Boros Aggro
A fast, aggressive strategy that deploys cheap creatures and burn spells to end the game before your opponent can stabilize. Prioritize one-drops and combat tricks for maximum pressure.
Creatures (24)


Creature — Human Monk
Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
P/T: 1/2


Creature — Human Monk


Enchantment — Saga // Enchantment Creature — Human Shaman


Enchantment — Saga // Enchantment Creature — Human Shaman


Creature — Phoenix
Flying, haste This creature can't block. Whenever you attack with three or more creatures, you may pay {R}{R}. If you do, return this card from your graveyard to the battlefield tapped and attacking with a +1/+1 counter on it.
P/T: 1/1


Creature — Phoenix


Legendary Creature — Human Artificer
Haste Feldon can't block. Whenever Feldon is dealt damage, exile that many cards from the top of your library. Choose one of them. Until the end of your next turn, you may play that card.
P/T: 2/2


Legendary Creature — Human Artificer


Artifact Creature — Equipment Rabbit
Haste Equipped creature gets +1/+1 and has haste. Reconfigure {R} ({R}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
P/T: 1/1


Artifact Creature — Equipment Rabbit


Legendary Creature — Kor Artificer
Affinity for Equipment (This spell costs {1} less to cast for each Equipment you control.) Whenever an equipped creature you control attacks, exile the top card of your library. You may play that card this turn. You may cast Equipment spells this way without paying their mana costs.
P/T: 5/4


Legendary Creature — Kor Artificer


Creature — Devil Citizen
Alliance — Whenever another creature you control enters, this creature deals 1 damage to each opponent.
P/T: 3/2


Creature — Devil Citizen
Instants (8)


Instant
Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)


Instant


Instant
Lightning Strike deals 3 damage to any target.


Instant
Enchantments (3)


Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards. II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.


Enchantment — Saga
Lands (25)


Land
{T}: Add {C}. {T}: Add {R} or {W}. This land deals 1 damage to you.


Land


Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {W}.


Land


Land — Mountain Plains
({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.


Land — Mountain Plains


Basic Land — Mountain
({T}: Add {R}.)


Basic Land — Mountain


Basic Land — Plains
({T}: Add {W}.)


Basic Land — Plains
