Angel of the God-Pharaoh
Creature — Angel
Printings View all
|Hour of Devastation (HOU)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Angel of the God-Pharaoh Discussion
10 months ago
You said in your thread in the deck help forum that you wanted to get it down to 66, so that is 18 cuts.
Trespasser's Curse - Curses feel unnecessarily antagonistic and this one doesn't do much.
Curator's Ward - Unlikely to ever draw you cards.
Ashes of the Abhorrent - Not good unless your meta is very graveyard heavy.
Prowler's Helm - Not a very good piece of evasion equipment.
Wing Shards - Bad except against voltron.
Nightmare's Thirst - Hardly ever going to kill anything of importance.
Mana Leak - The type of games you are likely to play with this deck tax counters won't matter.
Convolute - See above.
Healing Grace - 1 shot small amounts of lifegain aren't worth a card slot.
Dark Ritual - Rituals aren't great in commander unless it is to ramp directly into a victory and you have no insta-wins.
Vampire Sovereign - ETB doesn't justify paying the price for the body in a non-blink deck.
Angel of the God-Pharaoh - 6 mana 4/4 isn't worth it just because it has cycling.
Diamond Mare - Going to gain you much less life than you think it will.
Underworld Coinsmith - Effects aren't strong enough.
Bonus round, these cards are all relatively weak and I really think that maybe you wanted angel tribal and didn't want to say it was a tribal deck.
10 months ago
In general, my feedback is that you have too many one-shot lifegain effects for small amounts (1-3 life). These don't do enough - you have to have multiple other cards on board before they really help you/hurt others.
Cards to cut:
- Angel of Mercy - Angel of the Dawn - Angel of the God-Pharaoh - Seraph of the Suns - Serra Angel - Urgoros, the Empty One - Vampire Sovereign - Dark Ritual - Healing Grace - Fountain of Renewal - Manalith - Prowler's Helm - Behind the Scenes - Ill-Gotten Inheritance - Trespasser's Curse - Dovin Baan
A few cards to think about adding:
Last, I'll just note that Oloro is already not a beloved commander, and you're playing a lot of counter magic. You might want to think about inserting some W/U pillowfort, cause everyone is going to be coming for you.
1 year ago
2 years ago
yo homie. so lets talk about how to improve this deck. first thing: you need to get down to 60 cards. if you have more than 60 it just makes it harder for you to consistently play what cards you want to. I have a few ideas on how to do this. first, you don't really need that many lands. try going down to 10x Swamp, 10x Plains, and 4x Forsaken Sanctuary. as a general rule of thumb, you only need 23 or 24 lands. Next thing, you probably have a few too many late game cards. you have a lot of 5 and 6 cost cards. you might want to focus more on early game cards, like Gifted Aetherborn and Bishop's Soldier. They bring a lot of value to you early and they stay relevant late into the game. maybe try taking out your Angel of the God-Pharaoh and a single Victory's Herald. to be honest though, since you are still new to the game, really just do whatever you think is most fun and start improving decks as you get more experience.
2 years ago
Used the fix card page to submit several updates to cards that appear incorrectly in the draft sim. Specifically, Angel of the God-Pharaoh, Shefet Dunes and Heart-Piercer Manticore are at the wrong rarity, and Brambleweft Behemoth should be marked as excluded from draft.
2 years ago
- -3x Angel of the God-Pharaoh, +3 Shimmerscale Drake; they both have a 2 cycling cost, but I can actually hardcast Shimmerscale Drake if it comes down to it. Either way, it's a flying creature that can be brought back as a 4/4
- I also added a rough sideboard. Drake Haven can give us a back-up win con in grindier games, Sweltering Suns gives us a cheap boardwipe for the early game or a cycle trigger in the late game (of note, the 4/4 tokens will survive), Nimble Obstructionist handles pesky Scavenger Grounds and other energy activations, and the three defeats are more for flavor atm.