Angelic Skirmisher

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Gatecrash (GTC) Rare
Promo Set (000) None

Combos Browse all

Angelic Skirmisher

Creature — Angel

FlyingAt the beginning of each combat choose first strike, vigilance or lifelink. Creatures you control gain that ability until end of turn.

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Angelic Skirmisher Discussion

cdkime on Cromat (EDH) - Colorful Copies

2 days ago

Angelic Skirmisher comes to mind, as it allows each of your creatures to have both lifelink and vigilance when attacking, and first trike and lifelink when defending.

Sun Titan is another powerful card, but I am not sure you have enough three or fewer costed permanents to make it worthwhile.

Phantasmal Image is another card you should consider, as it is a very low costed copy card. While it is very easy to remove (even a zero-for-X Banefire would result in a kill), its low costing is quite convenient, and it provides a target for Sun Titan, should you wish to add that.

Lunarwing7 on Anya Gon Give It To Ya

1 week ago

Cards I think are very good in this deck:

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.

Other recommendations

  • 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.

In closing:

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.

Bezter on Kaalia's Kitchen Table

1 month ago

Looking nice so far!! Here are some suggestions from my experience, fellow Kaalia player :)

As far as creatures go, pretty much just play the ones you like!

Some less-budget suggestions: Master of Cruelties, pretty much instant kill if they have no blockers. Rune-Scarred Demon, Gisela, Blade of Goldnight, Aurelia, the Warleader, Lord of the Void, Akroma, Angel of Wrath, Gisela, the Broken Blade. Those are some of my favorites. A little heavier on the budget but super fun!

Mid-budget options: Ob Nixilis, Unshackled, Platinum Angel, Anya, Merciless Angel, Mana-Charged Dragon, Rakdos, Lord of Riots, Angel of Despair, Mother of Runes, Deathless Angel, Hellkite Tyrant, Tariel, Reckoner of Souls, Blinding Angel, Overseer of the Damned, Akroma, Angel of Fury.

More budget-friendly options: Angel of Serenity, Angelic Arbiter, Indulgent Tormentor, Reya Dawnbringer, Harvester of Souls, Bloodgift Demon, Exquisite Archangel, Herald of the Host (For multiplayer), Angelic Skirmisher, Bruna, the Fading Light (to pair with Gisela), Seraph of the Sword, Guardian of the Gateless.

There are obviously numerous options as far as creatures go. Those are a couple of mine. But don't go off just what other people say- if you don't like the feel of killing someone outright with Master of Cruelties, don't get him! If you want to play a little more defensive you can run Seraph of the Sword and Guardian of the Gateless or something! Just play what you want to! :)

You may want to stay away from enchantment Auras, as they can get 2-for-1ed pretty easily. Gift of Immortality is great though, as it can come back to the field. Maybe opt for equipments instead, such as Fireshrieker in place of Battle Mastery and Prowler's Helm (which I see you have) or Whispersilk Cloak, which has the added benefit of shroud. Spectra Ward is a pretty good Aura, as it gives protection from all colors, making whichever creature (supposedly Kaalia) free to attack and block, without taking any damage. But again if someone plays Day of Judgment, it'll get 2-for-1ed.

Not really sure about the curses. I personally probably wouldn't run them, but they seem fun!

Dragon Tempest is a good include. Give all your fliers haste!

That being said you might want to not have too many at all. Mainly equipment to protect Kaalia, like Lightning Greaves, Swiftfoot Boots, and Mask of Avacyn or equipment of the like.

You definitely want ramp, and I see you have some. The appropriate signets, Commander's Sphere, Darksteel Ingot, probably the cluestones (They can draw you cards, which is usually more useful than getting a small creature until end of turn, as with the keyrunes).

You have quite a bit of removal which can be good! Sometimes you can have too much though, and that is occasionally my problem. You have some good target removal and a couple good board wipes. I have Earthquake in my deck, although I haven't found it super useful yet. Merciless Eviction, Hallowed Burial, Planar Cleansing, akroma's wrath, Fumigate, and maybe even Torment of Hailfire are good. But as with creatures, there are tons of options for board wipes.
Land bases can be pretty rough to figure out, not to mention expensive. Going super budget, obviously the guildgates, lifegain lands (Scoured Barrens, etc.), bounce lands (Boros Garrison, etc.), other dual lands (Forsaken Sanctuary, etc.). All the basics. Other useful, cheap lands include Exotic Orchard, Rupture Spire, and the pain lands like Caves of Koilos and Battlefield Forge.

If you're going to spend a little more, the check lands like Clifftop Retreat and Dragonskull Summit are great. Scry lands such as Temple of Malice and be very useful. Obviously fetchlands and shocklands are good, but not friendly to the budget at all. I don't think they're worth it sometimes. But everything is up to you! :)

Hopefully these suggestions help! I've said it a lot, but play whatever you think will be the most fun for you! Good luck in the building process- I'll be following along to see how it goes! :)

Raedo on Aurelia, the warbringer

2 months ago

NV_1980 thanks for the tips, I will start looking for those cards. Do you know any other cards that have effects like Angelic Skirmisher wich trigger each combat?

CaptainGalvanic on What does white bring to ...

3 months ago

White offers some good anthems, like Glory of Warfare, Dictate of Heliod, Tempt with Glory, and Campaign of Vengeance to name a few.

I like the aristocrat/Lifegain substrategy, and since some vampires get extra value from Humans dying, I think there may be room for some high value Humans, such as Cartel Aristocrat, Odric, Lunarch Marshal, Odric, Master Tactician, and Knight Exemplar (for protecting Edgar from removal before he hits the field). Since not enough vampires have lifelink, Angelic Skirmisher could also be used in some builds.

As for Athreos, I'm kind of on the fence. He has awesome value with aristocrats, but he isn't a vampire, he is unlikely to do much for the first few turns he is on the board (other than make you a target), and half of your creatures won't get anything off of his ability, because they are tokens. Only time will tell, but for now, I'm using his slot to complete the combo with Ashnod's Altar, Deathrender, and Heirloom Blade ([Heirloom Blade] is shown here: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433293)).

multimedia on Life is just a bunch of gains and counters (Licia)

3 months ago

Creatures with flying and or deathtouch or both and lifelink seem good here because these creatures are much more likely to do combat damage to an opponent thus gaining you life which lets you use Licia's casting cost reduction ability without having to use mana and additional cards to reduce it. My suggestions are Vampire Nighthawk, Baneslayer Angel, Angelic Skirmisher, Victory's Herald some of these give all your creatures lifelink or other abilities.

Some other suggestions in no order:

Good luck with your deck.


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