I appreciate you for making this video! Feather was my first custom deck I made and I’ve been trying to find ways to increase my mana output. Thank you for the ideas😃
It is my pleasure! Feather is awesome and is truly the most unique Boros Commander to date. The 99 is ALWAYS going to get upgrades too because there are new cantrip spells and spell-slinging payoffs printed throughout every year, which will only make Feather more and more dangerous. Happy brewing and thank you for your kind words!!
I'm kinda curious on some of your choices in there, and Thermo-Alchemist is a good example. It's the same drop and creature type as Kessig Flamebreather, but it has Defender and 0 power (sometimes I need an extra attacker), summoning sickness (no activated ability on drop), and is limited to activating off casting instants and sorceries. Kessig Flamebreather is a triggered ability off any noncreature spell you cast (in my Feather deck that's an additional 16 triggers possible), with none of the drawbacks. YMMV
I’d recommend the land “access tunnel” it’s pay 3 tap target creature with power 3 or less can’t be blocked this turn. Respond after combat before damage with instants for crazy damage
Oh, Feather is my first born commander❤. I was thinking, you could display the total cards you have shown as well as the total of each category to have a clear idea of how much you put of each type🤔. Love this deck
I figured that protection comes in the form of cheap instants that protect Feather as opposed to the more costly board protectors. The dual mode land card is a slam-dunk inclusion once a copy becomes available. Great recommendations!
Just found this video, and as a Feather player, I wanted to see what cards this channel included. That being said, I think this deck is missing out on some hidden gems. Lands Other lands you could include are the Thriving lands, Thriving Heath and Thriving Bluff. Both lands produce a given color, and upon ETB, have you choose a second color. So these two lands should be an include as well. Additionally, two other lands make my cut: Homeward Path and Nephalia Academy. Homeward Path allows you to get back Feather from any play by an opponent that attempts to take control of her, such as Mob Rule or Agent of Treachery. Nephalia Academy is a card that allows you to reveal cards from your hand if someone attempts to use Wheel effects, such as Wheel of Fortune or Windfall, by letting you put back on top of your library any cards an opponent forces you to discard. Note: Nephalia Academy does not let you manipulate your own Wheel effects, as these effects must come from an opponent. Now, changes I would make, given more recent sets and other cards: 1. Keeper of the Accord: This guy allows you to "catch up" with opponents who have more lands or more creatures. 2. Archaeomancer's Map: How can you list Land Tax, and not this artifact? This thing is nuts! Not only does it let you fetch two basic Plains, but you can drop _any_ extra lands any time you're behind, and an opponent drops a land. 3. Trouble in Pairs: Straight up, this card not only stops opponents from taking extra turns, but it does more than Smuggler's Share for only one more White mana. 4. Valakut Awakening: This card allows you only to wheel, and gets you +1 card advantage. 5. Expedited Advantage: This card is a bit bold, as it is more mid-game or late-game. Paired with cards like Powerstone Minefield, Lightmine Field, or my personal favorite Intimidation Bolt, this card will get you cards you can play from exile. 6. Jeska's Will: This card is also nuts. Not only could you get X Red mana, but with Feather out, you get 3 cards you can play until EoT. This includes lands. 4. Treasure Map: A severely underrated card for Feather. In the early game, it sifts you by acting like Sensei's Diving Top, except its a Scry. After 3 Scrys, it flips into a land that allows you to sac Treasure tokens for cards. 5. Wayfarer's Bauble: The 1 and 2 mana value land-fetch artifacts are invaluable for early-game mana production and color-fixing. 6. Fellwar Stone: A somewhat forgotten 2-drop, this fits into Feather despite falling out of favor as a Commander staple, since you are essentially milking an opponent's land for mana. 7. Glóin, Dwarf Emissary: This Legendary Dwarf is essential to this build. Not only can you get Treasure from historic spells, he more importantly can sac Treasure to Goad creatures -- important when you're looking at tempo and you're trying to find a way through an opponent's defenses, or if you're trying to buy time. 8. Goldspan Dragon: This flier essentially makes 1-drop spells in Feather free, because he makes Treasure tokens. 9. Dockside Extortionist: The Treasure tokens this guy makes is invaluable to have more resources than opponents. 10. Storm-Kiln Artist: Another Treasure-producing creature, he can also get huge -- +1/+0 for every artifact you control -- and deal massive damage if he swings. For my control cards, I do not play Swords or Path. My response is to deflect an opponent's spells back at their own stuff, or at some other problem. These spells are: Deflecting Swat, Bolt Bend, Ricochet Trap, and Blacksmith's Skill. I also have a list of Protection and Indestructible spells: Boros Charm, Gods Willing, Fight as One, Shelter, Feat of Resistance, and Sheltering Light. Next, I play some "blink" cards, since they not only fizzle opposing spells, but also double ETB triggers: Long Road Home, Liberate, Otherworldly Journey. I have four cards that prevent an opponent from attacking me in some way: Stonehorn Dignitary, Intimidation Bolt, Coronation of Chaos, and Spectacular Showdown. Damage-dealing spells include: Deafening Clarion, Gideon's Sacrifice, and Arcbond (Gideon's Sacrifuce + Arcbond + an indestructible effect kills the table with an infinite damage loop you are protected from). Actual control cards: Vandalblast, Chaos Warp, Audacious Swap. Secret Tech 1: Returned Pastcaller. This guy is bloody brilliant in Feather! Why? Because if you blink this guy, you get back instants and sorceries from your yard to cast again. He is also a 4/2 flier that can be a blocker you can save with a blink, with protection, or with indestructible. This guy is also why I am able to get back the redirect spells from my yard if need be. Secret Tech 2: Primal Amulet: Another flip card once X condition is met. As here, casting 4 instant or sorcery spells, while it gives you a discount. Once it flips, it adds mana to your mana pool that if you use to cast an instant or sorcery, it copies it and you can choose new targets. Secret Tech 3: Tenth District Legionnaire: Basically, a Scry Boi that gets bigger. He also has Haste. He is also a 2/2 at 2 mana value. Secret Tech 4: Spirit _en_-Dal. Revealed at your upkeep, you can give a creature Shadow, and only for 1/W. Which means Feather can get through for lethal if you need to. This is my "player removal" card, if I can't find my three-card combo. Extra Secret Tech: Eight-and-a-Half Tails. This Legendary Fox from OG Kamigawa block is tech that most people miss in building Feather. A bit mana-intensive, if you have the mana to fuel this Fox, this Fox can negate all of your opponents' spells they throw at your board. Why? Because this Fox both turns spells and permanents White, and gives Protection from White. You just have to have an understanding of how the stack works.
A fellow Feather- lover! Wow! This is some awesome feedback! I hope I can reply to it all haha: I did not include the Thrive lands here because they come into play tapped. In this build I really want to minimize the number of lands that ETB tapped so I do not lose any potential tempo. As a Feather player, you know how quickly she can take over the game, and being able to use those lands as soon as they come into play enhances that dynamic. As for Homeward Path and Nephalia Drownyard, there are not a lot of theft or discard themes in my playgroup, but these lands definitely add layers of protection against those types of builds. I am also wary of including too many lands that do not tap for W and/or R mana. Feather needs that colored mana for those instant spells! I have not had any mana/ramp concerns with this build, and Keeper of the Accord seems a bit pricy at 3W. Archaeomancer's Map's absence is easy to explain: I just need a copy to become available. Once that happens, it will find its way into this deck. Trouble in Pairs seems a bit pricy to me at 2WW. I don't think Valakut Awakening would be effective here. Once there is a cycle of Feather-bending instants in hand, they are cast over and over again until we simply out-resource and our-value our opponents. Expedited Inheritance is a definite pass: I do not want to potentially provide opponents with resources. No dice here. Jeska's Will is a consideration, even though it does not interact with Feather's ability. I'll give that a looksie. Treasure Map does not seem to be very impactful to me. Scrying is okay, but the game plan is drawing cards in bulk. Selectivity is not necessary. I would rather pay that one mana to cast those instant spells during a round of turns than scry with the Map. I cut Fellwar Stone many moons ago because it did not provide me with W or R mana as frequently as I wanted. The Dwarf Emissary's trigger seems like it would miss more than it would hit in this deck, particularly because this is not a Treasure-centric Feather build. Goldspan Dragon and Storm-Kiln Artist are already in the build, and are two of four cards that produce Treasures in this deck. For Dockside Extortionist, see: Archaeomancer's Map. Many of the other cards you mentioned are in the deck already (Blacksmith's Skill, Boros Charm, Gods Willing, Fight as One, Shelter, Chaos Warp). Feat of Resistance is a definite consideration as it offers protection, evasion AND buffing with +1 +1 counters. I can see that card going into the 99 in the near future. Deflecting Swat is a great addition and to the wish list alongside the Map and Dockside. Bolt Bend and Ricochet Trap work well with the conditional reduced mana values for sure. There aren't enough ETB payoffs in this build to benefit from including any blink spells or abilities. Primal Amulet used to be in this build but was not impactful enough for the up-front mana cost to justify keeping it. As for battlefield management ad control, you definitely mentioned some fine options. Returned Pastcaller is way too rich for my blood at six (!) mana. Once again, the scrying is not as important here, and Tenth District Legionnaire only puts +1 +1 counters on itself (selfish!). I prefer team building a la Phalanx Leader. The shadow-granting forecast ability of Spirit en-Dal is okay to me (I'm a HUGE fan of shadow), but evasion-enablement is present here already and the forecast ability in an upkeep ability, which could telegraph our plans prior to working our way through our precombat main phase and into combat. 8 1/2 Tails seems to do a lot of what many of the instant spells in this build already do. For me, overall, I really wanted to include as many instant spells as possible that synergize with Feather as well as the spell-casting payoffs included in the 99. That way, through a round of turns, the flow of the game is dictated by our spells while we continue to add resources to our side of the battlefield. Thank you for sharing your thoughts! You definitely provided me with some cards to consider! Thank you again!!
@@mtgburgeoning3205 : You're welcome. To give some perspective on my build, I tend to deal with a lot of what I call "loop" decks that essentially are combo decks. And the way those accomplish that goal is to be patient enough and control my board by keeping creatures off the board. I have been caught with my figurative pants down before by not having mana for a spell or spells in my hand, hence the Treasure production. While a rarer occurence, having mana and nothing to do with it is a problem I would rather have, than getting Feather killed over and over again to essentially have the Commander Tax make her uncastable. In addition, going the long game has to be a consideration with the deck, unless you have Gideon's Sacrifice and Arcbond + Indestructible effect. That means, minimum, dealing 63 Commander damage. And while the +1/+1 counters are great from Phalanx Leader, I would rather have the scry and card selection from Scry Boi. It's also why the Pastcaller is in the deck, as Wheels can also wreck Feather, and having a flier like Pastcaller, despite the 6 mana value, is beyond invaluable when the board is messy parity, and the only thing you can do is get back already-used spells, like the redirection effects. One other option to protect your hand is Ignorant Bliss, as it exiles your hand as an Instant, and when you get your hand back, you draw a card. Cost of Ignorant Bliss is 1/R.
@@isaiahwelch8066 I understand. That's one of the most enjoyable parts of Magic for me: studying other builds of the same type of deck and discovering how much they are sculpted to interact with and/or manage prominent themes in play groups and LGSs. No one plays in a vacuum, and that's one of the things that makes Magic so awesome! Have you ever played against another Feather deck WITH your Feather deck? That happened to me a couple of weeks ago: A full-Voltron Feather build, and it cleared the table twice in less than ten turns. Unreal!
As a self-imposed deck-building guideline, I generally do not include fetch lands in two-color builds. That resource is more valuable in builds sporting three or more colors. As for snow-covered basics, I like to add them to decks for thematic or functional purposes, like the all-snow mana base in Cromat, triggering Field of the Dead or in mono-color builds alongside Extraplanar Lens.
Just putting it out there. Dollar tree plus have some nice looking Halloween themed . door mats. That you can use as play mats. For $5 in stead of $25-30 you get for mouse board
ABSOLUTELY. Even as just Boros, she is dangerous. I've seen multiple builds of her (Voltron, spells, tokens), and she is very powerful in each of them.
@mtgburgeoning3205 what do you think the best way to build her is competitively. My playgroup has some high power decks and I really like feather. Can she match up with korvold/marneus Calgar type decks?
@@kennyboi01 I have not seen a stax version of Feather. So I cannot comment on that route. I've seen Voltron and spell slinger, and in those games, the Voltron version of Feather knocks opponents out of the game quickly, while the spell slinger version controls the game/battlefield and whittles opponents' life totals down throughout the contest. I'm confident that either version could be competitive dependent on how you the deck is constructed, the game state of the play group and/or LGS game state. Happy brewing!
I appreciate you for making this video! Feather was my first custom deck I made and I’ve been trying to find ways to increase my mana output. Thank you for the ideas😃
It is my pleasure! Feather is awesome and is truly the most unique Boros Commander to date. The 99 is ALWAYS going to get upgrades too because there are new cantrip spells and spell-slinging payoffs printed throughout every year, which will only make Feather more and more dangerous. Happy brewing and thank you for your kind words!!
Ayyy it was also my first custom deck!
@@Yamazakura00 AWESOME!
Single combat is a great board wipe in this deck
YES! That is a G R E A T recommendation!! I can easily swap out Wrath of God for Single Combat. Thank you for the suggestion!!
Single Combat is a Choose ability, not a target. It doesn't work with Feather
@@arthurbarelli3315 if you're board wiping every single turn and not letting anyone cast creatures you are an asshole
I'm kinda curious on some of your choices in there, and Thermo-Alchemist is a good example.
It's the same drop and creature type as Kessig Flamebreather, but it has Defender and 0 power (sometimes I need an extra attacker), summoning sickness (no activated ability on drop), and is limited to activating off casting instants and sorceries.
Kessig Flamebreather is a triggered ability off any noncreature spell you cast (in my Feather deck that's an additional 16 triggers possible), with none of the drawbacks.
YMMV
Your assessment is very valid, which is why this exact swap, and others, were made in Episode 1220. Check it out!
I’d recommend the land “access tunnel” it’s pay 3 tap target creature with power 3 or less can’t be blocked this turn. Respond after combat before damage with instants for crazy damage
AN AWESOME SUGGESTION! Thank you for that recommendation!
An unblockable Feather makes her even more feared! Great recommendation!!!
angelfire ignition, with a few dorks and zada is amazing
YES! Angelfire Ignition would be a great addition here! Awesome suggestion!
Oh, Feather is my first born commander❤. I was thinking, you could display the total cards you have shown as well as the total of each category to have a clear idea of how much you put of each type🤔. Love this deck
That's a great idea! I will try to implement that idea in future deck tech videos! #loveFeather
@@mtgburgeoning3205 Thank you, i hope it'll be usefull #LoveFeather
semesters end and tefferi prot are worth being in here. as well as the dual mode land card with target protection
I figured that protection comes in the form of cheap instants that protect Feather as opposed to the more costly board protectors. The dual mode land card is a slam-dunk inclusion once a copy becomes available. Great recommendations!
Just found this video, and as a Feather player, I wanted to see what cards this channel included. That being said, I think this deck is missing out on some hidden gems.
Lands
Other lands you could include are the Thriving lands, Thriving Heath and Thriving Bluff. Both lands produce a given color, and upon ETB, have you choose a second color. So these two lands should be an include as well.
Additionally, two other lands make my cut: Homeward Path and Nephalia Academy. Homeward Path allows you to get back Feather from any play by an opponent that attempts to take control of her, such as Mob Rule or Agent of Treachery. Nephalia Academy is a card that allows you to reveal cards from your hand if someone attempts to use Wheel effects, such as Wheel of Fortune or Windfall, by letting you put back on top of your library any cards an opponent forces you to discard. Note: Nephalia Academy does not let you manipulate your own Wheel effects, as these effects must come from an opponent.
Now, changes I would make, given more recent sets and other cards:
1. Keeper of the Accord: This guy allows you to "catch up" with opponents who have more lands or more creatures.
2. Archaeomancer's Map: How can you list Land Tax, and not this artifact? This thing is nuts! Not only does it let you fetch two basic Plains, but you can drop _any_ extra lands any time you're behind, and an opponent drops a land.
3. Trouble in Pairs: Straight up, this card not only stops opponents from taking extra turns, but it does more than Smuggler's Share for only one more White mana.
4. Valakut Awakening: This card allows you only to wheel, and gets you +1 card advantage.
5. Expedited Advantage: This card is a bit bold, as it is more mid-game or late-game. Paired with cards like Powerstone Minefield, Lightmine Field, or my personal favorite Intimidation Bolt, this card will get you cards you can play from exile.
6. Jeska's Will: This card is also nuts. Not only could you get X Red mana, but with Feather out, you get 3 cards you can play until EoT. This includes lands.
4. Treasure Map: A severely underrated card for Feather. In the early game, it sifts you by acting like Sensei's Diving Top, except its a Scry. After 3 Scrys, it flips into a land that allows you to sac Treasure tokens for cards.
5. Wayfarer's Bauble: The 1 and 2 mana value land-fetch artifacts are invaluable for early-game mana production and color-fixing.
6. Fellwar Stone: A somewhat forgotten 2-drop, this fits into Feather despite falling out of favor as a Commander staple, since you are essentially milking an opponent's land for mana.
7. Glóin, Dwarf Emissary: This Legendary Dwarf is essential to this build. Not only can you get Treasure from historic spells, he more importantly can sac Treasure to Goad creatures -- important when you're looking at tempo and you're trying to find a way through an opponent's defenses, or if you're trying to buy time.
8. Goldspan Dragon: This flier essentially makes 1-drop spells in Feather free, because he makes Treasure tokens.
9. Dockside Extortionist: The Treasure tokens this guy makes is invaluable to have more resources than opponents.
10. Storm-Kiln Artist: Another Treasure-producing creature, he can also get huge -- +1/+0 for every artifact you control -- and deal massive damage if he swings.
For my control cards, I do not play Swords or Path. My response is to deflect an opponent's spells back at their own stuff, or at some other problem. These spells are: Deflecting Swat, Bolt Bend, Ricochet Trap, and Blacksmith's Skill.
I also have a list of Protection and Indestructible spells: Boros Charm, Gods Willing, Fight as One, Shelter, Feat of Resistance, and Sheltering Light.
Next, I play some "blink" cards, since they not only fizzle opposing spells, but also double ETB triggers: Long Road Home, Liberate, Otherworldly Journey.
I have four cards that prevent an opponent from attacking me in some way: Stonehorn Dignitary, Intimidation Bolt, Coronation of Chaos, and Spectacular Showdown.
Damage-dealing spells include: Deafening Clarion, Gideon's Sacrifice, and Arcbond (Gideon's Sacrifuce + Arcbond + an indestructible effect kills the table with an infinite damage loop you are protected from).
Actual control cards: Vandalblast, Chaos Warp, Audacious Swap.
Secret Tech 1: Returned Pastcaller. This guy is bloody brilliant in Feather! Why? Because if you blink this guy, you get back instants and sorceries from your yard to cast again. He is also a 4/2 flier that can be a blocker you can save with a blink, with protection, or with indestructible. This guy is also why I am able to get back the redirect spells from my yard if need be.
Secret Tech 2: Primal Amulet: Another flip card once X condition is met. As here, casting 4 instant or sorcery spells, while it gives you a discount. Once it flips, it adds mana to your mana pool that if you use to cast an instant or sorcery, it copies it and you can choose new targets.
Secret Tech 3: Tenth District Legionnaire: Basically, a Scry Boi that gets bigger. He also has Haste. He is also a 2/2 at 2 mana value.
Secret Tech 4: Spirit _en_-Dal. Revealed at your upkeep, you can give a creature Shadow, and only for 1/W. Which means Feather can get through for lethal if you need to. This is my "player removal" card, if I can't find my three-card combo.
Extra Secret Tech: Eight-and-a-Half Tails. This Legendary Fox from OG Kamigawa block is tech that most people miss in building Feather. A bit mana-intensive, if you have the mana to fuel this Fox, this Fox can negate all of your opponents' spells they throw at your board. Why? Because this Fox both turns spells and permanents White, and gives Protection from White. You just have to have an understanding of how the stack works.
Do you have a decklist?
A fellow Feather- lover! Wow! This is some awesome feedback! I hope I can reply to it all haha:
I did not include the Thrive lands here because they come into play tapped. In this build I really want to minimize the number of lands that ETB tapped so I do not lose any potential tempo. As a Feather player, you know how quickly she can take over the game, and being able to use those lands as soon as they come into play enhances that dynamic.
As for Homeward Path and Nephalia Drownyard, there are not a lot of theft or discard themes in my playgroup, but these lands definitely add layers of protection against those types of builds. I am also wary of including too many lands that do not tap for W and/or R mana. Feather needs that colored mana for those instant spells!
I have not had any mana/ramp concerns with this build, and Keeper of the Accord seems a bit pricy at 3W.
Archaeomancer's Map's absence is easy to explain: I just need a copy to become available. Once that happens, it will find its way into this deck.
Trouble in Pairs seems a bit pricy to me at 2WW.
I don't think Valakut Awakening would be effective here. Once there is a cycle of Feather-bending instants in hand, they are cast over and over again until we simply out-resource and our-value our opponents.
Expedited Inheritance is a definite pass: I do not want to potentially provide opponents with resources. No dice here.
Jeska's Will is a consideration, even though it does not interact with Feather's ability. I'll give that a looksie.
Treasure Map does not seem to be very impactful to me. Scrying is okay, but the game plan is drawing cards in bulk. Selectivity is not necessary. I would rather pay that one mana to cast those instant spells during a round of turns than scry with the Map.
I cut Fellwar Stone many moons ago because it did not provide me with W or R mana as frequently as I wanted.
The Dwarf Emissary's trigger seems like it would miss more than it would hit in this deck, particularly because this is not a Treasure-centric Feather build.
Goldspan Dragon and Storm-Kiln Artist are already in the build, and are two of four cards that produce Treasures in this deck.
For Dockside Extortionist, see: Archaeomancer's Map.
Many of the other cards you mentioned are in the deck already (Blacksmith's Skill, Boros Charm, Gods Willing, Fight as One, Shelter, Chaos Warp).
Feat of Resistance is a definite consideration as it offers protection, evasion AND buffing with +1 +1 counters. I can see that card going into the 99 in the near future.
Deflecting Swat is a great addition and to the wish list alongside the Map and Dockside.
Bolt Bend and Ricochet Trap work well with the conditional reduced mana values for sure.
There aren't enough ETB payoffs in this build to benefit from including any blink spells or abilities.
Primal Amulet used to be in this build but was not impactful enough for the up-front mana cost to justify keeping it.
As for battlefield management ad control, you definitely mentioned some fine options. Returned Pastcaller is way too rich for my blood at six (!) mana.
Once again, the scrying is not as important here, and Tenth District Legionnaire only puts +1 +1 counters on itself (selfish!). I prefer team building a la Phalanx Leader.
The shadow-granting forecast ability of Spirit en-Dal is okay to me (I'm a HUGE fan of shadow), but evasion-enablement is present here already and the forecast ability in an upkeep ability, which could telegraph our plans prior to working our way through our precombat main phase and into combat.
8 1/2 Tails seems to do a lot of what many of the instant spells in this build already do.
For me, overall, I really wanted to include as many instant spells as possible that synergize with Feather as well as the spell-casting payoffs included in the 99. That way, through a round of turns, the flow of the game is dictated by our spells while we continue to add resources to our side of the battlefield.
Thank you for sharing your thoughts! You definitely provided me with some cards to consider! Thank you again!!
@@mtgburgeoning3205 : You're welcome.
To give some perspective on my build, I tend to deal with a lot of what I call "loop" decks that essentially are combo decks. And the way those accomplish that goal is to be patient enough and control my board by keeping creatures off the board. I have been caught with my figurative pants down before by not having mana for a spell or spells in my hand, hence the Treasure production. While a rarer occurence, having mana and nothing to do with it is a problem I would rather have, than getting Feather killed over and over again to essentially have the Commander Tax make her uncastable.
In addition, going the long game has to be a consideration with the deck, unless you have Gideon's Sacrifice and Arcbond + Indestructible effect. That means, minimum, dealing 63 Commander damage. And while the +1/+1 counters are great from Phalanx Leader, I would rather have the scry and card selection from Scry Boi. It's also why the Pastcaller is in the deck, as Wheels can also wreck Feather, and having a flier like Pastcaller, despite the 6 mana value, is beyond invaluable when the board is messy parity, and the only thing you can do is get back already-used spells, like the redirection effects. One other option to protect your hand is Ignorant Bliss, as it exiles your hand as an Instant, and when you get your hand back, you draw a card. Cost of Ignorant Bliss is 1/R.
@@isaiahwelch8066 I understand. That's one of the most enjoyable parts of Magic for me: studying other builds of the same type of deck and discovering how much they are sculpted to interact with and/or manage prominent themes in play groups and LGSs. No one plays in a vacuum, and that's one of the things that makes Magic so awesome! Have you ever played against another Feather deck WITH your Feather deck? That happened to me a couple of weeks ago: A full-Voltron Feather build, and it cleared the table twice in less than ten turns. Unreal!
Expected to see an Arid Mesa and snow basics in the land section.
As a self-imposed deck-building guideline, I generally do not include fetch lands in two-color builds. That resource is more valuable in builds sporting three or more colors. As for snow-covered basics, I like to add them to decks for thematic or functional purposes, like the all-snow mana base in Cromat, triggering Field of the Dead or in mono-color builds alongside Extraplanar Lens.
Just putting it out there. Dollar tree plus have some nice looking Halloween themed . door mats. That you can use as play mats. For $5 in stead of $25-30 you get for mouse board
Sounds awesome!
I'm here to bring you your cup of morning coffee
(SIP) Ahhhhh. Thank you!
Bro...ya gotta use GRAFTED EXOSKELETON 😮❤🎉😊
That would definitely add another win condition, but it does not really synergize with Feather and her spell-slinging theme...
Feather 🪶 is the yuriko of boros …
She is a legit boss!
i am 3rd i love feather
#3! Me too!
Imagine if feather was izzet or jeskai. Cedh?
ABSOLUTELY. Even as just Boros, she is dangerous. I've seen multiple builds of her (Voltron, spells, tokens), and she is very powerful in each of them.
@mtgburgeoning3205 what do you think the best way to build her is competitively. My playgroup has some high power decks and I really like feather. Can she match up with korvold/marneus Calgar type decks?
@mtgburgeoning3205 do you think spell slinger or voltron is a more competitive route? Or what about like stax pieces?
@@kennyboi01 I have not seen a stax version of Feather. So I cannot comment on that route. I've seen Voltron and spell slinger, and in those games, the Voltron version of Feather knocks opponents out of the game quickly, while the spell slinger version controls the game/battlefield and whittles opponents' life totals down throughout the contest. I'm confident that either version could be competitive dependent on how you the deck is constructed, the game state of the play group and/or LGS game state. Happy brewing!
Feather? Sounds tickilish, not deadly... plays against deck.
*Never mind*
HAHA! She should not be underestimated!
Have a awesome day everyone
Hope you do too!