|Commander / EDH||Legal|
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|Ravnica Allegiance (RNA)||Uncommon|
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Whenever a creature you control attacks alone, it gets +X/+X until end of turn, where X is the number of creatures you control.
Angelic Exaltation Discussion
5 days 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 week ago
Hey, interesting brew combining Goblins with Aurelia. White gives you lots of good support cards for Goblins that red doesn't offer.
This deck's budget is very low. It's going to be difficult to make any real improvements without spending an extra $15, but a $15 upgrade could do a lot for your deck. Even a $10 upgrade can help quite a bit.
Good budget ($3 or less each) cards to consider adding:
- Battlefield Forge
- Command Tower
- Needle Spires
- Open the Armory : tutor for Skullclamp .
- Frontline Medic : repeatable indestructibility for your attacking creatures. Can be reanimated with Titan or Teshar.
- Talisman of Conviction
- Commander's Sphere
- Assemble the Legion : repeatable source of tokens.
- Swords to Plowshares
- Boros Charm
- Generous Gift : instant, destroy any permanent.
- Duergar Hedge-Mage : can potentially destroy both an artifact and enchantment. Can be reanimated with Titan or Teshar.
- Faithless Looting
This could be a about $15 upgrade. Tower and Forge are two Boros dual lands that ETB (enter the battlefield) untapped which is helpful in game play. Tower is one of the best lands to play in mulicolored Commander decks. Cut Plains for these lands.
Armory gives you more opportunity to get Skullclamp because it's is by far your best repeatable source of draw because of having many sources of 1/1 Goblins. Assemble can be another repeatable source of 1/1 tokens and if not dealt with by opponents can create a lot of value over the course of turns. Adding more mana rocks that can make white mana is helpful to be able to reduce the number of Plains in the manabase.
Cards to consider cutting:
- 6x Plains
- Sephara, Sky's Blade
- Battlegrace Angel
- Baird, Steward of Argive
- Sublime Archangel
- Archetype of Courage
- Angelic Exaltation
- Aerial Assault
- Tormenting Voice
- Wand of Vertebrae
- Sigil of Valor
40 lands is a lot of lands and when you have this many basic lands it's very likely you'll get consistently land flooded which is not fun. My advice is to reduce the number of Plains. If doing this then cut the casting cost cards because white is the secondary color, red is the primary color since you need lots more red for Goblins.
In my opinion Titan and Aurelia are the only worth keeping because they're six drops which makes it easier to have double white mana available when you want to cast them. Archetype of Courage is a good card, but having consistently for a three drop is not something you should have to worry about.
3 weeks ago
Monkey punch would be more efficient with some copies of Angelic Exaltation .
1 month ago
1) it’s important to know why Angelic Exaltation and Divine Visitation are overkill, and bad, in this deck. If Krenko can start doing his thing, then you win by a wave of 1/1s. It won’t matter if they’re angels, or if one’s really swole, cause you win anyway. So these cards serve no real purpose.
2) the goblin tribe is meant to be a fast one, but more importantly the modern format in general is super-quick. In that purpose, 4-drops are a rarity. I’d recommend keeping Krenko in the deck, but dropping all the other 4-and-5cmc cards for ones costing 1-3.
3) you’re running too few lands in my opinion - 22 seems like a better fit.
6) i don’t think you should be running creatures that aren’t gobbos - stuff like Healer's Hawk might help you chip in for a few damage, but in the long run it’ll make any tribal buffs weaker
2 months ago
Okay, so after looking at this deck for a while, considering its sideboard, and adding some cards that I use often for similar strategies, I've come up with a list of edits (well, actually three lists).
Before I get to those, I would like to explain what I found. Firstly, I like the idea behind the deck. Token strategies are always a great way to make a casual deck that can scale to be for optimized. I love the afterlife keyword as it lends itself to this optimization really well. But there were several less-than-savory card choices in here. The two biggest issues that I saw are ones that I see a lot (and full into too). The first of these is that many cards have a very high cost-to-value ratio. That is, there were several cards that cost too much (mana) and do too little for it. Elgaud Inquisitor is a fantastic example. While Elgaud Inquisitor is on-theme with their on-death triggered ability, that is all they have going for them. The lifelink isn't super useful, and the CMC is WAY too high. They are only a 2/2 too boot. Second off, theme isn't the same as function. I understand that there is a vorthos element to this deck, but since this deck isn't a full tribal deck, I think it's better to focus on ways to make the good parts of the theme work great.
I saw lots of cards that were life gaining cards ( Pontiff of Blight , Impassioned Orator , Riot Control , etc). This deck can make a lot of tokens which Tesya gives lifelink. You need not worry about life gain card. The strength of your creatures that make tokens when they die is that you can easily recur them in W/B. In the lists below, there are many cards that give added value to dying creature or make killing your creatures more ways to die. Lastly and most importantly, you had ZERO ramp and ALMOST NO card draw. THESE ARE THE TWO MOST FUNDAMENTAL ASSPECTS IN EDH!!! You NEED to have them!!! You can not rely solely on the one land drop and card draw. I've listed several cards that assist the main strategy and draw you cards (things like Dredge and Altar's Reap ). As for ramp, there is almost no good ramp outside of green. That only means that you have to look harder. Mana rocks are a must. I only have three in the lists, but they are absolute must-haves. Next, I put in several cards that give you mana in other ways. Most of them align themselves with the main strategy ( Ashnod's Altar , Soldevi Adnate , and Pawn of Ulamog to name a few). Similarly, I added cards that draw you cards from creatures dying. There is one card that I would like to point out in particular, Erebos . The important part of Erebos is his last ability. You pay and 2 life to draw a card. Life is a resource, and you'll be making plenty of it. Be sure to spend it. There are lots of cards that help you turn life into various things, like Bolas's Citadel (which I almost put in and still think has a place here). I would encourage you to look into them. Lastly, I would remove 6 lands. You have other ramp now and don't want to be flooded all of the time.
Here is the list of cards that I would remove:
- Healer of the Pride
- Kitsune Healer
- Mausoleum Guard
- Seraph of the Scales
- Seraph of the Sword
- Syndicate Messenger
- Guardian of the Gateless
- Knight of Sorrows
- Lumbering Battlement
- Orzhov Racketeers
- Angelic Skirmisher
- Deathpact Angel
- Patron of the Kitsune
- Rune-Tail, Kitsune Ascendant / Rune-Tail's Essence
- Knight of the Last Breath
- Angelic Edict
- Angelic Exaltation
- Holy Mantle
- Angel of Despair
- Impassioned Orator
- Pontiff of Blight
- Riot Control
- War Report
- Safe Passage
- Orzhov Charm
- Lingering Souls
- Spectral Procession
- Kindred Dominance
- Ethereal Absolution
- Phantom General
- Treasury Thrull
- Sky Tether
I understand that there is a budget to this deck, so I've split my suggestions into two lists. The first is all cards that are cheap and should keep you under budget. The second list of cards is for later edits. If you want to spend more money on this deck, those are the cards that I would recommend buying.
- Altar's Reap
- Ayli, Eternal Pilgrim
- Butcher of Malakir
- Demon of Dark Schemes
- Doomed Dissenter
- Grim Haruspex
- Merciless Resolve
- Open the Graves
- Orzhov Signet
- Pawn of Ulamog
- Pitiless Plunderer
- Rescue from the Underworld
- Soldevi Adnate
- Talisman of Hierarchy
- Whisper, Blood Liturgist
- Burnished Hart
- Living Death
- Phyrexian Reclamation
- Priest of Forgotten Gods
- Sun Titan
- Viscera Seer
- Command Tower
As you're read through these, you might notice that a lot of these came from your sideboard. There are lots of good cards in there.
- Ashnod's Altar
- Black Market
- Crypt Ghast
- Dictate of Erebos
- Divine Visitation
- Erebos, God of the Dead
- Grave Pact
- Hallowed Spiritkeeper
- Krav, the Unredeemed
- Oversold Cemetery
- Phyrexian Arena
- Smothering Tithe
- Sol Ring
I hope you enjoy these changes. Just remember that casual decks don't have to be un-optimized.
4 months ago
Not gonna lie man I can't think of much that hasn't already been mentioned for this deck.
True Conviction might be good because you've got some powerful bodies so double strike can be devastating. Oh and lifelink so there's that. In the spirit of control/politics you could also try Duelist's Heritage because you don't necessarily have to target your own creature on your turn with it. If a friend is swinging at someone and they block with a creature you don't like. Give the other one double strike so it can kill it.
That's all I can think of for now. Hope that helps!
4 months ago
5 months ago
For RNA : Biogenic Ooze Angelic Exaltation Unbreakable Formation Ministrant of Obligation What do you think? Or maybe change a lot and make it about Hero of Precinct One with Heroic Reinforcements Join Shields , etc.
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