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
4 days ago
Lol, good point Jay. Reduced Fumigate to appropriate levels haha.
1 week ago
Cards I think are very good in this deck:
Blade of Selves, Sunbird's Invocation, Nahiri, the Harbinger - These synergize with your game plan of casting a bunch of big Angels and beating down with them. They're also just individually powerful cards.
Cards I would heavily consider cutting:
- Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
- Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
- Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
- Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
- Flamewright - This card just isn't doing anything this deck wants.
- Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
- Glory-Bound Initiate - Again, just too low-impact for Commander.
- Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
- Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
- Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
- Iroas's Champion - See Glory-Bound Initiate.
- Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
- Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
- Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
- Shepherd of the Lost - See Glory-Bound Initiate.
- Skyknight Legionnaire - See you-know-what.
- Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
- Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
- Truefire Paladin See...yawn
- Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
- Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
- Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
- Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
- Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
- Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
- Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
- Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
- Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
- Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.
Cards I'm unsure about:
- The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
- Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
- Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
- Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
- Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?
Cards I recommend:
- "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
- Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
- Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
- Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
- Assault Suit - Get Anya attacking on everyone else's turns, too!
- Champion's Helm - Protects Anya while also making her big.
- Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
- Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
- Pariah's Shield - When equipped to Anya, this basically makes you invincible.
- Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
- Stoneforge Masterwork - This one should be obvious.
- Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
- Sword of the Animist - Ramp sword? Ramp sword.
- Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
- Worldslayer - This one is just to silly to not bring up.
- Herald's Horn - Makes your Angels cheaper, and helps you draw them.
- Door of Destinies - This should be fairly obvious.
- Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
- Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
- Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
- Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
- Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
- Archangel of Tithes - Makes life hard for token decks and discourages attacks.
- Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
- Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
- Exquisite Archangel - Saves you from death once, which damn well better be enough.
- Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
- Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
- Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
- Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
- Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
- Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
- Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
- Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
- Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
- Wear / Tear - Versatile artifact and enchantment removal.
- Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
- Swords to Plowshares - Spot removal that deals with just about any creature.
- Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.
On the manabase:
I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.
Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.
2 weeks ago
Have you considered a copy or two of Angel of Sanctions to remove threats from the board and have something to swing in the air with? I would also recommend a board wipe or two just in case (for the sideboard) Settle the Wreckage or Fumigate against Esper or Abzan Tokens
2 weeks ago
3 weeks ago
Mana Crypt Show
Wayfarer's Bauble is a good ramp option. I'd say it's strictly better than any of the generic 3CMC mana rocks like Manalith and Darksteel Ingot just because it's permanent land ramp. But the deck has no space for further ramp cards, and I certainly wouldn't use it over Mana Crypt.
Tithe is an okay land fetch card. I already have Eternal Dragon in the deck that performs the same task, but with the added benefit of not requiring coloured mana and being a 5/5 flier for the late game.
Sensei's Divining Top Show
As for refreshing the top of my library, there are currently fifteen cards in this deck that shuffle, with four of them repeatable by themselves.
Crucible of Worlds is a fine card, just not for this deck. I do have quite the number of utility lands, but they're not the main focus of the deck. I feel Sun Titan and Petrified Field are sufficient enough to bring back destroyed utility lands and have no need for a third land recursion card.
Day of Judgment & Wrath of God Show
Rout is a sweeper better suited for control decks. I infrequently have 7 mana open for a single spell. I'm always doing things with my mana.
The "choose one and sacrifice the rest" style of sweepers is something I don't want too many of. I've been burnt in the past by overloading on them and I don't want to make that mistake again. They will also never remove a permanent type if it's the only one that player controls. Something a straight, clean sweeper will always do.
Divine Reckoning doesn't have the benefits the other sweepers of this style have by hitting all nonland permanents, though is still a good option for metas heavy on token decks.
Tragic Arrogance is probably the first sweeper I would consider if I ever had to replace one, but for now it isn't needed.
Grasp of Fate & Angel of Sanctions Show
I ideally can't have my Commander to take out a Planeswalker and reduce their clock against an opponent. That extra turn could give them the opportunity they needed to turn the tables. In situations where I'm set back, the plethora of utility dorks my creature base is made of don't have the raw power to punch a Planeswalker to death in one attack. The better Planeswalkers are also quite adept at protecting themselves with blockers or their controller have ample defenses set up beforehand. Sometimes combat just isn't feasible for quickly killing a Planeswalker.
Aura of Silence's taxing ability becomes increasingly less effecting the longer the game goes. I've used it before and eventually replaced it.
Karmic Guide was in the deck before and I dropped it, as I didn't need so much creature recursion. I'm even recently having thoughts about Reveillark's role in the deck given the versatility of Sun Titan and the easy access to Sword of Light and Shadow this deck has.
Serra Ascendant & Transcendent Master Show
Transcendent Master is, above all other reasons, is in the deck because it's a Pet Card. It's slow and would be ineffective if I was ever in a competitive meta, but I adore the card too much to ever let it go. That's not to say it's bad. An indestructible, lifelinking 9/9 will give any deck a hard time.
Wall of Reverence is not what this deck wants. I like to think that every creature has the potential to be a threat with Equipment. A defender can't do anything. And if I ever need an efficient blocker, I can slap Godsend on something.
Gisela, the Broken Blade and Baneslayer Angel are both just big beaters. Serra Ascendant and Transcendent Master trumps them both by being both bigger and cheaper. Keywords can always come from Equipment.
3 weeks ago
Have you thought about Infect Lost Leonin, Triumph of the Hordes, Duelist's Heritage, Ajani, Caller of the Pride, Berserk, Eladamri's Call, Grafted Exoskeleton, Worldly Tutor, etc. as a possible win-con. I find on occasion I can get Turn 3 or Turn 4 infect killing pretty regularily.
Prowling Serpopard is a 4 power for CMC3 cat, with 2 great abilities, I would run him for tempo and for his awesomness.
See Brimaz, King of Oreskos in your maybeboard, he's good, 3/4 Vigilance for CMC3 plus procs vigilance cats, especially handy with a Triumph of the Hordes. He lacks true synergy with the deck, but he a strong cat nevertheless.
Angel of Sanctions feels out of place, but I get your looking for the removal, I wouldn't go that route though. Archangel of Thune combos with Spike Feeder! Spike Feeder isn't that awesome on his own but also has limited synergy with Felidar Sovereign as well. If you run creature Tutors makes it viable.
With only 2 Aura spells (1 really if you ignore Song of the Dryads), Puresteel Paladin feels better than Sram, Senior Edificer and can help with your bundles of Equipment, or both maybe! Maybe a Bloodforged Battle-Axe too since you have them? No Rancor?
3 weeks ago
Well the good thing about Indomitable Creativity is, that you're not like sacrificing a creature as a casting cost of the spell, you're merely targeting creatures to become destroyed. That means when they counter the spell, you get to keep the targeted token(s).Removal against Raza when he's on the battlefield can be "fizzled" pretty easily with the deck in many circumstances. For example when they use Walk the Plank, Unlicensed Disintegration or the backside of Start / Finish, you just sac a leftover token and tutor up liliana, death's majesty and cast her the turn after, reanimating the same Razaketh, the Foulblooded from the graveyard. Exiling is a bit more trickier... Things like Cast Out and Angel of Sanctions can be "countered" by tutoring up Ixalan's Binding and using it the turn after. Vraska's Contempt is a bit trickier. Best answer is to leave mana up to sac Razaketh, the Foulblooded to Hidden Stockpile and then doing the same reanimation trick with Liliana... Lost Legacy is a real problem though when it actually works
3 weeks ago
Thank you for sharing your great deck. I am a long time follower and I love this deck, because it plays the kind of magic which I enjoy the most: Artifacts and a mono-white build. Let's face it: mono white is the single-worst color in Commander. However, your deck is powerful with strong synergies and a flavourful theme, without swingy, game-ending cards and combos. I am taking a break from competitive commander, because it does not fit for me. There are other formats that do that for me. Therefore, I am strongly considering building a mono-white attrition deck for a more casual meta.
I would love to hear your thoughts on some cards.
Mana Crypt it is amazing, but it can do a lot of damage to you (1.5 a turn on average). It is great for decks that try to win fast. I think its probably fine to add it here since you have lifegain but I feel like you are a little slow to try to push for the win. The damage can add up quickly, especially when you aren't lucky with the random results.
Wayfarer's Bauble is solid land ramp. I would rather have lands in play than a mana stone as they tend to get blown up. It's cheap to use and doesnt leave you with a target for things like Austere Command. It also lets you ramp into a turn 3 Balan, Wandering Knight.
Tithe is instant speed and let's you dropping lands when you fall behind.
Sensei's Divining Top I have started seeing this card a bit less as a staple for every deck.Card selection is always amazing and the more often you can refresh your selection the better this card becomes. It is amazing when you can manage to shuffle once per turn. This means that every turn, you get access to the best of three cards as your draw. It is great for trigger Miracle, like Terminus, even in your opponents turn. However, you don't have a lot ways to shuffle your deck to filter off the bad cards.
Crystal Ball is topdeck manipulation where you dig into the cards you want or need. Whithout many shuffle effects it can make a nice addition.
Mind's Eye is one of the more powerful actual card draw effects available to mono white. It does not provide topdeck manipulation and it consumes a lot of mana. It is no Consecrated Sphinx and it may sit for a round until it provides value. However, it is very reliable card draw, especially if not answered quickly.
Crucible of Worlds is a good backup plan for your many utility lands. It turns Inventors' Fair into an engine. You already run Buried Ruin and Petrified Field which make this setup hard to disrupt. Personally I like including fetchlands if you are going to include this card just to expand what you can do with it. In mono color I tend to not run fetchlands. With Crucible I would consider fetchlands so I tend to have more shuffling, also for Sensei's Top.
Rout can wrath the board at instant speed as a nice surprise option.
Tragic Arrogance and Divine Reckoning work good with your voltron strategy. Keep your best creature and equipment and destroy the rest. Tragic Arrogance can also handle Indestructible and Hexproof, which is a great benefit.
Hallowed Burial Generally speaking I find it hard ever wanting to miracle Terminus. It can be nice with topdeck manipulation especially with Sensei's Divining Top, but I have also concerns with that card. Overall, I feel like the cheaper overall mana cost of Hallowed Burial could be a bit more solid than the random situations where you can profitably miracle cast Terminus.
Grasp of Fate and Angel of Sanctions are both efficient and versatile removal options. Your opponents will typically answer them quickly to get their cards back. I see it more like tempo cards, if you want to push for the win.
Ray of Distortion is costly, but I think it's an underplayed card. Instant speed two-for-one removal is not too bad in my book.
Serra Ascendant is more aggressive and looking for swords. It's a nice and cheap beater.People get really pissed off when they see this on turn one and it usually leads to the whole table running you over first. Anyway, after clubbing a single opponent to under half life people start stabilizing and then you will turn the game into archenemy.
Transcendent Master Not really sure what to say. I think it's a very flavourful option and he gives you something to dump mana into. He can carry equipment and scales well into the late game. On the other hand he is very slow and everybody at the table will see it coming.
Wall of Reverence acts as an amazing blocker paired with its lifegain it grants some great sustainability. You don't need to attack to gain life, which makes it great in more situations against decks that push hard on life. You also get the life end of your turn which can make a differnce.
Gisela, the Broken Blade comes down early, has evasion and lifelink. She's an efficient beater.