The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
This is to played very very fast and go hard.
Your first play should be Champion of the Parish. The +1/+1 counters can literally give you +10/+10 by your 10th play. It adds up over time so do not be afraid to play it.If Champion of the Parish doesn't come out then Boros Elite should. The only exception is if you have both a Boros Elite and a War Falcon. Play War Falcon first that way you can get bring the player down to 18 and it's flying ability is quite nice.Try to stick to 2 or 1 mana cost monsters. The reason is to swamp the player. The lower the cost, the more you can cast.If round 3 comes and you have your Frontline Medic, then play it ONLY if you have 3 or more creatures on the field. The reason is because your player may have a instant that can destory one of your creatures, causing the Battalion for Frontline Medici useless.Use Boros Charm. It gives you beautiful choices. I would play this both early and late in the game. Not really in the middle. The reason for begining is so you can swing for the 4 and bring your opponent down fast. The last two abilities for Boros Charm can save your butt in the end of the game just in case you're going up against another Aggro deck.Gather the Townsfolk is both offensive and defensive. The two 1/'1 tokens can give you your Battalion ability as early as round 2. It goes nicely with Boros Elite. The defense part is when you have 5 or less life. You can use the 5 1/1 tokens to block and use the rest of your creatures to swing for the much needed final win.Haste is very important. Infact it saved my butt when I first played this deck. Your goal is to get to 3 cards as fast as possible so you want Hellraiser Goblin in your deck. You can play this card on round 3 with only 2 creatures in play to get your battalion. Then the next creature on round 4 gets to swing along.Skyknight Legionnaire is a very important card. It has both flying and haste. So if round 3 comes and you really need that battalion, play this card! Most likely your opponent will not have a flying creature on the field yet.Flying is a graceful thing, so use it! Daring Skyjek costs only 2 mana and if Battlion is ready, you can swing for 3 without having to worry your opponent blocking you.So you want to play defense huh? I'll give you defense. Use Truefire Paladin, you can swing for your 2, buff him up with a nice 2 mana cost for a +2/+0 and then go back to blocking. It's first strike ability for 2 mana cost is nice too for survival reasons. Another good survival card is.......Elite Inquisitor. It has first strike and vigilance already ready to use. So use it.Last and not least is Boros Reckoner. Reckoner is such a great card. It becomes even better when you make him Indestructable when paired up with Frontline Medic and even more better when you cast Arrows of Justice when you attack! That's right! I'm smart! Hell yeah! The player automaticlly get's hit with Arrows 4 damage to Boros because whatever Boros receive is what he deals to the player, what's even better is when he becomes indestructable because of Frontline Medic that way he still swings for 3 damge. And if Reckoner get's blocked, he still deals that damage to the player. So with Arrows and Reckoner and Frontline and another card let's say Boros Elite....you are hitting the player with at least 13 damage if nobody get's blocked! That can be a game changer! What's even better about Arrows of Justice is that it can be a defense card as well. So do NOT cast Arrows of Justice on Reckoner until Frontline Medic has its Battalion in effect! Now go out there and go fast!*****Please comment! Let me know what you think. What should I add or take away?*****
This deck has been viewed 964 times.
Why would you use hellraiser goblin? He'll probably die before he's useful since he has to attack every turn. I would take out the Hellraiser and then you have 60 cards and can more reliably draw something you need instead of running into a board wipe or a scenario where the goblin will die before giving haste.
Permalink
That one is an ify becuase I have used the card effectivlely but at the same time it has died within turn three or four. I'm going to play it this friday with the Hellraisers and then without the Hellraiser just to check it one more time. It shouldn't throw off my mana curve anyways. But thank you for your input and I really am thinking about it.
For sure let me know how it goes!