Boros prowess aggro. Land a cheap creature every early turn, then chain one-mana spells: each one pumps every prowess body AND advances the board or burns the opponent. Kree Commandos is the archetype's dream — flying, vigilance, prowess — and you own a full playset nobody else is using. The deck aims to win by turn 6-7 through a mix of evasive combat and reach from burn.
Roles
Threat:Agent of Atlas and Kree Commandos playsets carry the prowess plan; Expressive Firedancer grows with every spell; Human Torch, Johnny Storm converts card draw into direct damage while another Hero is around; Speed, Young Avenger makes attackers unblockable for {1}.
Removal:Burst Lightning, Lightning Strike, Abrade — nine cheap burn spells that all double as reach to the face; Heartfire Immolator sacrifices for removal after growing; Emeritus of Conflict carries a prepared Lightning Bolt.
Protection:Boros Charm (indestructible team mode) blanks sweepers; Blazing Crescendo pumps and digs.
Card draw: Blazing Crescendo exiles-to-play; Ghitu Lavarunner and the low curve keep the deck topdeck-proof.
Lands: 22 with seven dual sources — the curve tops at three, flood is the only real enemy.
Synergies & curve
Curve: 1 mana (13 cards), 2 (13), 3 (5). Double-spell turns start on turn three: creature plus burn spell means every prowess body hits a point harder. Team Tactics with any pumped prowess creature is a blowout — double strike applies the prowess bonus twice. Warleader's Call turns every creature cast into extra damage and makes the whole board bigger.
Turn 4: attack with two prowess creatures, then Burst Lightning plus Team Tactics — the "small" board suddenly deals 12+ damage out of nowhere.
Weak spots
No card advantage engine — a long grindy game favors the opponent, so mulligan for action and stay aggressive. Lifegain decks blunt the burn plan. Sweepers hurt despite Boros Charm; don't overextend past what wins. Zero enchantment removal beyond Abrade's artifact mode.