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Moxonomy
GuildRed manaWhite mana

Boros

Aggro, combat tricks

Boros is the red-white guild of decisive aggression, lining up efficient creatures and combat tricks to win the race before it can be slowed.

Boros is the alliance of red and white, and its premise is that conviction belongs in combat. Red brings the speed and the reach; white brings the disciplined, efficient creatures and the structure to attack as a unit. Unusually for a two-color guild, Boros has no internal argument about what to do. Both halves want to be the aggressor, so its decks rarely lack direction: they curve out, they attack, and they keep attacking until the game is over.

The plan is the cleanest in the format. Cheap, efficient creatures fill the early turns; mechanics that reward attacking together, mentoring smaller creatures or rewarding a full assault, push the board past parity; and combat tricks turn what looks like a fair block into a blowout. When the ground stalls, red's burn provides reach, finishing from a few points out that creatures alone could not close. Every card is pointed the same direction, and the deck asks the opponent to have an answer on time, every time.

The tension in Boros is what happens when the race slows down. A deck built on cheap threats can be ground out by removal and lifegain, left holding an empty hand against a stabilized board. The guild's answer is structural rather than reactive: keep the curve low so flooding the board is easy, lean on reach so the last points do not depend on combat, and treat each trick as a way to win an exchange the opponent thought was safe. Boros does not adapt to a long game; it tries to make sure there is never one.

Defining cards

The cards a player will meet in almost every deck that flies this color pair.

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