Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Printings View all
|Ravnica Allegiance (RNA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Angelic Exaltation Discussion
1 week ago
Consider Finest Hour, Qasali Pridemage, Sublime Archangel, Giltspire Avenger, Sovereigns of Lost Alara, Steel of the Godhead, Battlegrace Angel, Knight of Glory, Open the Armory, and Angelic Exaltation. Note: Some of these might already in your deck
3 months ago
I've been trying to build a deck around the card Angelic Exaltation for a few days now. Originally I was trying to pair it with Azorius Knight-Arbiter &/or Nadir Kraken, but it turned out to be way to slow to get any momentum.
I was perusing cards in my collection & realised Boros could work out quite nicely instead... Angelic Exaltation + Krenko, Tin Street Kingpin have great synergy together. Then add Divine Visitation to the mix, & the board state could really start to snowball out of control. :D
So I've put together a deck. Here's what I come up with so far...
^^ Currently the deck is pretty janky. Perhaps the deck will be janky by nature, but I feel it could be a lot better & that it has way more potential. I would really appreciate peoples feedback & suggestions to help iron out the creases... Whats cards should I cut or include?
3 months ago
To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald
To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator
To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves
3 months ago
I've already have 3 damage doublers, and about the same in doublestrike enablers. For that reason alone, I think Gratuitous Violence is off the table as I don't want to go overboard. Currently with the set up as it is, it can go off as early as turn 7, more commonly turn 8-10 for the win.
4 months ago
you have a lot of pay offs but not many cards that make creatures. from the way your decks built i feel like it what at 4 Lingering Souls and maybe 2-3 in any combination of any of these Elspeth, Sun's Champion, Elspeth, Sun's Nemesis, Elspeth Tirel as these can all spit out a lot of token quickly, without to much hassle and have abilities that care about having lots of creatures, (the also work with Enduring Renewal quite nicely)
i would also be tempted to run a snow basic land base and then add 3-4 of each Dead of Winter and On Thin Ice as a strictly better budget removal suite(also sublime exhilaration isn't modern legal). going snow also means you can run Arcum's Astrolabe as you don't have many 1 drops and they would help fix your mana.
lastly, unfortunately Blood Pet isn't modern legal which kind of kills the combo.
but Hope of Ghirapur would work ok in the slot, especially as it provides some consistent hate for control decks and a sackable 1 drop from the combo (even if it isn't infinite anymore)
if you were determined to keep the combo as is you could splash red for Wild Cantor which is legal, (if you wanted to splash red on a budget then i would definitely run the show packages as it would again increase your mana consistency for fairly little.
4 months ago
7 months ago
I think that Angelic Exaltation could be a nice enchantment for lists that want to go down that path. Play some enchantments, make some Faeries and then attack with Alela for big time commander damage and life gain! I have been using this card a lot in some of my heavy creature and token decks and it has been great. Like Sublime Archangel but a little more durable and on theme with the commander.
9 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