But this version is even better in some ways, because the +1/+0 boost lasts until end of turn rather than just while attacking, which opens up some interesting possibilities with extra combat steps or Fling-type effects
[c]Odric, Lunarch Marshal[/c] [c]Mentor of the Meek[/c] [c]Duskwatch Recruit[/c] [c]Thraben Doomsayer[/c] [c]Devout Chaplain[/c] Not only that, but Sigarda gets additional tribal synergy in the form of cards like: [c]Gallows at Willow Hill[/c] [c]Angel of Glorys Rise[/c] [c]Bygone Bishop[/c] [c]Cathers Crusade[/c] [c]Archangel of Thune[/c] [c]Mikaeus, The Lunarch[/c] Finally, being in white and green, Sigarda Human Tribal also runs a couple of generally helpful cards
Kalemne is just too slow for a Boros commander, which is typically a very fast and aggressive color pair
Corrupt me
Currently, damage order is used whenever an attacking creature was blocked by more than one creature, however according to WotC, this iteration has become unintuitive, adds a fair bit of rules baggage, and losing it means more interesting decisions and less double-dipping if you know the tricks. The change to damage assignment order is as follows: What Happens During Standard Rotation