This setup is extremely solid for a budget offering and gives you many options while maintaining a high basic count. The only thing you would really need to add if you wanted to spend money would be the Plateau and the fetches.

One thing I would look at adding if I were you would be Sunforger. It's honestly one of the best reasons to be in these colors as it's a repeatable tutor that is very useful while hardly ever doing broken things so it's rarely the highest-priority target. A good package to start with could be:

Mistveil Plains (not tutorable, but it can be used to repeatedly search for the same card)

Argivian Find
Enlightened Tutor
Oblation
Chaos Warp
Wild Ricochet
Faith's Reward
Return to Dust

That gives you access to recursion, tutoring, removal, and "card draw" at instant speed so you can actually affect decision making when it's not your turn. You're also already running about half of these and a few more cards that could be useful in niche situations.

Ace/Homebrew
07-21-2015, 10:12 AM
Sacred Foundry
Arid Mesa
Battlefield Forge
Clifftop Retreat
Temple of Triumph
Boros Garrison
Evolving Wilds
Command Tower
Slayers' Stronghold
Flagstones of Trokair
Temple of the False God
Ancient Tomb
Sunhome, Fortress of the Legion
13 Mountain
12 Plains+1 for this.
Good list Davran! Thanks for your continued feedback on this. :laugh:
The initial list I posted contains 0 cards that search my library. This was kind of a goal and is in stark contrast to my Cromat and Mimeoplasm decks. In hindsight, keeping to that restriction is unnecessary and hinders my mana development.

Which leads to:

The last thing I'd add is Solemn Simulacrum as one of your filler slots since boros colors aren't the best at ramp.
I agree! I also think Wayfarer's Bauble deserves a spot as one of the 3 remaining blanks.



One thing I would look at adding if I were you would be Sunforger. It's honestly one of the best reasons to be in these colors as it's a repeatable tutor that is very useful while hardly ever doing broken things so it's rarely the highest-priority target. A good package to start with could be:

Mistveil Plains (not tutorable, but it can be used to repeatedly search for the same card)

Argivian Find
Enlightened Tutor
Oblation
Chaos Warp
Wild Ricochet
Faith's Reward
Return to Dust

That gives you access to recursion, tutoring, removal, and "card draw" at instant speed so you can actually affect decision making when it's not your turn. You're also already running about half of these and a few more cards that could be useful in niche situations.
Good suggestion, but a Sunforger package is a different direction than I am looking to go (at least for the time being). I have been considering Oblation. That I'll add. :smile:

That completes the list! Not bad...
The mana-base I'm going to shoot for will be:

Sacred Foundry
Rugged Prairie
Battlefield Forge
Clifftop Retreat
Temple of Triumph
Reflecting Pool
Command Tower
Slayers' Stronghold
Flagstones of Trokair
Temple of the False God
Ancient Tomb
Kher Keep
13 Mountain
13 Plains

I'm not a fan of Sunhome in this deck because most of my threats are 1/1s and it requires 5 lands to use.
I am also biased against Karoo lands, although that might be unwarranted. I'll consider the Garrison, but am not ready to commit yet.
Kjeldoran Outpost seems like one I should consider... But nuking my own land is a big downside.

OP updated with the discussed changes.

Ace/Homebrew
08-28-2015, 08:16 AM
Got the deck completed and tried it out last night. :laugh:

Firstly, changes to the list before I used it:

+ Chandra Ablaze
+ Arid Mesa
+ Plateau

- Luminarch Ascension
- Mountain
- Plains

The first two games were unfun due to the 2 other guys at the table. Game 1 ended after a few turns due to Mike/Trike. Game 2 ended because of Palinchron. The 3rd game a 4th player was added as well as a 'no table clearing combo before turn 10' rule. An early Possibility Storm made the game interesting before eating a Krosan Grip. Then I untapped and played Knowledge Pool. Eventually everyone died to the Palinchron player's swarm of massive plant tokens.

Afterwards I committed to a 5 player game (despite knowing better) with a different group of guys. This game really let me see what my deck was capable of! I am very pleased with how my card choices played all game. What was disappointing was Iroas, God of Victory in the position of leader... For most of the game I was in a position where a General who was a creature and could attack would have been waaaay better than Iroas. Although Iroas' indestructibility was important. I ended the night thinking Iroas would be better as 1 of the 99 instead of at the helm.


Edit: I think I'm going to go with Tajic, Blade of the Legion instead. He's indestructible and battalion goes with my token sub-theme.