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Authority of the Consuls
Creatures your opponents control enter the battlefield tapped.
Whenever a creature enters the battlefield under an opponents control, you gain 1 life.
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Authority of the Consuls Discussion
2 days ago
Wow, I haven't been on untap lately, but the arguments about this deck turned pretty interesting. I would like to state my opinion.
First off, HeavyR, Shapers' Sanctuary does work with Blossoming Defense. Your opponent casts say Lightning Strike on your creature, then the sanctuary trigger goes on the stack. You can respond to the trigger by casting Blossoming Defense on your creature. Now let's resolve the stack: first the Blossoming Defense grants the creature +2/+2 and hexproof, then you draw a card from Shapers' Sanctuary, then the Lightning Strike looks to see if it's targets are all still valid. They aren't since the creature has hexproof and thus it fizzles.
While we are at it, let's make another correction: FlabbyAbs said there are no Overruns in standard. We actually have exactly a powered down overrun in Overcome. Is this something you want in your deck? I don't know how your deck tends to play out when facing other standard decks, but if you often sit on 3-6 creatures but no window to attack, then sure. If you have trouble sticking more than 2 creatures on the board don't even consider it. I would also like to think Overcome is simply better than Engineered Might.
Personally I'm a huge fan of Heroic Intervention, but only as a 1 or 2-off. I was lucky enough to draft two of them in an Aether Revolt draft last year and I went undefeated. The strength of the card lies in it's ability to take care of a lot of problems your creatures might encounter: Blockers, Attackers, Removal and Wraths. I would include a copy mainboard, and maybe one in the sideboard as well. Blossoming Defense just keeps perfoming in the games i've seen it. In my opinion it's the only card worth splashing green for, and I would prolly run the full playset if you don't run Heroic Intervention. If you run heroic, I would run a 3-1 split between the two. Cut Sheltering Light, it's just a way shittier card than the two great green options.
Lifecrafter's Bestiary is a really good card, and in a slow control game it's totally insane. It's a sideboard card for sure, but a VERY good one. The scry is already great and the card advantage is completely stupid after drawing 4-10 cards. It also synergizes with Oketra's Monument. How? Well, both cards big weakness is Abrade. The way to counter a specific removal type is to run no targets for it or way too many targets to handle anyway. While we are on the topic of Oketra's Monument, i see no reason not to run 4. The only downside is the legendary tag, but I can't think of a case where you wouldn't want it. With bestiary it becomes "Whenever you play a creature, put a 1/1 warrior token onto the battlefield, then draw a card", since the discount and extra price counteract eachother. Good stuff.
I guess I have to state my opinion on Shapers' Sanctuary and Authority of the Consuls. I don't agree with the point that bringing down the curve makes the deck more aggresive. When neither of the cards impact the board, it's a no-tempo play. Authority is great against mono-red but the purpose HeavyR presents is to delay every blocker your opponent plays by one turn. While I agree with HeavyR that you should have a way to deal with blockers, there are honestly tons of ways to do this. Angel of Sanctions removes a blocker twice, while also developing your own board. Surprisingly many decks don't play a lot of creatures early anyway. And you deal with counterattacks very well by having vigilance from Radiant Destiny and tokens form Oketra's Monument. I would say that blockers is not really your big concern with your current list. Shapers' Sanctuary is a little more tricky. Remember that it's only good if it draws 3+ card. Drawing one you might as well just play a card with cycling, and two cards for is fine but not really impressive. And this is if you draw it on turn one, wich you are unlikely to only do. Ask yourself: If I play this on turn six, can I still expect to draw at least 2 cards? If that's the case it's awesome. If not it's a lot worse than just running Dissenter's Deliverance or something like that.
I will move on to the maybeboard and some mainboard creatures now, since you asked for it. But first remember this is my opinion on your deck. Whether to run one creature or another comes down to three things: How much you should play it, how well it actually performs and how much you want to play it. If you are really competitive the last one doesn't apply but either way I can only supply you with the first one. Here are my thoughts either way ;)
Tocatli Honor Guard is amazing... If you were your opponent. But you are unlikely going to damage your opponent more than yourself. In fact, this is the kinda deck I would love to play Torpor Orb against, seems stupid to develop it yourself.
Maulfist Revolutionary is usually a surpricingly good card, and the 3/3 trample is pretty nice in itself. If you stack the triggers right you can even play it as a followup to a turn 2 Metallic Mimic to get a 5/5 trample. However, it seems very inconsistent especially with the . I would not play this.
Narnam Renegade fits into the same caterogy: pretty good when it works, but it doesn't so it's not good enough. You don't trigger revolt often enough to make it worth it, and your deck does not need a deathtoucher (no Pounce/Prey Upon/Nature's Way to abuse it).
I like the idea of Trueheart Duelist. It's a good blocker, but mostly it's a recurring creature and a token. If you include a playset you might wanna consider running a single Anointed Procession as well. By now you have enough good tokens to justify it.
Rhonas's Stalwart is a pretty cool idea, but the card is mediocre. If you want to play warriors, Bitterblade Warrior used to be a powerhouse in limited. You know what else used to be a limited powerhouse though? Gust Walker. It's sadly not a warrior but on every other level it's almost strictly better than Stalwart. This would be my choice for two-drops 9 and 10, after Metallic Mimic and Glory-Bound Initiate.
The reason to play Sunscourge Champion would be to gain life while playing creatures. Ask yourself: Why do I need 2-6 life? The answer would most likely be: I don't. There is another reason to play it, but that would require a different deck. However, if we for a moment pretend you already play 4x Oketra's Monument instead of two and also choose to play 4x Trueheart Duelist and 1-2x Anointed Procession it is very good. It helps avoid getting flooded with legendary Monuments, and it also has the potential to be doubled, wich is insane. This would be a big detour from your deck, so I'm not sure this is something you want. It's a great sideboard card though, because you might suddenly be in a spot where lifepoints are very dear to you.
Last note: some sideboard cards seem odd. Ahn-Crop Champion seems weak, even though it does help combat enchantment-removal by being a creature version of Radiant Destiny. Ashes of the Abhorrent is only good against Torrential Gearhulk since it also hurts your own angels. Engineered Might I already mention, and lastly Restoration Specialist seems bad. I get the idea, but you might as well just run some more of the enchantments you want back from the graveyard, and it's not a human nor a warrior.
The deck has improved greatly already, so great job! I hope my suggestions are less of an annoyance than a help, I know my comments tend to be on the long side ;)
3 days ago
FlabbyAbs Thanks man,Trueheart Duelist has been a card i've wanted to slot in for a while. Tbh at the moment i am just reading up and considering alternatives on how to improve/prepare the deck. HeavyR i am currently testing out different defensive mechanisms, while i've been away for some days now i haven't been able to work on the deck at all really. As for Authority of the Consuls, FlabbyAbs summed it up pretty well i would say. Lifecrafter's Bestiary has also been on my list of "need to test" list. But sadly due to my work there are only so many hours of the day.
I appreciate your input a lot guys! Thanks a bunch <3
ps. FlabbyAbs i have only glanced at dominaria, but i like the sound of it!!!!!
3 days ago
yeah white also has means to protect stuff. Aven Mindcensor beats Lost Legacy. Besides the usual suspects Baffling End, Ixalan's Binding, Cast Out, Settle the Wreckage, Authority of the Consuls, and Fumigate.
Thinking I'm gonna pull Metallic Mimic
3 days ago
4 Authority of the Consuls seems like it's overkill.
I would also think a couple of Mirran Crusader would be an upgrade it the current meta.
Cool deck dough.
4 days ago
Although I agree with HeavyR about Heroic Defense being lame most of the time Authority of the Consuls is a pretty bad card in general. Nothing prevents creatures from attacking you. It just taps them. And try topdecking it. You'll throw it in the trash soon after. If you were playing R/W aggro I could almost find a reason to play it.
Unfortunately, for these shells there's no overruns in standard. You simply have to outmatch your opponents based on sheer value. Lifecrafter's Bestiary in the 75 is time tested and approved. Or doing more of a value oriented theme with Monument to flood the board.
4 days ago
I feel like Shaper's Sanctuary and Blossoming Defense are counter intuitive. They're both green 1CMC plays, but if you give something hexproof, it wont trigger the sanctuary. If you're only using it as a means to protect your Vizier of Deferment or Angel of Sanctions, or to push through fatal damage, then it is perfect. I've found that most Tribal strategies are much more susceptible to wrath and non-targeting effects such as Settle the Wreckage or Bontu's last Reckoning. This is especially apparent games 2-3 with sideboard swaps. Which brings up another point on Heroic Intervention, which is how badly situational it is.
Getting 1 for 1'd is ok and the draw from Sanctuary makes it tolerable. You're running so many enchantments mainboard, it is very likely people bring in all their enchantment destruction game 2. This is when you side more Blossoming Defense in as a combat trick for the Sanctuaries or other enchantments.
Heroic intervention is only really good against Fumigate and Bontu's reckoning, as far as standard goes currently. It does not help with Yahenni's Expertise, Golden Demise, Settle the Wreckage, Sweltering Suns, Vona's Hunger, or River's Rebuke.
Mainboard, i think Authority of the Consuls fits your deck's style, since you want those lanes open to get in damage as fast and early as possible.
Overall I would drop the Interventions and a radiant destiny and Monument to make room.Maybe 3 Sanctuaries, and 3 Authority's to give you solid # of turn 1 permenants. This will also help bring your average CMC down so you dont have to add an extra land(which i would suggest overall b/c 5drop fliers).
Engineered Might could be another Win-Con for you in this specific color pair, but Rhonas is the engine you really need post sideboard to push damage through.
5 days ago
So, speaking as an Angel fanatic who refuses to give up on the idea of a Modern-competitive Angel-themed deck, there are a few things you have to consider. One is that your CMC is far too high. You'll be killed while having a hand full of cards you're still turns away from casting. You don't have near enough removal, or things you can do early in the game.
First thing you'll probably have to do is come to terms with having some non-Angels in there. I had to, but it doesn't have to break the theme. Thalia, Guardian of Thraben is a servant of the church of Avacyn, and in general a holy warrior, and fits the theme. She's great for slowing up decks, trades well early on, and helps buy you time to bring out the big guns. Knight of the White Orchid is great, as you've seen, and combos well with Emancipation Angel.
Here are a few general thoughts, and I hope they help.
This needs to be changed a ton. Some are redundant, most are too expensive and don't do enough to compete.
Herald of War: This card doesn't do much, although you'd think it'd be helpful. It's a 5-drop, though, so by the time it comes online, you can already cast all the stuff you'd want it to speed up for you. For the same price you could have out Baneslayer Angel or put out something cheaper but generally more effective, like Angel of Jubilation.
Most of your creatures are too expensive and don't do enough. Even Platinum Angel at most stalls out until it can be removed, which is pretty easy to do. I'd ditch that one, and almost all the others. Even my favorite creature in all of Magic: Avacyn, Angel of Hope.
Start by looking at mana costs. If you don't have a 1 CMC creature, then you need at least 2-drops. So start with probably at least 3 (I run 4) Thalia, Guardian of Thraben. Knight of the White Orchid is also good, and if not that, something that disrupts your opponent like Grand Abolisher. Good blockers like low-cost Knights and Soldiers help hold the line until you need to bring out the big guns.
Angel of Jubilation is pretty amazing. Prevents some strategies while buffing your creatures to win battles. Also, that art is unbelievable.
Linvala, Keeper of Silence is also pretty nice. Good body for the cost and she can also shut down some decks almost completely. My Elves hate her, for instance.
For your top end, don't bother with going past 5 CMC, generally. Baneslayer Angel is pretty strong, but so is Sigarda, Host of Herons. You could also use Sigarda, Heron's Grace if you're going with more Humans for your low-level guys.
These can all go. Most are too expensive to put out and equip, and Angels tend to be pretty strong. They don't need many buffs. Your low-level guys could use them, but you'd be better served by putting out more creatures, or having more removal or defensive spells. Spear of Heliod isn't bad, but it's expensive and requires the creature to have done its job of bringing you closer to loss before you can do anything about it.
If you're intent on equipment, the various Swords work, and I'm a fan of Sword of the Animist, which helps you get lands out. I don't know that I'd bother with most of this, though.
Armored Ascension isn't bad if you can get it off, but I'd probably rather just run more Ghostly Prisons or the like. I'm not a big fan of expensive Auras because you can easily get 2-for-1'd trying to put one on. Brave the Sands isn't bad if you have a lot of cheap creatures, especially if they have first strike. For the same cost, Dawn Charm also has a lot of real useful modes.
You need far more removal. Path to Exile is a must. You could also put in Leonin Arbiter to help stuff their ability to benefit from Path or fetches. I'd run 4 Path, for sure. Any number of defensive spells can be good, like Brave the Elements for blocking or swinging through blockers, or Authority of the Consuls to slow down aggro and get you a fair bit of life.
Board sweeps are nice, and if you go GW, Heroic Intervention can help protect your own creatures from them or turn a combat into a complete rout. Settle the Wreckage has a similar drawback to Path, but a lot of Modern decks run few basics, and even if they get a few lands out of it, an entire attacking force being exiled is absolutely crippling. It also combines well with Leonin Arbiter. They could attack all-in, get exiled, and then be wide open to your counterattack. Do that once or twice and soon your opponents will think twice if you have cards in hand and untapped lands. Wrath of God is also great.
At least in the sideboard, Leyline of Sanctity is also amazing. Great devotion if it starts on the field, and when it's good, there's nothing better. Shuts down a lot of discard, burn has a hell of a time with it (especially if their creatures can't get past yours), even mill and general black staples like Thoughtseize get hosed by it.
Take a look at various Modern lists of what the best white spells are. Consider opening up to white/green, which solves a lot of mono-white's issues. Run more removal. Definitely run more low-cost creatures, and stabilize the higher-level lineup. You want more on the low side to help you buy time to bring out a Baneslayer or Angel of Jubilation to help you land a decisive attack. Some sweeps can help you control the board state.
6 days ago
You found a good deck. But, if you want to make it better, here's just my thoughts. I'll make a list.
1:Improve the manabase.
Cut some of the colors(down to Abzan).
Cut the cycle lands.
2:Improve the creatures.
3:Add more token generators.
Add more Hidden Stockpile.
4:Improve the Planeswalkers
Add one more Huatli, Radiant Champion.
Maybe add Vraska, Relic Seeker.
5:Improve your token spells.
Add 2 more copies of Sram's Expertise.
Add a playset of Servo Exhibition.
Maybe add Queen's Commission.
Fatal Push is not out of place.
Vraska's Contempt is also pretty useful past turn 4.
Radiant Destiny could be useful.
Fragmentize is useful against Mardu Vehicles.
Hope this is helpful!