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    Boros Aggro

    Standard
    Aggro
    beginner

    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.

    You own 0/60 cards0%

    Creatures (24)

    Monastery Swiftspear
    Monastery SwiftspearRed

    Creature — Human Monk

    Kumano Faces Kakkazan
    Kumano Faces Kakkazan

    Enchantment — Saga // Enchantment Creature — Human Shaman

    Phoenix Chick
    Phoenix ChickRed

    Creature — Phoenix

    Feldon, Ronom Excavator
    Feldon, Ronom Excavator1 + Red

    Legendary Creature — Human Artificer

    Rabbit Battery
    Rabbit BatteryRed

    Artifact Creature — Equipment Rabbit

    Nahiri, Forged in Fury
    Nahiri, Forged in Fury4 + White + Red

    Legendary Creature — Kor Artificer

    Witty Roastmaster
    Witty Roastmaster2 + Red

    Creature — Devil Citizen

    Monastery Swiftspear
    Monastery SwiftspearRed

    Creature — Human Monk

    Haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)

    P/T: 1/2

    4
    Monastery Swiftspear
    Monastery SwiftspearRed

    Creature — Human Monk

    Kumano Faces Kakkazan
    Kumano Faces Kakkazan

    Enchantment — Saga // Enchantment Creature — Human Shaman

    4
    Kumano Faces Kakkazan
    Kumano Faces Kakkazan

    Enchantment — Saga // Enchantment Creature — Human Shaman

    Phoenix Chick
    Phoenix ChickRed

    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

    4
    Phoenix Chick
    Phoenix ChickRed

    Creature — Phoenix

    Feldon, Ronom Excavator
    Feldon, Ronom Excavator1 + Red

    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

    4
    Feldon, Ronom Excavator
    Feldon, Ronom Excavator1 + Red

    Legendary Creature — Human Artificer

    Rabbit Battery
    Rabbit BatteryRed

    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

    4
    Rabbit Battery
    Rabbit BatteryRed

    Artifact Creature — Equipment Rabbit

    Nahiri, Forged in Fury
    Nahiri, Forged in Fury4 + White + Red

    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

    2
    Nahiri, Forged in Fury
    Nahiri, Forged in Fury4 + White + Red

    Legendary Creature — Kor Artificer

    Witty Roastmaster
    Witty Roastmaster2 + Red

    Creature — Devil Citizen

    Alliance — Whenever another creature you control enters, this creature deals 1 damage to each opponent.

    P/T: 3/2

    2
    Witty Roastmaster
    Witty Roastmaster2 + Red

    Creature — Devil Citizen

    Instants (8)

    Play with Fire
    Play with FireRed

    Instant

    Lightning Strike
    Lightning Strike1 + Red

    Instant

    Play with Fire
    Play with FireRed

    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.)

    4
    Play with Fire
    Play with FireRed

    Instant

    Lightning Strike
    Lightning Strike1 + Red

    Instant

    Lightning Strike deals 3 damage to any target.

    4
    Lightning Strike
    Lightning Strike1 + Red

    Instant

    Enchantments (3)

    Showdown of the Skalds
    Showdown of the Skalds2 + White + Red

    Enchantment — Saga

    Showdown of the Skalds
    Showdown of the Skalds2 + White + Red

    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.

    3
    Showdown of the Skalds
    Showdown of the Skalds2 + White + Red

    Enchantment — Saga

    Lands (25)

    Battlefield Forge
    Battlefield Forge

    Land

    Inspiring Vantage
    Inspiring Vantage

    Land

    Sacred Foundry
    Sacred Foundry

    Land — Mountain Plains

    Mountain
    Mountain
    10×

    Basic Land — Mountain

    Plains
    Plains

    Basic Land — Plains

    Battlefield Forge
    Battlefield Forge

    Land

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

    4
    Battlefield Forge
    Battlefield Forge

    Land

    Inspiring Vantage
    Inspiring Vantage

    Land

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

    4
    Inspiring Vantage
    Inspiring Vantage

    Land

    Sacred Foundry
    Sacred Foundry

    Land — Mountain Plains

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

    2
    Sacred Foundry
    Sacred Foundry

    Land — Mountain Plains

    Mountain
    Mountain

    Basic Land — Mountain

    ({T}: Add {R}.)

    10
    Mountain
    Mountain
    10×

    Basic Land — Mountain

    Plains
    Plains

    Basic Land — Plains

    ({T}: Add {W}.)

    5
    Plains
    Plains

    Basic Land — Plains