|Commander / EDH||Legal|
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|Avacyn Restored (AVR)||Common|
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Call To Serve
Enchantment — Aura
Enchant nonblack creature. Enchanted creature gets +1/+2, has flying, and is an Angel in addition to its other types.
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Call To Serve Discussion
1 year ago
Wild Research has a color identity, and is not legal for your deck.
The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.
The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.
Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.
Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).
You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.
All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.
Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."
I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.
And here's what I recommend in their place:
Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)
Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.
Other miscellaneous stuff:
Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.
Nomad Mythmaker might make a useful recovery tool.
Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.
If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.
And that's all I can think of at the moment. Good luck.
1 year ago
Yes it does.
When an Aura is enchanting a permanent, it's constantly checking to see if it's a valid target. If the object it's enchanting loses the quality that makes it legal or gains one that makes it illegal (for example, a creature enchanted with Call To Serve becomes black) then the Aura is put into the graveyard as a state-based action, or becomes a creature if it's a creature with Bestow such as Celestial Archon.
1 year ago
My suggestion is to look into White Weenie (WW) builds that have been done and look at the high-value creatures and support cards you'll find there. They are often cheap in $ as well as in CMC. Here are a few to get you started.
Suggestions under $1:
Honorable Mentions over $1:
There are a ton of possibilities if you go this route. Good luck with the deck.
2 years ago
I would recommend adding more copies of some of your cards, to the max of 4 as possible. Having more of the same cards means the deck runs more similarly each game, so you can see how it's doing and how useful each card is.
Blessed Spirits only has 10 enchantments which can trigger it (1x Aegis of the Gods, 1x Nyx-Fleece Ram, and the 8). You could remove the Spirits for something that's easier to trigger, or add more enchantments to trigger it more often (though i don't recommend adding more).
You could replace the enchantments which give flying (Angelic Gift and Call To Serve) with almost anything else and not really miss them. The non-flying creatures you have are Aegis of the Gods, Children of Korlis, Expedition Envoy, Lone Missionary, Martyr of Sands, and Nyx-Fleece Ram, and not a single one of those is really worth giving flying to. Some exist only as sacfodder, and enchanting those is worse than worthless.
I would also recommend reducing the number of enchant-creatures to zero if possible, but reducing in general is good. If your opponent kills an enchanted creature, they've removed two of your cards for only one of their own, which means they're ahead. If they can do that another couple of times, you'll be out of cards (and thus out of options) while they are not.
I like Concerted Effort, but it's not actually accomplishing anything in this deck. Take a look at your keywords: http://tappedout.net/mtg-decks/11-08-16-avacyn-angels/?cat=keyword - in every category except flying, Concerted Effort is by itself. As for flying, so many of your creatures have it built-in that Concerted Effort isn't helping there, especially because the creatures that don't have flying aren't worth giving flying to anyway (see above).
I am not a fan of Pacifism and similar effects. It's significantly better to utilize spells which remove the creature from the battlefield, like Journey to Nowhere and Oblivion Ring. Imagine someone puts Pacifism on your Battlegrace Angel, Aegis Angel, or Platinum Angel - how much does that effect the field? Not that much - your creatures still get the exalted and lifelink benefit, or they still have indestructible, or your opponent still can't win. Now, what if they had used Journey to Nowhere or a kill spell instead? HUGE difference. Removing the creature from the battlefield has the added benefit of giving you that extra turn to defend - if they remove the enchantment on their turn, a Pacifism'd creature can attack that turn, but a Journey'd creature cannot, since it came back to play.
You should replace Tranquil Cove and Glacial Fortress with Plains. Tranquil Cove in particular can really hurt if you need the mana that you can't use because it came in tapped. There is no in the deck, so the color-correction aspect doesn't help at all. If you added it for the lifegain, there are better alternatives, like Radiant Fountain.
Speaking of land, you should add more. So many of your creatures require 5+ mana that missing one land drop can throw you far behind your opponent, and never getting past 4 mana cripples your deck. I'd recommend 22-24 lands. Possibly also add some acceleration (Pearl Medallion is great, but I don't know if it's legal in this format). Herald of War might be useful, especially combined with Cradle of Vitality, but it does require you to already be able to cast a 5-drop, in which case it might not be as useful as something like Seer's Lantern, Everflowing Chalice, or Pristine Talisman. I highly recommend Solemn Simulacrum.
I'm not sure how much Cradle of Vitality is helping here. Most of your repeatable lifegain effects are small, and spending 2 mana for one +1/+1 counter is a losing proposition. On the other hand, you do have a few single-use effects that could make it very powerful (Martyr of Sands could enable a 1-shot of an opponent, given the right setup). How's it been working for you?
A glaring weakness in your deck is a lack of control. You have no way to deal with artifacts, and you can't really kill any creatures or enchantments. If someone plays their own Platinum Angel, you might as well fold right then. I expect you'd also struggle against pillowforts.
If you own Archangel of Thune, I would recommend adding her. You have enough lifegain triggers that she could make your field very painful very quickly (remember, it doesn't matter to her how much life you gain, only that you gain some).
Anyway, i'm tired of typing. Hope this is useful :)
2 years ago
Ajani, Caller of the PrideCall for BloodCall the BloodlineCall the GatewatchCall to ArmsCall to GloryCall To ServeCall to the GraveCall to the NetherworldCaptain's CallGhoulcaller GisaGhoulcaller's AccompliceGhoulcaller's BellGhoulcaller's ChantMaster's Call Null CallerRakshasa GravecallerTwilight's Call
2 years ago
I would cut Call To Serve for Asha's Favor. The +1/+2 is far less important than the flying and card draw, and the angel subtyping is not relevant enough to make the difference in my opinion. As for more creatures I wouldn't say you need more, I would say that you have better options for some slots. Same goes for every part of the deck. Examples would be Mind Stone for Corrupted Grafstone, the (not so) lowly Sungrace Pegasus for Anafenza, Kin-Tree Spirit and Aven Sunstriker for Crusader of Odric (you get redundancy at the expense of flavor). It is a good looking budget deck that will be fun to play for sure! I also love the interaction with Wall of Resurgence, i hadn't thought of using a defender to give all of my army haste like that! Another card suggestion would be the mighty Loxodon Warhammer! I'm loving how this deck is developing so +1!
2 years ago
The deck seems a bit scattered. I highly recommend going for cheap guys with enchantments such as Ethereal Armor and Call To Serve as well as some others to get cheap creatures big fast and attacking for heavy damage ASAP.
2 years ago
One thought that I had was that sorin would create an enchantment kind of like Call To Serve that he would bestow on someone worthy. Another idea I had, he could rescue Elspeth from Theros and have her protect Innistrad.