Archangel of Thune

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Mythic Rare
Magic 2014 (M14) Mythic Rare

Combos Browse all

Archangel of Thune

Creature — Angel

Flying

Lifelink (Damage dealt by this creature also causes you to gain that much life.)

Whenever you gain life, put a +1/+1 counter on each creature you control.

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Archangel of Thune Discussion

TheDuggernaught on resplendent angel price and seeing ...

1 day ago

Well, it doesn't have lifelink until turn 6 at the earliest. Before then, there are just better cards. And once you do hit 6, I would still probably prefer Archangel of Thune.

passascats on Ayli Life Siphon

3 days ago

So, I would definitely work in Palace Siege, Phyrexian Reclamation, and Dawn of the Dead. Being able to recure your creatures is going to be really helpful with Ayli.
These are some creatures I run in my deck: Wall of Reverence, Divinity of Pride, Wurmcoil Engine, Archangel of Thune, and Rhox Faithmender. Some of them are pricey and may not fit exactly what your going for, but Divinity of Pride is pretty solid.
I run Proper Burial for value on sac triggers. I also like Riot Control, I have a lot of tokens in my meta so the creature count can get crazy, but depending on what decks you play this may not be a good fit.
Good Luck!

lagotripha on R/W Angel Deck(Help)

1 week ago

Its always good to see new players.

Decks tend to fall into three categories- aggro, midrange and control. Most combo decks also fall into these categories too.

Aggro looks to play lots of small threats and win asap, midrange looks to trade even then play efficient medium sized threats, then control looks to stop the opponent doing anything while it gets small advantages and eventually win (think 4 Pristine Angel and a bunch of Mana Leak).

Most angels form a midrange strategy. You try to stall until you have enough mana, then play hard to kill three and four drops which fly over the opposing board. You get that you're trying to do this, and having trouble.

This is because a lot of your creatures form part of an aggro strategy- they are 1 and 2 drops that want to attack lots, but by attacking they mostly aren't helping you survive. If you want to carry on attacking with the small creatures, I reccomend more Bishop's Soldier, with some backup creatures like Hopeful Eidolon Mesa Unicorn, Sacred Cat etc to help you live an extra couple of turns and gain enough life to challenge aggro.

Alternatively, you can pick up powerful blockers and disruption spells- your Nyx-Fleece Ram, your Authority of the Consuls etc, but that Silverblade Paladin/Precinct Captain interaction will go to waste.

In all of these, Archangel of Thune is an all star, but I can understand wanting a variety of angels- I still dust off my 'all the dragons' deck once in a while. You can back this up with accesss to R/W's amazing budget removal suite. Chained to the Rocks, Oblivion Ring, Oust and many others all help stop your opponent doing what they want to be doing, and don't break the bank.

If you like the format in modern, there are a set of staple cards (Path to Exile, Lightning Bolt, Fatal Push, Mana Leak, meta manadorks) that you will want, but its best not to commit too soon, as you can still put up a respectable winrate even in competitive environments without them, and pick up exactly what you need for a deck you like playing.

If you are having trouble figuring out land percentage and land drops (we were all there once), there are a couple of simple rules of thumb. For decks with all 1 drops, you can drop to 18 lands, but you will lose some mulligans. For decks that consistantly want 4 drops 25-26 land equivalents are the call, with manadorks, cheap land search and ramp counting as half a land. There are more detailed guides if you look at a specific strategy.

Playing six mana angels is a lot of fun, and I completely get it. If you want to focus on this, then dedicated ramp and a focus on angels with haste or similar immediate effects is a must. You can use things like Pentad Prism to play an angel a couple of turns early, and pray that it is enough. Cards like Desperate Ritual or Pyretic Ritual can also help, as can things like Grinning Ignus. Just remember that the more you rely on any one card, the more your opponent gets when they kill it- this is why everyone loves cards that do stuff right away when they enter the battelfield, you care (somewhat) less when you opponent kills it, and why having a hand with one important spell and mostly things to let you cast it can be a problem.

JoosetheMuice on Trostani Plus Toppings

1 week ago

Avenger of Zendikar, Crested Sunmare Huatli, Radiant Champion Heroic Intervention Overrun Champion of Lambholt Worldspine Wurm Archangel of Thune and Elesh Norn, Grand Cenobite would all be solid adds, and could replace some of your weaker creatures to bolster your creature base.

NV_1980 on How to Die

1 week ago

Hi,

This looks good. I would also consider adding:

Hope any of this helps. Let me know how the deck plays. And if you have the time/inclination, I would appreciate your feedback on one of my EDH decks.

Regards,

NV_1980

TypicalTimmy on Exciting Cards in M19

3 weeks ago

My #1 favorite set in the entire history of Magic was the Tarkir block, specifically Dragons of Tarkir. I know most people went for Khans of Tarkir because of the fetch lands, but I'm not a very competitive player. I like flavorful decks, big flashy cards, stupid combos, and awesome finishers.

  • Your typical Timmy / Johnny Modern player

So when I saw the plethora of Dragons in M19 my inner fanboy freaked!

I currently have like four or five Dragon decks. Gruul, Jund, Rakdos, Azorius (That one sucks but is fun to play), and I had an older Jund deck that I quit using because it was making problems with my group.

I gotta say, Sarkhan, Fireblood pairs especially nicely with Sarkhan Vol. Their +1 abilities line up rather nicely. Draw a card and give your bois +1/+1 and Haste or pop out a Dragon and give it +1/+1 and Haste. Very nice.

Sure, Fireblood is two turns slower to ult but you also now have 8 cards in your deck that do the same thing (If you so choose). Dragon decks centered around Scourge of Valkas and Dragon Tempest will have far too much fun with these.

Which leads me into Sarkhan, Dragonsoul. I currently have a Mono-red Dragon deck that actually ramps via Dragonlord's Servant and Infernal Plunge. I'm definitely able to make room for at least two of these guys, which is going to be awesome.

I'm also considering tinkering around with Lathliss, Dragon Queen. Arcane Adaptation makes her a powerhouse of pain.

Another interesting pairing I can work with is Demanding Dragon and Glorybringer, alongside Thunderbreak Regent. That's an awful lot of control-like aspects in MRDs.

Stepping aside from Dragons now, I'm also super excited for Apex of Power as I routinely run decks that can very easily achieve those levels of mana, though I may just run a single copy in a deck as Genesis Wave is strictly better. For 10 mana, you get X=8 and they hit the battlefield. Though what's interesting is if you cast an Apex of Power, you can filter the top seven and Genesis Wave the next 8. I'm not 100% certain if this is a good idea or not, but it could be worth looking at.

I'd also like to say that I'm super excited for the new Gruulfriends deck I can build around Vivien Reid and Domri Rade. If you get both emblems, which should be rather easy to do in Gruul, everybody now gets the following:

  • +2/+2, Indestructible, Double Strike, Haste, Hexproof, Trample, and Vigilance. That's a TON of anthem!

Also, can I just say that Resplendent Angel alongside Nyx-Fleece Ram + Inventors' Fair + Venser's Journal + Fountain of Renewal + Radiant Fountain is dangerously potent when you consider Angelic Accord and Archangel of Thune are a thing.

Also worth noting: Amulet of Safekeeping + Mechanized Production is a serious power play.

Also a new Reverberate in the ways of Doublecast is pretty neat. Might have to make a copypasta deck running those and Howl of the Horde...

It's also nice to finally have a new Hydra addition that doesn't completely suck.

I also run a Mono-Black Demon Tribal centered around the following:

So, naturally Liliana's Contract is a nice addition. Worth noting: Grixis Arcane Contract will be fun.

Rurik on Ghave, Guru of +1/+1

3 weeks ago

A friend of mine plays a Ghave commander deck. Here are some suggestions:

Mycoloth.

Mikaeus, the Unhallowed + creatures with persist such as Kitchen Finks, Woodfall Primus and Puppeteer Clique if you have a sacrifice outlet like Viscera Seer creates infinite effects.

Prismatic Omen + Emeria, The Sky Ruin for which you might need Idyllic Tutor and Sylvan Scrying.

Genesis + Eternal Witness.

Archangel of Thune.

Armorcraft Judge.

Cathars' Crusade.

Blood Artist, Zulaport Cutthroat, Deathgreeter.

Sigil Captain.

Reveillark + Karmic Guide + Clone Shell + Altar of the Brood + a sacrifice outlet.

Hopefully you found some of these suggestions useful. GLHF.

xyr0s on Angelic Vial

4 weeks ago

Vial decks tend to play a lot of the same creatures, since they use creatures of relatively similar cost, and mostly with strong etb-effects (the real text on Leonin Arbiter is "when leonin arbiter enters the battlefield, counter target fetchland"). There are a lot of different creatures that qualify for use, but no more than you end up seeing a lot of "usual suspects" repeatedly, and overall Aether Vial does force your deck into a certain shape: 25+ creatures, and creatures with casting cost 4 or less (usually centering on 2 or 3). If what you want to do is to play bigger creatures than that, ramping is more efficient than vialing (efficient = faster) - also since creatures you ramp in are more powerful on their own, and with vial-sized creatures you have to rely on synergies between them. In this deck, there is a Thalia, Guardian of Thraben - but not the synergy pieces. Thalia creates pressure on mana, but not very reliable, since there's only 4 thalias and nothing else that helps on this strategy. A common approach is to follow up with Aven Mindcensor and Leonin Arbiter, since they put even more pressure on opponents mana, at least for opponents who search out their lands, with fetches, or with Expedition Maps or with Primeval Titans. And if you expect lots of combo, you could have Judge's Familiar in the sideboard. All this to say, that there's good reason to bring the full package for vial'ing, even if it does make your deck a little bit similar to something that was once played by someone else.

Also: Sorry to say, but Elvish Piper is rubbish. 2 problems: Even if you ramp like a boss, you can't play it until turn 3, and activate it until turn 4. This means you opponent gets 3 or 4 turns to act in - some decks will close the game in that time, but even those that don't will be able to find an answer to your piper (it's a 1/1 creature with no protection). It's not just some decks that can remove it, it is more or less each and every deck in modern. Second problem: No redundancy. There's only Elvish Piper that functions like elvish piper, unless you count Quicksilver Amulet as a kind of piper too. And then what do you do in those games where you don't draw piper, or it is killed right away?

Both vial and ramp are relatively simply plans, at their core, even if they are not simple to play. They also both take up the space in a whole deck, and they don't really have any cards in common. But if you want something that feels a bit like both, you could go for something like Sun Titan-Emeria, The Sky Ruin, and a bunch of things you can pull out of graveyard with titan. And some early-game ramp with Sakura-Tribe Elder and Renegade Rallier. If you want to play ramp, I'd suggest you go for a more land-based kind, since creatures have a tendency to die at inconvenient moments, and there's simply less land-removal played on average. With land-based ramp, you can play sweepers without shooting yourself in the feet, and that makes some match-ups a lot easier.

And last: I simply don't get angel-tribal. The creatures are too costly in mana to be much good in the early game, and doesn't really synergize as well as other tribes do. Each of them is pretty strong, though, there's just no real reason to play them as a tribe, apart from a taste for illustrations of winged women with long legs. But in this deck, even those angels that could be synergy/combo components, aren't. There's no Spike Feeder for the Archangel of Thune and no Avenger of Zendikar for the Sublime Archangel. Again - are they really the best thing you can ramp into? Or even the funniest?

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