Baneslayer Angel


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
From the Vault: Angels (V15) Mythic Rare
2011 Core Set (M11) Mythic Rare
2010 Core Set (M10) Mythic Rare

Combos Browse all

Baneslayer Angel

Creature — Angel

Flying, first strike, lifelink, protection from Demons and from Dragons

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Recent Decks

Baneslayer Angel Discussion

kineticstasis on ∆ ILLUMINATI CONFIRMED V. 2.3??? ∆

2 weeks ago

Nice deck! I've been thinking about building Karlov and I had a couple questions about your top end choices. Personally I'm not big on cards like Baneslayer Angel and Divinity of Pride that are just big blocks of stats; how have they worked out for you? I'm also concerned Pontiff of Blight, Righteous Confluence, and Sorin Markov wouldn't give you your mana's worth. Have they performed well for you?

I have a couple cards not in your list I'm thinking about and I'd be curious to hear your opinion of them. I'm a big fan of Weathered Wayfarer in any white deck without green. Defiant Bloodlord, Rhox Faithmender and Wall of Reverence all seem like natural fits in Orzhov lifegain strategies. I recommend Ashes of the Abhorrent as dual purpose graveyard hate and extra lifegain triggers, and speaking of lifegain triggers this may be a good home for Curse of Vitality. Finally as a different top end threat I think True Conviction is really powerful here.

I saw you are trying to avoid infinite combos and chose only the Sanguine Bond half of the lifedrain combo. Has that worked out for you or have you considered swapping for the Exquisite Blood half instead? Also, if you're already playing Sanguine Bond I don't think Vizkopa Guildmage would create any infinite combos it wouldn't as well.

xyr0s on How can I enjoy modern ...

3 weeks ago

You're very welcome.

A whole low-budget meta? I actually think it's some of the same strategies, you'd meet in tier decks, that you see in more budget-conscious decks, just with some other cards. Tron is a big mana deck, but if any card would work against tron, it would most likely work just as well against a deck that ramps on Utopia Sprawl and Arbor Elf. Zoo is a creature based aggro deck - cheap, efficient creatures, turned sideways as soon and as many times as possible. Anything that works well against that, works well against other decks with similar strategies. And no one in your local meta abusing the graveyard? No Lingering Souls? No dredge? The day where it becomes a thing, get a set of Relic of Progenitus, Nihil Spellbomb, and/or Rest in Peace, and you should be fine. It doesn't matter if it's against a top-tuned deck full of tarmogoyfs or a homebrew that abuses the scavenge key-word: An empty graveyard is equally useless to them.

I got the part about enjoying modern, but actually figured that it was somehow related to slightly skewed expectations - you hoped for a longer building phase, like 5 turns or so, and felt that the fast strategies kind of abuses or wrecks the game. And while "winning" is not the same as "enjoying" a game, it's hard to enjoy constantly losing to strategies that feels unfair (hint: they aren't, and when you play a fast aggro deck, it feels like cards such as Pyroclasm and Ensnaring Bridge are brokenly unfair). But fair warning: control decks are for some reason often the most expensive to build - it's like they are just made of money (Jace, the Mind Sculptor, Snapcaster Mage, Cryptic Command, Celestial Colonnade - and that's just the most expensive parts of the UW control decks, but it's not like the rest of the deck is for free either). It goes a bit easier with aggro - I have this one for example, which is ridiculously cheap: kuldotha 8whack.

That said: I went looking for budget friendly cards, that rarely sees play, but in a budget-friendly meta might be solid for control and/or midrange, and found... Porphyry Nodes, Forbidden Orchard, and Renegade Rallier. I haven't tried this, but I think it looks viable. You play Porphyry Nodes as soon as possible. Use Forbidden Orchard to ensure that your opponent always has the smallest creature on the table. And Renegade Rallier to get Porphyry Nodes back if it dies - it can also bring back other things, like cycle- and fetchlands, Ghost Quarter, Strangleroot Geist, and whatever other low-cost cards you can find. Just don't play Wall of Omens, as 0 power is a bit of a liability. Along with Path to Exile this should press most games back a few turns. You could build all kinds of things on top of this - Wilt-Leaf Liege and creatures that are all GW (so they get double bonus, and the risk of having the lowest power is reduced), perhaps. More control (table sweepers, in particular, and perhaps Luminarch Ascension as finisher), and a few heavy hitters like Baneslayer Angel. If you really like the recursion bit, you could add Sun Titan and Emeria, The Sky Ruin.

wisegreenbean on Life is a Useful Resource

3 weeks ago

Oh I guess you mostly need to cut cards:

Ageless Entity is just a big fat boy, no evasion, no +1/+1 counter synergy. He doesn't do enough for 5 mana. Baneslayer Angel is kinda in the same boat. Gains some life, but not super resilient, and not a super fast clock. Exalted Angel falls under the same category of medium beaters. Probably Gisela, the Broken Blade too?

All 3 soul sisters should go, they're pure dedicated life gain with no other upside in a deck that already gains plenty of life. They might be good enough for Karlov that gets immediate value off of repeated small incremental life gain, but not for you.

Gifted Aetherborn no

Sangromancer is pure dedicated life gain on a medium body. I don't think much of it but it can situationally gain crazy life. I'd cut it but I can see the argument for it.

Siege Rhino maaaaaaaybe? If you intend to go full on tempo agro? Doesn't feel like an amazing strategy tho, and the deck feels more grindy than agro.

Quiet Disrepair this is a comically bad way to get rid of a problem artifact or enchantment, and some of those faster, more certain methods gain life anyway.

Leyline of Vitality is basically just a soul sister.

Maybe trim a few pieces of your more mediocre spot removal? Molder sticks out as pretty bad.

6 field sweeps seems a little high considering you kind of want your field to stick, and your recursion isn't super strong. Day of Judgment at least seems like it could go.

You got like 10 ways to kill artifacts/enchantments, so Fracturing Gust might be overkill.

xyr0s on Baneslayer Defender - Dale

3 weeks ago

My solution to the problem of defenders versus removal+attackers would be to get rid of most of the defenders. Keep a full set of Wall of Omens, the rest goes. Instead, get counterspells and removal. Supreme Verdict is an important part in this plan. Alternatively, a number of Ghostly Prison, but I'm not sure they are a mainboard solution. Detention Sphere van be used as removal, but can also take non-creatures. Ojutai's Command can be a pretty funny 1-of.

Is there a particular reason for only having Baneslayer Angel as the beatstick of this deck? You might play a few other things as well, perhaps Sun Titan (it feels good to replay a Wall of Omens/Detention Sphere for free from the graveyard), or the blue gearhulk, if you have a bit of coin to spend.

xyr0s on Black/White Flicker - Dale

3 weeks ago

You lack colorless sources for your Eldrazi Displacer. It could be Ghost Quarter, perhaps.

No need for Baneslayer Angel, when you can play Akroma, Angel of Fury - you play it as a morph, blink it, and it returns as an angel.

Suture Priest is too vulnerable for its purpose. Mostly, you spend your blink abilities on saving creatures (meaning your opponent wastes removal spells, and giving you a kind of card advantage, especially when most of your creatures have ETB abilities). How about Blade Splicer instead? It really packs a punch, and gets better if you blink it. If you'd like more mana, and perhaps a way to come back after spending your own Ghost Quarters, you could play Knight of the White Orchid.

clayperce on Baneslayer Defender - Dale

1 month ago

A couple more thoughts, based on your response to xyr0s:

  • Looking at your percent chance of having Baneslayer Angel in hand by Turn 5 is only part of the equation. You also need to have 5 Lands. For a 60% chance, I think you'll need more. I haven't done the math, but I think you'll want around 27, or maybe some Mana rocks. And 6 by Turn 6 (so you'll have mana to equip the Boots, or Dispel your opp's counterspell or removal, or whatever) will take even more.
  • It's of course a SUPER-minor point, but Baneslayer Angel is female :-)

Saintdale on Baneslayer Defender - Dale

1 month ago

Hi xyr0s

Thanks for your feedback. Just to Clarify, I don't use Azorius Charm for the draw, I use it to put an opponents card on the top of their deck. This is useful to hold onto until I meet a threat that I cant handle, or a blocking guy that is in the way of my Baneslayer. The way the card out resources my opponent is that it stops them from drawing new cards. When I am stalling, it slows my opponent down, where as when I am winning it stops them from drawing an out to my lead. just so that we know what this card is used for prominently.

You right about discard being an issue, that is why I sideboard those 3 Loxodon Smiter but if you have any other solution that would be great.

You are right to compare this deck to a combo deck. I basically rely on one card to win me the game Baneslayer Angel and the rest of the deck is designed to either protect him or give me time to stay in the game long enough to play him. Even with 4 copies of Bane, I have only a 60% chance of having him in my hand by turn 5. This is why I have made the deck so focused on defending and stalling and drawing. This is also why I use cards like Serum Visions and Wall of Omens, to draw deeper.

You mentioned that I don't have a very great defense line. I just want to run a few things by you. Brave the Sands is not always out so I wont talk about how it lets Fog Bank block any two attackers. I will mention how often I use Azorius Guildmage for her tap effect. This card lets me tap multiples of my opponents creatures. so when my opponent attacks with more creatures than I have defenders, She lets me tap their biggest threat. Angelic Shield give all my walls a buff and acts as a removal at vital times.

The deck has 10 defender cards, I draw these guys a lot. I have a 75% chance of starting the game with one in my opening hand, and I have a 75% chance of drawing a second defender by turn 3. Do you think more defenders? I only ask because You mentioned that a removal and a few creatures will beat this deck. what would your solution be to that?

I really like your advice about supreme verdict. I see how that can turn a game if I am behind. I will purchase 4 copies and see how they go. Path to Exile would be a good replacement for my Angelic Shield actually, I will purchase some of those as well.

Hey thank you so much for your advice, I really appreciate it. Feel free to respond to anything I have said in this comment :)

Thanks again

solarbeam on Let's Begin With Control...

1 month ago

Hey, love to see someone getting into UW control. First off, to get a more competitive build will be a little tight on the budget.

First off, your mana base needs to be better. Some great budget options are Prairie Stream, Glacial Fortress, and Port Town. The reason you should consider these is that they have a chance of coming into play untapped, and while control can generally survive a few tapped lands, having as many as you do now would be deadly. Temple of Enlightenment is one of my favorite tapped lands though. I have personally been very impressed with Field of Ruin over Ghost Quarter. Once you're able to put a good amount of money into it, go for Mystic Gate (only one), Flooded Strand, Hallowed Fountain, and Celestial Colonnade.

I'm a big fan of big flying angel win conditions. Torrential Gearhulk is fantastic, but just make sure you're running enough instants to make it worth it. Nyx-Fleece Ram is definitely a sideboard card, don't run it in your main deck. 4 Wall of Omens is a pretty good defensive option.

Dissolve is my favorite counterspell, but you shouldn't be running it in modern. 4 Mana Leak. 4 Remand, and 3-4 Cryptic Command are the usual counters to run. Disallow is pretty interesting though. You should not be running Condemn, it was some pretty early Death's Shadow sideboard tech, but there are better options. You will definitely need to invest in a playset of Path to Exile, luckily they're at a pretty low price right now. Instead of Jace's Ingenuity, cantrips like Serum Visions, Opt, or Think Twice would be better options.

I appreciate the enchantments, but Detention Sphere should be making it into the deck over Banishing Light.

I would not run Divination or Ugin's Insight. Your board wipes are pretty spicy, but a little slow. Supreme Verdict is the most typical UW board wipe. Wrath of God and Terminus are other great options. Terminus is a personal favorite.

Planeswalkers you should consider running over the ones you currently have are Jace, Architect of Thought because his +1 will protect you quite well while the -2 is a fantastic source of card advantage. Elspeth, Sun's Champion will win you the game if she goes unanswered, pumping out little dudes with a board wipe at the ready. Narset Transcendent shines in instant/sorcery heavy decks. Gideon Jura is another great planeswalker. All of his abilities fall into control very well, saving you from attacks, removing opponent's creatures, and beating face.

For your sideboard, Blessed Alliance, Rest in Peace, Celestial Purge, Relic of Progenitus, Hurkyl's Recall, and Negate are all great.

Other great cards to consider; Geist of Saint Traft, Vendilion Clique, Entreat the Angels, Secure the Wastes, Faerie Conclave, Sphinx's Revelation, Baneslayer Angel, Dispel, Spell Pierce, Spell Snare, and Jace Beleren

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