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|Commander Anthology (CM1)||Rare|
|MTG: Commander (CMD)||Rare|
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Angel of Despair
Creature — Angel
When Angel of Despair enters the battlefield, destroy target permanent.
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Angel of Despair Discussion
2 weeks ago
3 months ago
3 months ago
Hypergeometric Formula. Suppose a population "the deck" consists of N items "99 cards", k "31 lands" of which are successes. And a random sample drawn from that population consists of n items "7 cards", x "2 cards" of which are successes. Then the hypergeometric probability is: h(x; N, n, k) = [ kCx ] [ N-kCn-x ] / [ NCn ]
Best to use the calculator! Hypergeometric Calculator
So 99, 31, 7, 2 reading the X successes >= 2 lands in opening 7 cards, is 70.7% (> because 3 lands is still 2 lands)
By turn 4, you've drawn 4 more cards, so your sample size is 11, but now we want 4 successes (lands). 99, 31, 11, 4, >=4 is 47.1% only!
Don't count mana rocks as lands. A normal commander deck has between 35-38 lands, PLUS 8-10 ramp/rocks/dorks (mana accelerators). I run 36 lands, and 7 mana rocks, Chromatic Lantern, Chrome Mox, Fellwar Stone, Mana Crypt, Orzhov Signet, Sol Ring, Talisman of Indulgence, but I also run heavy tutors to pull what i need. I like it, but for longer non-combo games I would run 8.
Sundial of the Infinite has many other uses in longer non-combo games, only on your turn of course:
Angel of Serenity | Permanently exile the creatures, no returning to their owners hand
Karmic Guide | Avoid his Echo, but costs you a turn so not a good trade off
Kothophed, Soul Hoarder | Prevent him from killing you if you need to cast a board-wipe on your turn
Sneak Attack | Keep it permanently, no sacrifice
Mimic Vat | Keep the token, no exile
Counterspell | If something happens you don't like, counter it, costs rest of turn but prevent catastrophe, can't get any better protection.
Counterspell those Grixis and Izzet players from End-of-Turn (EOT) casting draw/removal now that they don't need the mana for Counterspell anymore. Also stop Green from Flash casting in their creatures EOT.
Whip of Erebos | Creatures you control get lifelink, unburial creatures from graveyard, and Sundial of the Infinite to keep the creature, no exile. HOWEVER, when the creature does leave play, it will still be exiled due to the replacement effect also generated by the Whip of Erebos
Flameshadow Conjuring | Same idea but you play lots of Legendary so don't recommend
You've got some good stuff to pull with Sunforger.
Enlightened Tutor for Tutor
I personally don't like Chaos Warp but it is ok. Deflecting Palm / Comeuppance / Wild Ricochet too, but meh, give me offense! Wild Ricochet at least prevents then doubles the effect vs. Reverberate doesn't prevent anything, Shunt is ok, but there has to be another legal target, and it doesn't double it. 2 for 1 like Return to Dust is how Mardu beats the lack of good drawing.
Dark Tutelage is another Dark Confidant who I do play, BUT, Dark Tutelage is harder to remove if it's going to kill you. Dark Confidant easy to block with or sacrifice etc. In budget though, I'd probably play it lol.
Reveillark another recursive guy, but his CMC is high, and not an A/D/D so not efficient / synergy. Bladewing the Risen is good recursion too. 2 for 1! Reya Dawnbringer no Kaalia of the Vast trigger, but demands an answer. Unanswered he can make you golden.
Angel of Despair good budget removal. Aegis Angel good protection. Archfiend of Depravity if you face go-wide or token decks. Steel Hellkite is a great budget removal, he makes most Kaalia of the Vast competitive decks.
Hope that answers the questions presented.
3 months ago
These are just some observations, you definitely want to keep in-line with your own style/flavor.
Magic uses something in mathematics called, Hypergeometric Distribution, which basically describes the probability/successes in random drawing. You have an average CMC of 3.62 so you need 4 lands.
Right now, with 31 lands, you only have a 70.7% chance of having 2 lands in your opening hand, and only a 47.1% chance of hitting land drops on turns 1 through 4.
I've done a lot of testing, for Kaalia of the Vast 36 lands is the right amount, statistically, it increases your chance of having 2 lands in opening hand to 79.9%, and your chance to play 4 lands to 62.1%. Right now more than half the time you miss a land drop by turn 4, that needs to be addressed.
Some budget conscious (but let's be real, lands are ridiculously pricey), Isolated Chapel in your wheelhouse for <$5, Evolving Wilds/Terramorphic Expanse enter tapped (BUT they mana fix and they lower the land saturation in the deck, by using up 2 lands, which means less land draws later in the game) for $0.25 each, City of Brass <$7, Ash Barrens a bit pricey ($8?) but if you bought any commander decks might have one!
Mardu () isn't really the best at draw, if you try too hard to force draw it won't work because it doesn't build on the colors strengths, and won't compete against colors that have that strength, like switching to Grixis (), or forcing ramp, switch to Jund (). gives us access to the best removal and protection, as well as tutoring for artifacts/enchantments!
Most draw cards are expensive, has some, like Read the Bones/Sign in Blood/Others $0.25, Disciple of Bolas $2. I would try more graveyard recursion instead, Phyrexian Reclamation $2, Whip of Erebos $3, maybe but probably not Unburial Rites. Dragon Mage <$1 too! But I find he can assist opponents with drawing into solutions for your Kaalia of the Vast.
With all the cheating in, in this type of deck, I would Sundial of the Infinite, simply wait for a Whip of Erebos/Sneak Attack/Others EOT to trigger, then end your turn. Keep the creatures forever. It's a dead draw sometimes, but tutor the other pieces. Diabolic Tutor is a cheap replacement to Vampiric Tutor/Demonic Tutor in the meantime.
Anguished Unmaking <$3 is the best removal, add that, Mortify is decently modular for $0.50, and Angel of Despair I think $1 maybe $2 is cool to recur/flicker. Steel Hellkite is always fun if you can get him through.
Build some multi attack phases, since your goal is to beatstick people to death (and having a Whip of Erebos lifelink helps too).
Angelic Arbiter slows the pace of the game, so you can get rolling mid-range, I would play him. Bladewing the Risen also has recursion. Aegis Angel $0.35 forces them to deal with him before Kaalia of the Vast. Bogardan Hellkite.
There's too many things in commander (4-player multi), Shunt/Reverberate are not going to be good cards to draw into, you'll likely hold them, no synergy/advancement of the plan, especially Reverberate, Shunt at least might protect Kaalia of the Vast, but I would make those 2 cards lands.
You have Mother of Runes, so Devoted Caretaker seems redundant, most of the time him and the mana will stay untapped and un-utilized, plus only offer protection from spells not from creatures. I would argue Earnest Fellowship will hurt you as much as it helps you in the long game, but I guess forces games to finish quicker (usually by Kaalia of the Vast losing because she has high aggro level from opponents). Whispersilk Cloak is slow, but for Equip you protect and make unblockable.
Sorry don't have a draw solution for you, it's really not the Mardu way! Tutor/Recursion is the way to beat the draw.
Best of luck! I can see this is already a highly enjoyable deck to play, sometimes getting more competitive means less fun, but more consistency and bite!
3 months ago
Not sure of your budget, but here are some suggestion.
Alternative to Combo Win-Cons
The standard win-con in a Kaalia of the Vast which is not a combo is... Land Destruction! The idea being to use card's like Boros Charm, Avacyn, Angel of Hope, Teferi's Protection to protect yourself; OR have an A/D/D in hand that you can free cast that demands a response, but is hard to deal with no lands, like Hellkite Tyrant or Iona, Shield of Emeria. The key cards to this strategy are: Crucible of Worlds, Armageddon, Ravages of War, Cataclysm, Strip Mine, Waste land, Command Beacon. This is a HIGHLY viable strategy, people may not like facing your Kaalia of the Vast deck, but it definitely isn't a combo strategy.
Master of Cruelties has to be in there, attack with Kaalia of the Vast, drop in Master of Cruelties, during the declare blockers step their life becomes 1 (assuming he is unblocked), and Kaalia of the Vast hits for 2 finishing the player. Not a combo, a necessary Demon.
Another common strategy is multiple attack phases, non-combo, but with big A/D/D beaters, having multiple swings (especially with Vigilance is amazing way to deal damage). The key cards are: Hellkite Charger, Aggravated Assault, Sword of Feast and Famine, Aurelia, the Warleader, Seize the Day. There is a combo with Adarkar Valkyrie + Aurelia, the Warleader + sac outlet out of interest. Adarkar Valkyrie although not working properly with the Kaalia of the Vast mechanics, is still a great recursion angel. Reconnaissance is nice for this strategy too, as you can pull back your Kaalia of the Vast against block heavy decks, as well POST-damage, you can pull back EVERYONE, basically it gives all your creatures Vigilance.
Free A/D/D strategy, you have it with Sneak Attack, Quicksilver Amulet, Mimic Vat so your already there, try a Whip of Erebos gives all your creatures Lifelink, which increases your sustainability in drawn out games (non-combo strategy the only way to win is in a drawn-out game), plus give you another recursion engine. Could use a Sundial of the Infinite to keep them on the board permanently!!
Stranglehold is another good control mechanism, you have a few, can look at pairing it with Maralen of the Mornsong to lock down opponents draw. She has synergy with some other guys like Aven Mindcensor/Ob Nixilis, Unshackled. Eidolon of Rhetoric might stop a Sunforger cast depending on what you did earlier that turn, like a Haste Kaalia of the Vast for example, to consider, or in an Armageddon build will be very bad.
Out of the 99 Considerations
I'm not a huge fan of Reverberate/Shunt, you have Sunforger so I get it, but it will often just sit in your hand. And Kaalia of the Vast is usually splash , so not that valuable. Would rather have a Steel Hellkite or a Gisela, the Broken Blade, or heck, even a Wild Ricochet
Solemn Simulacrum really unnecessary land searching. Use mana-enablers instead.
Boros Garrison/Orzhov Basilica I find it too slow without infinite combo, although it ramps, but you have lots of mana enablers. Field of Ruin colorless mana isn't great, don't need the search. Flamekin Village cost is too high, tapped+, try a Hall of the Bandit Lord. Shadowblood Ridge is also not great (I know it seems like it should be, but it's not!), Slayers' Stronghold is too expensive , use Hanweir Battlements instead, but even then it's borderline (but better), Smoldering Marsh isn't going to come in untapped when you need it, Temple of Malice/Temple of Silence I also don't like, but borderline for me would be my last cuts, Vivid Meadow is no.
Earnest Fellowship I wouldn't do this, might make it hard for you to block (which you have the big creatures that are hard to block already). A little too dangerous for my liking, let opponents pump their creatures, no need to do it for them, and block with your big guys.
Devoted Caretaker I wish she provided protection period so could go unblockable. I think Mother of Runes is enough, but maybe theres someone that gives just protection and doesn't cost a and ? But it does permanents, so I get it.
Kothophed, Soul Hoarder will not be your friend some days during board wipe, but with so little drawing in Mardu, he's a fun one! I would run him in this type of build!
Sun Titan is questionable, what are you bringing back? Lightning Greaves, Sunforger, Animate Dead, Necromancy only stuff. He's discretionary. High Mana cost but utility, he can combo with Fiend Hunter but again combos a different strategy (so can Karmic Guide btw).
Right now, your 46%, 33%, 21% but your mana is 28%, 37%, 35%. In addition, Turn 1: 80%, 10%, 10%! / lands will be your best friends, but balancing / and / lands too. Avoid / that don't provide value, like Mountain, Shadowblood Ridge (awful), Smoldering Marsh, Temple of Malice.
Demonic Tutor doesn't get much better than that! Mortify can be a good utility removal the CMC3 makes it less attractive, Vampiric Tutor although inefficient to pull a Lightning Greaves or Gisela, Blade of Goldnight is still good enough. It's instant so at EOT pull what you need. Rakdos the Defiler can be fun in a Armageddon model. Fetid Heath/Rugged Prairie are not too shabby. Sensei's Divining Top can help look and top-deck the A/D/D you need, IF you have none in hand it can swap places so you don't miss Kaalia of the Vast drops. Cavern of Souls against Grixis/Izzet, Phyrexian Reclamation can keep you rolling once you run out of cards-in-hand, an alternate quasi-draw.
Very good Kaalia of the Vast non-combo deck, looks like a blast to play. Hopefully you found some of these ramblings useful.
3 months ago
Wow, interesting stuff. Hows it going so far? It looks a little all over the place but I like it. For me- I dont think the blue splash for the saint, 5 mainboard and 3 sideboard counterspells. If nahiri is staying in then you have access to red lightningbolt. Nuff said?
Angels are obviously vulnerable early so Id start making a deck solving that and seeing what fits. I dont think Geist if Saint really helps there (though if u had a bigger commitment to counter magic that might work...) but ur lingering souls does it pretty well (also while giving u that card value) so Gogo black white? To get your single red mana for nahiri (and lbolt) Id have 1-2 mountains and 4 evolving wilds (tack on another 3-4 swamps while were talking land).
Just to finish- I think theres three solid ways this deck could go- wg, wb(r) or wu but I think it does need to be more focused to be consistent.
Good luck! Let me know how u go!
My angel deck:Boros Brisela Midrange
4 months ago
4 months ago
Here are some ideas for the defensive options you mentioned:
For this type of deck, Exsanguinate can be another good aggressive card / finisher.
There are a couple cards that I would consider removing: