|Commander / EDH||Legal|
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|Magic 2015 (M15)||Rare|
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Avacyn, Guardian Angel
Legendary Creature — Angel
1W: Prevent all damage that would be dealt to another target creature this turn by sources of the color of your choice.
5WW: Prevent all damage that would be dealt to target player this turn by sources of the color of your choice.
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Avacyn, Guardian Angel Discussion
2 weeks ago
If you people are willing to accept a tier 4 list, I like to think I've made a pretty damn good Avacyn, Guardian Angel deck.
2 months ago
Whoops my bad! I was thinking of Avacyn, Guardian Angel, I should RTFC!
2 months ago
Ouch... evil commander deck... +1 love mono
You might like Nykthos, Shrine to Nyx and Mistveil Plains for more land diversity and utility. Also perhaps cycling lands for late game, when you find yourself with too many Plains ; Drifting Meadow, Desert of the True and Secluded Steppe
have a good day!
3 months ago
I really like the deck I would only want to change Avacyn, Guardian Angel with Archangel of Thune. Maybe even look in to Herald of War would just help out getting Angels and Humas on the the battlefield. I'll try and think of some more stuff.
3 months ago
Oooh positive ones, I like that idea too!
The Low in Sodium
This player is characterized by being both a good sport when winning and when losing. Rarely, if ever, do they get salty. Common quotes:
- "Dang, that card is awesome!"
- "That was such a close match, I can't believe I actually won."
- "I really like your deck, I can definitely tell you put a lot of hard work into building it."
This player starts first with the goal of making sure everyone has fun in the multiplayer games, and knows how to balance the common goal of winning with the perfect level of power for the group. Common quotes of this player:
- "Tap my Homeward Path so that everyone gets their creatures back."
- "I'm not gonna hit you cause you're mana screwed."
- "I wanna see how your Avacyn, Guardian Angel deck plays out, so I'll play Fog to save you."
The Most Interesting Opponent in the World
This player doesn't always play, but when they do, they play such unique homebrews that you are just blown away by the talent they have in building their interesting decks. Some common quotes:
- "I really wanted to play with Lich, so I built this Selenia, Dark Angel deck so that I can play stuff like Repay in Kind and Reverse the Sands."
- "Have you heard of the Mesmeric Orb Basalt Monolith combo?"
- "At your end step, I am going to cast Kaervek's Spite to sacrifice my entire board, triggering Academy Rector to get Barren Glory."
The Deck Doctor
This player has a lot of experience building decks and playing in the format, so when they offer help, you know the deck is going to get much better. Some common quotes:
- "One of the nice things about playing white is that you get quite a few efficient spot removal cards for any type of permanent!"
- "I see you are playing Tooth and Nail, do you have Craterhoof Behemoth in the deck?"
- "If you are having trouble staying out of topdeck mode, here are some cards in your colors that you can use to keep your hand filled."
3 months ago
I tried the same strategy with the Fog effects in a similar white deck, and I found that with white lack of card advantage/no Constant Mists card it was hard to get them to work as well as I'd like. I couldn't guarantee I'd have them early enough for them to matter, and a multiplayer game compounds the problem. I have moved onto cards like Righteous Aura, which don't stop all damage but can hit key targets, and also doesn't target so it gets around Hexproof. A couple of fogs are still handy tricks, but I think you'll find removing the creatures permanently does a much better job. You're already running a good amount of sweepers so I think you've got that handled. One niche card you may want to look at is Avacyn, Guardian Angel. Her second effect is very costly, but she's a 5/4 vigilance that protects your other creatures with just a 5cmc.
I playtested your deck a couple of times, and the early game is slow. More early ramp like Mind Stone and Fellwar Stone should help, and consider Knight of the White Orchid, Oreskos Explorer, Solemn Simulacrum, and Kor Cartographer as ways to put more lands into play. Your commander is indestructible, but counters and exile effects still abound. That commander tax adds up. Gift of Estates is another budget way to find lands.
Angel of Finality is a fine angel, you always need graveyard hate in this format.
6 months ago
Since I have already created threads that list commanders and planeswalkers by home plane, I shall now create a thread that lists legendary creatures who have appeared in core sets by home plane.
As with my previous lists, I shall first list the planes known to be home to at least one legendary creature who has appeared in a core set alphabetically by name, and then list each legendary creature from that plane who has appeared in a core set alphabetically by name. If that creature is from a specific region of that plane or is a member of a specific faction on that plane, I shall list that region or faction in parenthesis after their name.
Legendary Creatures Show
Nefarox, Overlord of Grixis (Grixis)
What does everyone think of this list? Is it sufficiently informative? Have I improperly labeled any creatures? Any feedback would be greatly appreciated.
6 months ago
Oh hey! It's always great to see somebody getting into group hug, I feel like I've had a fair amount of experience playing group hug and politics in general (My first deck was How to Have Fun in EDH - Phelddagrif Surprise) and from my experience I've noticed that people tend to love group hug in the first game that you play, and slowly gravitate towards disliking it. I'm here to help you with preventing that slow decline, because after playing a lot of other decks I've realized that it is preventable if you play the game with enough tact.
The decline in "fun" was partially due to the way I was playing, but also due to the fact that with group hug a) it can make the games last a lot longer, b) people start to become wise to your tricks and the fact that you have win cons in mind and c) group hug can cause the game to change significantly, which means that people sometimes don't get to play their deck the way they wanted to play it. Here is my explanation for each:
a) While it might seem nice and innocent to prevent damage dealt to people and/or give them life (using Avacyn, Guardian Angel for example), all it is really doing sometimes is prolonging the inevitable, and taking away the impact of attacking (see part c). Drawing a lot of cards is fun, but then the control player might end up with an answer for everything. Getting lands/creatures is fun, but it can cause a full-board stalemate. In addition, generally when people have more options/resources, they end up taking a lot longer to play through their turn.
b) Cards like Felidar Sovereign can really turn off players to the idea of group hug, since it sort of removes the veil of friendliness from the deck. The problem is that if you put obvious win cons in the deck, players will start to get suspicious of your every move. For example: If you start giving a player life/hippos, instead of thinking "wow what a nice guy" they might start thinking "hmm, they are probably trying to buy some time since I bet they have a win con soon"
c) I think your deck is a lot better for this than mine (since mine was just all-out group hug with no remorse or concern for limits), but generally I've noticed that when you give players a lot of resources, their initial plans go down the drain; the control player now could have a lot more ways to prevent things from happening, the Johnny now has an army of hippos to block while he searches for his janky combo, the Timmy is complaining because he keeps slamming down awesome creatures, only to have them countered, and that one guy with the really bad deck is still struggling because no matter what resources you give him, everyone else is still benefitting a lot more.
Now there is a very clear rebuttal to all of these: "Well I don't necessarily have to give EVERYONE resources, just the people that need help/are being nice". This is a fairly sound argument for a few games, but then people will get tired of playing "Be the group hug player's friend or lose the game". This is why tact is extremely important.
My advice: Go ahead and have fun: the deck looks fun, the archetype plays fun, but don't go all out every game. Give yourself one game to get to that sweet sweet group hug singularity, but after that practice a bit of self-control. It will help you a ton in the long run.
For example, try limiting yourself to only activating each of Phelddagrif's abilities once per round (or once per player per round) or reconsider using Avacyn, Guardian Angel because it might come back to bite you when people want the game to end, or at least try to leave yourself tapped out sometimes.
Another piece of advice from me is to try to make your win cons more well-hidden. For example, try putting in a Prosperity and a Elixir of Immortality instead of a Felidar Sovereign, then use some group ramp spells like New Frontiers to give yourself enough mana to use it for lethal in an emergency (but of course that was't the intent of putting it in, just something you realized later, right?). I'd suggest removing some of your pillow fort cards like Collective Restraint and Ghostly Prison so that people aren't avoiding attacking you because they can't, but because they don't want to. Giving people choice is the best thing to do
And that segways into the most important thing about politics in EDH: People want control. The reason why so many combo decks aren't fun, the reason why control/stax decks are just so annoying, the reason why people can get so upset at having their creatures killed are all because it took control away from that player. This is why cards like Swans of Bryn Argoll are so freakin effective, because the resources aren't just there - you have to work for them, and it pays off when you get them. Unfortunately, most group hug decks don't realize this, which is why there is such a huge gap between group hug and politics sometimes. Take my grixis control/group slug deck as an example: (source: Your Best Evil Friend - EDH Tempting Deals) Grixis, Control, Group Slug, but somehow heavily political; It's because so many cards that I use give the opponent options, and in the end THEY are the ones making the decision to (with Ludevic's ability), attack somebody other than me or even hurt themselves to draw cards. Mages' Contest is an objectively BAD counterspell in a blue deck (aside from the ability to use red mana), but it puts the burden of having one's spell countered on my opponent's shoulders, making it a surprisingly GOOD card for politics. Other counterspells are still used, but only when the control player already tried to interfere or somebody is getting obviously oppressive/out of hand. This is why vows (ie Vow of Flight, Vow of Wildness and Vow of Duty) are so effective: people can't attack me, but they still gained something, and they still have the same (or even more) control over the outcome of the game. Other players don't like it? Well hey, I'm just trying to keep myself from dying. Have some cards as compensation. Fecundity is also great for this, depending on what kind of decks you are playing against. You don't have control over who gets to draw cards, but it is a nice little present to the guy who just had his stuff killed, and it makes for a funny reaction when a boardwipe comes down.
Anyways, I hope through this random amalgamation of thoughts I was able to help in any way, I usually don't write this much but I have so much to say about politics in commander. It requires a lot of finesse but it pays off to see your friends having fun while you still have a big impact on the game. I hope you have fun, and let me know if you want any card suggestions! I didn't want to make this too much bigger which is why I left a lot out. poorpinkus out