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This deck is very fast and very lethal making it a prime target for removal so make sure you play the field correctly. Your starting hand should contain 3 lands, 1 ramp card, 1 targeting draw spell to take advantage of Feather, and 1 protection spell. The deck gets off the ground fast and makes it a very likely target for removal which is why it is very important to have that protection spell from the start. The deck has synergizing creatures and has plenty of ramp for a Boros deck.
There's plenty of ramp spells in the deck, best including Land Tax, Sword of the Animist, Smothering Tithe which are haymakers that give us value but also are targets for removal which is good for late game. A cheeky combo is if you have a token dork like Young Pyromancer, or Akroan Crusader and then have or search for Path to Exile you can cast it on a token which fetches a land and also creates another token, now rinse and repeat for all basic lands.
Early Game, (4 Cards. Usually: Draw, Protection, Value, Creature)
Psychotic Fury, Shelter, Sunforger, Recruiter of the Guard
Mid Game
Fists of Flame, Gods Willing, Chandra's Ignition, Zada Hedron Grinder OR Mirrorwing Dragon
End Game
Aetherflux Reservoir, Teferi's Protection, Aria of Flame, Zada Hedron Grinder OR Mirrorwing Dragon
Damage Straight to the Face. Use the same token creation creatures to go wide with a token army while having Zada, Hedron Grinder or Mirrorwing Dragon, and then use buff spells like Psychotic Fury, Moment of Heroism, and if you need to go through, Fists of Flame. Giving +2/+2, Double Strike, and Trample to everything using Zada and Mirrorwing to give all tokens the buffs and swing for lethal.
Commander Damage. If for some reason your last resort is to try and kill with Feather the Redeemed, the deck is geared to win like this. It's my least favorite way to play because of how targeted Feather is, usually becomes a glass cannon you can't come back from. USE AS LAST RESORT.
Burn with Creatures. This deck is filled with burn creatures like Electrostatic Field, Guttersnipe, Firebrand Archer. This strat is pretty self explanatory if you preview the cards, but again like before this is a bit stronger glass cannon than commander damage but still viable way to end the game.
Aria of Flame and Zada, Hedron Grinder/Mirrorwing Dragon Combo, my favorite and most efficient. Aria of Flame is very powerful on its own and can ping for a decent amount. If you combo that with either creature mentioned then it becomes a NUKE. When you start to go off with Aria of Flame it get powerful fast. Listed below are the power and damage per spell and creatures on the battlefield you control.
Aria of Flame (Feather on battlefield):
1st Spell = 1 Damage
2nd Spell = 2 Damage
3rd Spell = 3 Damage
4th Spell = 4 Damage
ETC...
Aria of Flame (Zada and Feather on battlefield):
1st Spell = 3 Damage
2nd Spell = 7 Damage
3rd Spell = 11 Damage
4th Spell = 15 Damage
ETC...
Aria of Flame (Zada, Feather, 1 Creature on battlefield):
1st Spell = 6 Damage
2nd Spell = 15 Damage
3rd Spell = 24 Damage
4th Spell = 33 Damage
ETC...
Aria of Flame (Zada, Feather, 2 Creatures on battlefield):
1st Spell = 10 Damage
2nd Spell = 26 Damage
3rd Spell = 42 Damage
4th Spell = 58 Damage
ETC...
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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