Akroma's Memorial

Legendary Artifact

Creatures you control have flying, first strike, vigilance, trample, haste, protection from black, and protection from red.

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Akroma's Memorial Discussion

wfja on Angel Ramp *Feedback Wanted*

1 day ago

A lot of great info. I would like to adopt most of your suggestions but will first have to add cards to the shopping list. In particular, I'll look to get my hands on a couple Weathered Wayfarer and a full playset of Path to Exile. Once I get my hands on them, what would you recommend I cut to put them in? Student of Warfare, Celestial Mantle, Sphere of Safety, and Authority of the Consuls have been great additions that have won me games and I'm hesitant to remove them.

Gold Myr seems interesting. I'll definitely try it out. I will cut Heliod, God of the Sun for other cards. Akroma, Angel of Wrath has been worth it so far as an extra body on field, although I'll keep Akroma's Memorial in mind.

Great sideboard help. Rest in Peace, Mirran Crusader, and Stony Silence will definitely get in there, as well as Leyline of Sanctity if and when I can afford it. Is there any reason why you suggested Cast Out over cheaper removal like Banishing Light? Stasis Snare is already present for Flash.

Oloro_Magic on Angel Ramp *Feedback Wanted*

1 day ago

Path to Exile is a must in this deck, I have played mono-white angels before and can say from experience that having that cheap removal is so important. As for ramp, Weathered Wayfarer is your best one-drop plus it synergizes with Path to Exile well so you don't have to worry about your opponent getting too far ahead. Gold Myr or Palladium Myr could be worth a look, I always found Gold Myr useful. Heliod, God of the Sun is not really necessary here unless you just love the card, and Akroma, Angel of Wrath is a single minded card. I would recommend cutting her completely and investing in an Akroma's Memorial as it affects all creatures not one that can just be Path to Exiled.

SpaghettiToastBook on Her eyes and words are so icy, oh but she burns

1 day ago

Your mana curve seems a bit high. I think you should add some mana rocks (Ruby Medallion, Fire Diamond, Sol Ring) and card draw or wheel effects (Reforge the Soul, Magus of the Wheel, Wheel of Fate, Mind's Eye, Faithless Looting). Since you're mono-red, Nykthos, Shrine to Nyx and Caged Sun are great.

Insurrection and Mob Rule seem like they'd be fun. Other potentially good theft cards include Word of Seizing, Act of Aggression, Kari Zev's Expertise, and Zealous Conscripts.

You might want more haste. Anger, Mass Hysteria, Fervor, Hammer of Purphoros, Emblem of the Warmind, and/or Akroma's Memorial could work.

Heartless Hidetsugu, Price of Glory, and Furnace of Rath might be good too.

For more combats, you can try Aggravated Assault, Fury of the Horde, Relentless Assault, and/or World at War.

MagicalHacker on Rosheen Meanderer Hydra Disco

2 days ago

In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.

Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)

Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.

Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.

Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.

Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.

Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.

I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.

I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.

Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.

Example deck

Hope I was able to help you!

clayperce on Looking for a a way ...

2 days ago

Teufell,
Sorry for the double-post, but I forgot to mention ...

Some cards you could use with Darkest Hour:

Garchomp98 on Annoying artifact deck

2 days ago

If pissing off people is the purpose you should have Saheeli Rai as a commander wth the respective dual lands to cast her. Other creatures should be mostly colorless. With Saheeli's -7 bring Naked Singularity in along with let's say Akroma's Memorial and Blightsteel Colossus and bingo.

griffstick on Give Me the Precious (Thada Thievery)

3 days ago

Also don't underestimate flying. Cards like Levitation and Wonder for evasion and Akroma's Memorial is another superb card for this.

Immortalized on Deus Vult

4 days ago

Anyway, Coat of Arms, Akroma's Memorial, and possibly Eldrazi Monument for a final push.

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