Angel of Renewal
Creature — Angel Ally
When Angel of Renewal enters the battlefield, you gain 1 life for each creature you control.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Uncommon|
|Mystery Booster: Convention Edition (MYSCON)||Uncommon|
|Battle for Zendikar (BFZ)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Angel of Renewal Discussion
7 months ago
Ok Niko, Quick Breakdown of what you've got here.
I notice several themes integrated into the deck. You should probably only focus on one theme, and if a secondary theme crops up take advantage of it's synergies. Right now I'm seeing:
Tokens Populate Soldiers Lifegain Creature Count Matters Enchantments Matter
Next we look at targeted removal:
Wanderer's Strike - Just one removal spell is too few. What happens if someone plays a dank artifact or enchantment? Do you just die to it?
Next we'll look at boardwipes:
Hour of Revelation - Some heavy restrictions here. Do you really want to wait for your boardwipe to become discounted? This is also too few board wipes. What happens if the creatures are indestructible? Or if Someone plays around Hour of Rev?
Next we'll look at ramp:
Smothering Tithe - Excellent choice, and a real over-performing option as well.
Ashnod's Altar - Excellent way to make use of your tokens and small costed buddies.
Everflowing Chalice - Aight, not my first pick, but it's aight.
Sol Ring - Duh
This is a pretty good ramp package, but I think we could upgrade it.
Next we'll break down your card draw options:
Mentor of the Meek - Decent in this deck. Sure the tokens you want to make the most of don't work out, and a few cards you play can turn this on. I like him, lets optimize creatures around him to make him better.
Skullclamp - Ayup!
Two cards that draw for you is a good start, lets add in some more.
Alright, let's cut everything that isn't a creature, that doesn't make tokens on its own, that isn't removal, card draw, boardwipes, or ramp, that doesn't have synergy with your commander.
Ajani's Welcome - A great card, but definitely reserve it for a build where you abuse your life totals more so than make creatures.
Anafenza, Kin-Tree Spirit - Most of your creatures are tokens.
Angel of Glory's Rise - Anti-synergies with your commander, and the tokens it creates.
Angel of Renewal - We can find a card that does something better.
Angelic Accord - We want to make angel tokens, but we're not here to gain life.
Angelic Chorus - While this looks good, it generally equates to 4-5 life a turn. Not bad, but not amazing for the investment in this deck.
Angelic Exaltation - Boy do I have mixed feelings on this card, suffice it to say, if you have no creatures, this card sucks. You might have no creatures when you draw this card. That would suck.
Elite Inquisitor - A good card, but we can do better.
Fiendslayer Paladin - A good card, but we can do better.
Forebear's Blade - There's a little synergy here, but to be honest you want a huge discount from this, and you're not likely to get a consistent discount.
Glorious Anthem - A great spell for a tempo based weeny deck. This is a cast based token deck.
Lena, Selfless Champion - You have so many more token creatures than non-token ones, and your zombie tokens don't benefit from her selflessness at all.
Martyr's Bond - This has potential in a deck that sacrifices it's stuff to maintain board control. I don' think this is a bad card, it just isn't a good enough fit.
Power Conduit -Here's that counter theme again.
Preeminent Captain - Soldier theme.
Sigil of the Empty Throne - Enchantment theme
Squad Captain -Creature count matters theme.
Standing Troops - A good card, but we can do better.
Sunblade Angel - A good card, but we can do better.
Umbral Mantle - I may have missed what this was for.
Veteran's Armaments - Soldier theme again.
Wanderer's Strike - A good card, but we can do better.
Now, I am well aware that this is a lot of cards. Let's shore up your deck, maybe by analyzing your win conditions.
God-Eternal Oketra + Creature Spells = Profit
Token Makers + Divine Visitation = Profit
Expendable Tokens + Ashnod's Altar = Profit
So you win by smacking with a bunch of medium sized tokens, most of the time. This means you need to do three things, Play creatures, Draw Creature spells, and protect your creatures.
Let's start by adding in some badass creatures that fit in your deck well.
Loyal Sentry - One mana has never been spent so well. In the late game it makes a token, in the early game it swings for damage, in the mid game it blocks and destroys pesky creatures.
Knight of the White Orchid - A bear with first strike that ramps you. Pretty good.
Oreskos Explorer - I would never play this in a non-mono-white deck. This does however let you catch up if you are late on land draws, and is at worst a bear to block with.
Boreas Charger - Ramp bud, ramp in mono-white whenever possible. Helps that you could make a zombie, or sac it to skullclamp.
Brimaz, King of Oreskos - I heard you wanted more cats? Can I convince you to play more cats?
Leonin Warleader - This was a card in your maybeboard, its really good.
Oketra the True - This is a fairly good card. Big blocker, or a token generator if you're doing poorly. I often hold her in hand to dump and rebuild after a board wipe.
Ranger of Eos - Only a few cards in your deck that this can retrieve, but a refill alongside making a zombie is an incredibly reserved play that could prevent you from over committing to the board.
Crested Sunmare - Don't get confused. This card cares if you gain life, but not how much. You have plenty of life gain left in the deck to justify making an army of 5/5 indestructible horses.
Geist-Honored Monk - Build a board, save for right after board wipes, or to pull ahead and force one. This is at worst a 3/3 with Vigilance, and two 1/1's with flying for 5 mana. Most often, this will be a 5/5 with vigilance, two 1/1's with flying and a 4/4 with vigilance for 5 mana.
Sun Titan - Sun Titan is Sun Titan. No mono-white deck could be ashamed to run it.
Angel of Serenity - This card is heavily underrated. It is removal, with the possibility to come back, but its also an easy way to sneak in a lethal attack while generating some board presence.
Good on creatures now? Awesome, let's look at Instants.
Swords to Plowshares - Remove that creature.
Generous Gift - Remove that Permanent. Oh and make a creature smaller than my Zombie tokens.
Disenchant - Get that Artifact or Enchantment off my battlefield and in your graveyard.
Rootborn Defenses - Yeah, this.
Unbreakable Formation - This can win games, or prevent the loss of games.
Return to Dust - Fuck these two things in particular, or just one if it's that bad.
Charge Across the Araba - Talk about stupid unpredictable win-cons for a mid-range token deck. This is one.
That about wraps up Instants, now Sorceries.
Divine Reckoning - Protects your general, but still clears the board.
Hallowed Burial - For those mf'ers that don't die.
Austere Command - A very utility board wipe.
Lastly add in a Land Tax
1 year ago
Going back a few sets: Ayli, Eternal Pilgrim, Exert Influence, Drana's Chosen, Umara Entangler, Spawnbinder Mage, Angel of Renewal, Elemental Bond, Conclave Naturalists, Anointer of Champions, Willbreaker, Coralhelm Guide, Bloodhall Priest, Flameblade Angel, Weirded Vampire, Furyblade Vampire
1 year ago
Hey I am not sure what the power level of your playgroup is, but I have a few suggestions.
One card you should consider cutting is Arlinn Kord Flip and if you really want to play a planeswalker include Gideon, Ally of Zendikar. He is more on flavor and can give you value even if he dies after only one activation.
Also, I would up the land count to at least 36 and add Kodama's Reach.
When it comes to allies, I would cut some out to make room for lands. I suggest cutting Angel of Renewal, Coralhelm Guide, Goblin Freerunner, Drana's Emissary, Makindi Shieldmate and some of the Changelings.
Here is my list. It isn't budget, but the creature base and most of the spells are affordable.
2 years ago
I'm sure I'll have more but for now, the following cards are not showing up when I go to add them to my inventory. They show up here but when I go to add them to the inventory it says 'card not found.':
2 years ago
Here are my two cents. Eldrazi Monument -- I love this card in token decks. Honor of the Pure -- This also buffs your creatures (most of them anyway). Balefire Liege -- a no-brainer. Spear of Heliod -- This not only buffs up your creatures, but it also acts as good creature removal/deterrent. Path of Bravery -- I would replace Angel of Renewal with this. Call for Unity -- a good card for the endgame that will help keep all your tokens alive. Coat of Arms -- You have enough tokens to make this work. Elite Scaleguard -- This creature will abuse the massive number of +1/+1 counters that your deck is capable of, sometimes allowing you to swing for lethal on the turn you play him. Gideon, Martial Paragon + Gideon's Resolve -- this is a fun combo that would go well in your deck. the planeswalker will give you a pillow fort, and the enchantment buffs all your creatures. Gideon's final ability will also allow you to swing for lethal. Gleam of Authority -- This is something else to abuse your +1/+1 counters, but I am not necessarily recommending it. I will add more suggestions tomorrow.
2 years ago
Here are what i think are the weaker cards in your deck. I'm not saying that everything I don't mention is ideal or that the ones i'm suggesting cutting are awful but this is where i'd personally start if I was trimming my own deck as possible cards to consider cutting:
Cliffside Lookout: This card seems a bit out of place. If you want a 1-drop ally Hada Freeblade is better. If you want to focus more on life gain, Soul's Attendant, Soul Warden, or Serra Ascendant would be a better fit.
Angel of Renewal/Conclave Phalanx: While they can gain you some life, they cost a bit more mana than i'd like. I feel that for 6 mana Sorin, Grim Nemesis is a better threat as it can still gain you life while taking down a creature the turn it comes into play or draw you some cards. Either way 6 mana is still a lot so be careful you don't but too many high cmc spells in the deck. Conclave is a bit better since it has convoke but i still don't think it does enough.
Court Street Denizen: In a two color deck you will still get some value out of this but I prefer cards like Gideon's Lawkeeper/Goldmeadow Harrier as you can tap them on your opponents "Declare Attackers" step to prevent them from attacking you, and they remain tapped until their next turn meaning they can't block either.
Pulse Tracker: This is a pretty aggressive card for your deck. Also even if they play a 1/2, you can't attack safely into them anymore.
Curse of the Forsaken: Good in multiplayer games but in 1v1 it's not ideal.
2 years ago
Well, considering how many cards you have in your deck, you might want to add more lands and remove some creatures. Sunblast Angel seems a little redundant, Her enter the field trigger is extremely situational, rending her useless most of the time, and maybe Angel of Renewal, her ability is also very situational, you are better off adding more lifelinkers if loss of life is your concern.. You should definitely play a minimum of 20 lands, with such large creatures as angels, you will cause serious mana screw to yourself.
3 years ago
Makindi Aeronaut dosen't seem strong enough
Ondu War Cleric not strong enough
Sylvan Advocate not good enough for commander
Drana's Emissary not strong enough
Heartbeat of Spring wayyyy to risky
Vampire Envoy not strong enough
Veteran Warleader too all in, no etb not good enough
Drana's Chosen too slow
Goblin Freerunner not strong enough
Odric, Lunarch Marshal out of place i think
Munda's Vanguard cohort dosen't seem strong or fast enough for commander
Shatterskull Recruit dosen't do enough
Tajuru Pathwarden dosen't do enough
Angel of Renewal not strong enough
Tajuru Beastmaster too expensive for effect
I think you you add some board wipes, card draw, and recursion.
just do a gatherer.magic.com search for allies.