Archangel of Thune
Creature — Angel
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.
Printings View all
|Iconic Masters (IMA)||Mythic Rare|
|Magic 2014 (M14)||Mythic Rare|
Combos Browse all
- Archangel of Thune + Resplendent Angel
- Archangel of Thune + Fathom Mage + Horizon Chimera
- Archangel of Thune + Spike Feeder
- Archangel of Thune + Spike Feeder + Walking Ballista
- Archangel of Thune + Kitchen Finks + Viscera Seer
- Archangel of Thune + Scavenging Ooze
- Archangel of Thune + Brutal Hordechief
- Archangel of Thune + Sage of Hours + Spike Feeder
- Archangel of Thune + Walking Ballista
- Archangel of Thune + Horizon Chimera + Sphinx's Revelation
|Commander / EDH||Legal|
Archangel of Thune occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.03%
Archangel of Thune Discussion
2 weeks ago
4 weeks ago
Yes, once you successfully cast Archangel of Thune then it is considered to be in play and would trigger from you gaining life from Seraph Sanctuary. If Seraph said whenever you cast an angel then Anchangel would not be in play yet to see the lifegain.
4 weeks ago
You would get the +1/+1 for Archangel of Thune entering the battlefield. Here's how the stack works:
Archangel of Thune enters the battlefield, which triggers Seraph Sanctuary. Seraph Sanctuary's ability resolves and you gain 1 life. Because Archangel of Thune is already on the battlefield, its ability will trigger and resolve, giving it a +1/+1 counter.
4 weeks ago
Pervavita Goretast Thanks for the answers! Also thanks for the info about that forum, I'm new to this site and must've missed that forum. I do have another question I just thought of, with Seraph Sanctuary on the field when you play Archangel of Thune would it get the +1/+1 counter because you gained the life from it entering with sanctuary? I'm assuming yes, but I want to clarify!
1 month ago
$100 in updates added here. acquiring and/or updating the paper deck for playtesting. Still doesn't feel it has enough focus on the infect line, but in the last 2 tournaments, each win was accomplished with the infect line.
Further updates after some testing. Spike Feeder and Ajani's Pridemate may not be right any longer. Archangel of Thune + Walking Ballista have no interaction either which is bothersome. Even Heliod, Sun-Crowned + Spike Feeder is only infinite life which isn't useful.
I decided not to put Restoration Angel and Felidar Guardian to draw the entire library with The Great Henge, mostly because I'm not sure how that's going to win me the game, and costs a lot of dead-draw cards outside the combo. All the pieces are tutorable, so probably should be in, just need to figure out which cards come out.
1 month ago
Archangel of Thune is by far my favorite piece of mtg art.
1 month ago
+1 for the name alone, love it!
First thing I'd suggest is you up the number of lands you're running to somewhere in the 21-23 range. 16 lands makes it EXTREMELY unlikely that you'll be able to consistently hit your land drops - the only decks that run that few are burn decks with their most expensive spells costing 2 mana. If you want to even think about playing 4+ mana spells, you're going to want more lands.
Moving on to more targetted feedback - if you want to upgrade it, I think you'll need to pick a direction to move the deck in. Right now it's less of a deck and more of a pile of green and white cards (not meant to be a slam on you, that's how most people enter/re-enter the game). You've got some solid +1/+1 counters cards like Gyre Sage and Hardened Scaled, and you've got some solid lifegain-matters cards like Heliod, Glorybound Initiate, and Lone Rider. I'd recommend on honing in on one or both of those strategies, and replacing cards that don't work toward one or both of them (like Primal Druid and Moss Viper, just at a glance).
If you want to hone in on lifegain, you could look at Ajani's Pridemate and more Lone Rider Flip. For a bit more money you could look at Dawn of Hope. Another step up in price gets you stuff like Ajani, Strength of the Pride and Archangel of Thune. And at the very top you could look at more Heliod, Sun-Crowned. To gain life you could look at Healer's Hawk, Ajani's Welcome, Revitalize, or Daxos, Blessed by the Sun.
If you want to hone in on counters, you could look at (I don't know this arhcetype quite as well so I can't give you price brackets, you'll have to check yourself) Animation Module, Stonecoil Serpent, Nissa, Voice of Zendikar, Tireless Tracker, Jadelight Ranger, Experiment One, Huatli's Raptor, Mowu, Loyal Companion, or Knight of Autumn. There's probably more excellent cards in that category as well, but like I said I don't know that archetype as well (I'm better versed in BLUE green counters).
You also don't really have much in the way of creature removal, which could prove dangerous. Selesnya Charm and Banishing Light are alright, but I'd up how many you're running if that's going to be your only removal. Declaration in Stone is a premium white removals spell you could look into if you're looking for upgrades in that department.
These are all just suggestions though - you should build and play the deck however you find it most fun. It is your deck, after all! Whatever you decide to do, good luck and have fun!
1 month ago
On the opposite side of the coin Ive been doing a lot of Aurelia deck reviews lately, so based on my past experience heres what changes I would make. The first issue that jumped out at me is the number of 3 drops. This always becomes a problem when you run a lot of the swords, however when deck building I will often shift the swords to the 5 CMC slot visually just because that is much more inline with how they perform. Anyway with this being the case I always want to make sure my 3 CMC cards are essentially over performing because its so crowded, and the other thing is that you do want to have some number of bigger plays as the game goes later or if someone ramps hard. I recently destroyed all the tokens of Avenger of Zendikar with an Elesh Norn which was 7 drop vs 7 drop...you won't get that by running entirely 3 drops. When the game gets big, you want some ability to go big as well.
I would probably cut captain lannery storm as a result. I would add signet or talisman in its place. Combat celebrant has generally also underperformed for me so In place of that, the card you need more than anything else in this deck is Elesh Norn, Grand Cenobite its removal, and its team pump for a deck full of small creatures. In short its a game winner.
Depending on how winds of abandon is performing, that would most likely be the slot for generous gift/chaos warp. By running both of those I notice that glacial chasm and spore frog aren't nearly the problems they used to be for me. In general I don't love that wind's of abandon gives something back to opponents, it can be a problem sometimes, so I might go for Volcanic Offering instead since blowing up key lands or just slowing your opponents while also taking out the 2 best creatures in play of your opponents.
Next Outpost Siege has never been my favorite, Light Up the Stage is a bit more immediate, but lately Ive been really hot on Commune with Lava especially when you've got feast and famine in play since you can float mana. Commune has the ability to grab 2 early if you just need a land or you can scale X to go bigger in the late game. You'll need to play it a few times it does require a small amount of skill to get it just right, but Id go that route over outpost. Tome of Legends is a card that i am currently trying to get tested, but i never seem to draw it, however it looks very promising in Aurelia. Beyond that, I've also used Prophetic Flamespeaker in the past. It wears equipments well and will get you to look at some extra cards, and it works best in a low curve deck like this because of the nature of impulse draw.
Here are things that I very much want to add but don't have room for but you might want to consider. Blackblade Reforged it deletes players from the game, especially if you have double strike. Umezawa's Jitte its easily the most complicated equipment since its range of performance goes from does nothing up to wins the game. Neheb, the Eternal It just makes so much mana and its good on attacking and blocking also. Archangel of Thune predominantly to make your hate bears bigger and close the game quicker.
Here are some very interesting cards to think about that Ive used or have been trying to test more. Backdraft Hellkite slow but flashback on your spells. Helm of Possession Turn your 2 drops into someones consecrated sphinx or commander. Its somewhat skill intensive, but stealing other peoples stuff is absurdly powerful. You currently don't have a fog effect other than teferi's in the deck which makes me nervous, maybe its a meta call but I really like a fog that can be brought back with mist veil plains so Comeuppance or Dawn Charm depending if you value the lower CMC vs more power. Also as a nice, this deck does look a bit soft to other aggro or big stompy decks.
Next, lets talk about stax. You've got some light stax to medium stax happening in this deck. If you want to bring it to the next level here are some super nasty options. God-Pharaoh's Statue this thing makes it super hard for your opponents to cast anything and just grinds them to hault.. they won't be comboing off through this. Next, my personal favorite its very good as you get toward the Cedh side of things, is Winter Orb once again it crushes combo decks, crushes tatyova and golos style decks and other big ramp decks, and really any deck that doesn't have just tons of big creatures in play. Its very skill intensive, but the key to break parity is Feast and famine and Neheb. Next Blind Obedience its nasty, and if you draw enough cards its a win condition, plus life gain which is also relevant. If you find that other aggro or stompy decks are problem, take a look at Angelic Arbiter you basically don't lose to creature decks. Aura of Silence is also very real, sometimes a little slow but can come back with sun titan...happens occasionally.
I personally wouldn't mind seeing another protection spell in the deck. Many choices available here Eerie Interlude, Legion's Initiative Brought Back and even just Cloudshift Ephemerate bring some amount of protection but can also be used for the 3rd combat trick amongst other things.
Alright those are my thoughts for now. I am sure thats plenty to think about. Let me know if you have any questions :) -PJ, Commander Replay