|Commander / EDH||Legal|
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|Amonkhet (AKH)||Mythic Rare|
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Angel of Sanctions
Creature — Angel
When Angel of Sanctions enters the battlefield, you may exile target nonland permanent an opponent controls until Angel of Sanctions leaves the battlefield.
Embalm (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)
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Angel of Sanctions Discussion
2 days ago
I'll throw a link to an article from the wizards of the coast (makers of magic the gathering) at the end cause they do a good job at explaining it but here's the short version.
To quote the article "Midrange decks need to close out the game before aggressive opponents can push through those last few points of damage, and before control decks can stabilize and begin to take over the game. You've evaluated threats and selected the ways you're going to outmaneuver them, but your deck needs to have a shape and plan of its own as well." With midrange you come out of the gate a little later than pure aggro but faster than control. What you want to do is to have efficient answers that can do a lot of things. Your giddeons are a great example of this. If you want to lean more on the control end or aggro end of the spectrum, you can do both depending on your match up and deck preferences.
A lot of midrange decks tend to have their curve end at around 5ish mana as at this point you can play spells that still have a large impact on the board while still being mana efficient. Angel of Sanctions for example is still very capable of winning the game and still impacts the board immediately. Avacyn likewise is a card that will easily close out the game if it sticks around but comes out much later. Archangel Avacyn Flip, by comparison is still an efficient beater that can protect your other creatures with the added benifit of being a bit cheaper. So on that front, think about where you want your curve to end. Herald of war helps don't get me wrong but with 6 cards that cost 6 or more mana, your still running a bit high. I'd try to cut a couple more if possible to focus on cards that come out midgame rather than late game. If you get a few good swings in with your 4-5 drops like hero of bladehold, by the time your 6+ enter play you likely have already done a number on your opponents life total and are dead to a couple hits from most decently sized flyers anyways.
At the other end of the curve, you have to ask yourself what you want to be doing for the first couple turns. One option you have being in red/white is to spend the opening picking off creatures with cards like path to exile and/or Lightning Bolt and/or Lightning Helix into cards like Thalia, Heretic Cathar and is probably worth picking up a second copy. Shes' a great card for you here because not only can she slow down your opponent's development, prevent them from attacking you without losing a creature (most creatures' can't attack well into a 3 power first strike), and if you feel you're in a match up where you need to apply pressure quickly, she's a decent way at chipping away at their life total. If you can pick up other cheap versatile creatures in vein go for it.
1 week ago
I commented on the first version of this you posted and I like the changes you've made so far. BTW I'll comment on the deck shown not the one you reference in the description because I've already given my opinion on it last time.
A couple of cards I think might be helpful in your deck are Plague Belcher and Festering Mummy. PB is a 3/2 menace zombie with evasion that can be a 5/4 for three in a pinch plus has zombie synergy. FM is surprisinly good against fast aggro and both have incidental synergy with The Scorpion God on top of being zombies. Also if you where going to include a sideboard you could save FM for exclusively aggro matchups as you desperately need spells to play on your early turns.
Speaking of sideboards my suggestions would be Negate and Duress for combo and control, Moment of Craving and Festering Mummy for aggro and auras and Harsh Scrutiny or Aether Poisoner for stompy a.k.a. dinos.
Now on to the more nit picky suggestions: Impale is certainly not a bad card but the fact is there are just better options in standard right now such as Never//Return, Walk the Plank and Daring Demolition even. And, while exile is a nonbo with The Scarab God and The Scorpion God, Hour of Glory and Vraska's Contempt are irreplaceable in getting rid of your opponent's Gods, Rekindling Phoenixs or Angel of Sanctionses. I'd suggest swapping a Mountain for Island so your opponent can't cut your on blue with Field of Ruin. Also I'd use Supreme Will over Disallow as because it'd be easier to cast with your budget manna base and the restriction isn't that big a deal. If your opponent can pay it is late enough in the game that you should probably wait for something big enough that they can't or just use it's second mode to dig for Bolas or something.
Anyway, that's all from me. Have fun testing.
1 week ago
1 week ago
Gotcha. There is usually a window where the opponent is TO where it is safe to let the opponent have a creature for half a second until your own Angel of Sanctions or Bishop of Binding can come down and become a time bomb. As soon as our creature dies a huge bomb is unleashed.
2 weeks ago
Here's my binder; make an offer! Happy to trade EDH stuff for standard, and I'd be willing to trade modern stuff for Search for Azcanta Flip. I've also got fun Un-cards, including Urza, Academy Headmaster for those of you building un-cubes, and I've got a good selection of un-lands to even out trades. :)
1 month ago
Sure Strike Sure Strike (XLN) missing picture.
Blazing Hope Blazing Hope (RIX) missing picture.
Dovin Baan missing Emblem.
Gideon of the Trials missing Emblem.
Regal Caracal missing token. 1/1 White Cat with Lifelink.
1 month ago
I dont understand Wander in Death. You would rather want creatures in the graveyard. Try Chart a Course instead. And you play way too many counterspells. With access to BW you should have the option to remove whatever your opponent plays, rather than counter it. In the ideal world, you have creatures to play early, so you wont hold up mana for counterspells. Try cards like Fatal Push instead. Then put some of the negates and the cancels in the sb.
The mana in this deck is awful. Not playing dual lands, and playing cards like Wayward Servant and Cancel is gonna be horrible. There are solutions that do not require you to go out and invest 50$ in lands, and I'm sure you want to know. The solution, sadly, is to cut some cards. You can choose to cut any of the colors really, but i would cut down on white a little.
Angel of Sanctions is not worth the double white in the cost. Keep one maybe, because it's great to reanimate. Neither Sunscourge Champion or Temmet, Vizier of Naktamun are super important either. What I would do however, is add 4x Unclaimed Territory. That way, you can almost ensure to cast Wayward Servant, by naming "Zombie". If you are missing white mana for Sunscourge Champion or Temmet, Vizier of Naktamun, name "Human". You can even name "Wizard", if you have plenty of black mana, or "God" if desperate. Remember to wait with playing Unclaimed Territory until you have no other lands in hand, or when you need it to hit the curve.
To finish off, this deck idea is very good overall, so have fun playing it! :)
1 month ago
My question is: why the Gideon's Resolve? Wouldn't it be better to get something else? Anything? Even just card-draw, like Chart a Course or one-sided removal like Dusk / Dawn, or perhaps removal on a body that can potentially come back doubled with Anointed Procession: Angel of Sanctions.