Creature — Angel
Landfall — Whenever a land enters the battlefield under your control, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
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Emeria Shepherd Discussion
1 day ago
For the last 7 years or so I've had a mono-white angel deck which I always had a lot of fun playing with. The deck would change every couple of weeks/months based on if I could think of a better way to run the deck. I know it's not a tier 1 deck by far, and that's not the point, it's just some kind of angel tribal personal deck which I have spend a lot of time on over the years and it has been a lot of fun. Over a year ago I finally got into MTG a bit more seriously and found this site to build deck and do alot of fun stuff like making descriptions as pretty as possible. The latest version of the angel deck is this one:
SCORE: 49 | 47 COMMENTS | 18582 VIEWS | IN 43 FOLDERS
This version is pretty much pure control focussed, the base of the deck (which I would like to keep) is Extraplanar Lens together with mana cost cards. Originally I started using Extraplanar Lens because angels just costed so much mana generally. After a while I understood that it was a card you had to pretty much build a deck around, since it also costs a lot to play. I liked this version of the deck a lot, but I think it can definetely improve a lot. Again, it's an angel tribal so no tier 1, but it still needs to win as much a possible. Budget isn't that much of an issue.
For the new version of this deck I wanted it to be less focussed on control and more focussed on fighting and ending the game sooner. For the new deck, Cards I want to remove are:
-2 Emancipation Angel (probably to sideboard)
-2 Tower of Fortunes - Not sure yet, maybe I will keep this since I want the card draw
-2 Admonition Angel - Not sure yet
The deck without these cards is pretty much the core of the deck. I don't think I can remove much more, maybe Archangel of Tithes but I think that card is very powerful.
Now for the difficult part, the card which all seem really good and powerful, but I just don't know what to pick to keep it at 60 cards. These cards are:
Admonition Angel - Im not sure If I want to keep this card, if I do I think I want to add 4 copies. Its very efficient, has great devotion and exiles creatures!
Baneslayer Angel - Would like to add 4 if im adding any at all, one of the most powerful and cost-efficient 5 CMC white cards ever printed, I think this would help the deck a lot, but it's very susceptible to removal.
Angelic Overseer - This card is much like Baneslayer Angel in certain ways. 5 Damage 5CMC flyer. Sure, Baneslayer Angel has lifelink and first strike and protection from 2 types that don't really matter, but I am only planning on running Angelic Overseer if im running at least 10 humans, meaning that the hexproof and indestructible are pretty much guaranteed. And if you ask me, I will always take a 5/3 hexproof indestructible flyer over a 5/5 lifelink firststrike flyer in the 5CMC spot, or am I wrong here?
Angel of Serenity - A 5/6 flyer that exiles 3 creatures when it ETB is great. However, the 7 CMC is not great, with the Extraplanar Lenses this deck runs, I could produce 6 mana at turn 4, so a 7 CMC card is just outside that peak. This is a shame, as I really like the card. However, in previous iterations of this deck, I always favoured Admonition Angel over Angel of Serenity since this deck was all about ensuring I would get Plains every turn. Now the deck still can do that even though I removed cards like Endless Horizons a long time ago, im still not sure if Admonition Angel is better. Admonition Angel is slow, but with an incredebily strong body, a 6CMC which means I can play it at turn 4, and it exiles all non-land premanents instead of just creatures. Im really unsure which one of these 2 is better. Maybe serenity' instant exiling is better, it can also target creatures in my graveyard to get them back in my hand, or vs some graveyard decks its great. However Admonition Angel will immedeatly return the cards back onto the field, while Angel of Serenity sends them back to your hand, which is better most of the time. Im not even sure if this deck needs and additional exiling effects, since it also runs 4 Path to Exile and 4 Quarantine Field.
Iona, Shield of Emeria - I would like to add 2 of these to the mainboard. Sure, it's kinda anti-fun to run it, but it's just so strong! I can play it at turn 6, or earlier if I can fetch or draw Nykthos, Shrine to Nyx and you win when you play her in uhm i dunno 90% of your games? This deck can produce insane amounts of mana, and I think I should use that even more to my advantage and play these insanely powerful cards that normally people would only play in some graveyard fetching strategy.
Emeria Shepherd - I'm thinking of adding 1 more to this deck, since together with Emeria, The Sky Ruin it's pretty good in this deck. The main reason why I would like to run 2 in total is that I was thinking of adding Smuggler's Copter as some early to mid game power, and card advantage. Then, If I discard some strong permanents, I can get them back easily. Not sure about this stratetgy yet though.
Student of Warfare - Were finally done with the angels im thinking about adding, so now the other creatures. These are all humans, which work well with Angelic Overseer. That was not on purpose, just all good early game cards in white seem to be human. Student of warfare is a great early game card, and can be a real threat in turn 2, as you can make it a 3/3 with first strike in that turn. I really love that this card can scale with how much mana this deck can make, it is both a strong early game as well as strong late game. Attracts removal so my angels can't get hit, great with Rogue's Passage and almost just as strong as one of the big angels late game. It also combo's well with another card I wanted to add, Smuggler's Copter. It can crew it easily. If im gonna run this, im thinking of 4.
Transcendent Master - One problem I ran into when thinking about changing this deck, and what made the selection of new cards very difficult, was that I was removing almost every early-mid game card in my deck. All 3 CMC cards that helped buy time for big creatures were lost, and after searching for a while, I thought this might be the perfect replacement. For 3 mana with two devotion to white, it is a normal 3/3 creature, which is.. ok I guess... But after spending 6 mana, which might be turn 4, it becomes a 6/6 with lifelink and with 12 mana, a 9/9 with lifelink and indestructible. This card gives me mid game protection, and becomes one of the strongest late game creatures in the deck. Attracts removal, which is ok, less removal for the other big creatures. Im not sure how many of these I should run if any at all.
Smuggler's Copter - I talked about this card a lot already, but I think this might also be some very good early to mid game presence that this deck needs. It also give me some form of card draw, which I really need. Can be crewed by cards like Weathered Wayfarer and Student of Warfare.
Ghirapur Orrery - Origianlly I had this card in mind as replacement for Tower of Fortunes. This deck has so much mana, it needs A LOT of card draw power to fully use it to its advantage. I eventually went with Tower of Fortunes for lack of a better alternative, as it could get me a lot of card for mana which I normally had enough of. However, with the deck' focus changed to be more dependant on lands, I thought Ghirapur Orrery might be good, 2 land every turn with Admonition Angel seems good on paper. However it comes with a lot of disadvantages. You have to play all your cards in order to get the card draw the next turn, and it also affects your opponent(s). Right now, I have no idea whether to take Ghirapur Orrery or Tower of Fortunes.
So as a little Summary, you can see the deck for yourself here:
SCORE: 49 | 47 COMMENTS | 18582 VIEWS | IN 43 FOLDERS
I was thinking of removing:
However, there are a lot of very good alternatives which all push the deck in different directions, and I would really appriciate how other people think about them:
4 additional Plains
I undestand that this must be very difficult for other people to help with since it's such a personal and pretty unique deck, but any help, thoughts, suggestions, whatever are greatly appriciated!
1 week ago
This is all obviously just food for thought, and a lot is based on meta. Always happy to help :)
Pride of the Clouds is absolutely nuts in this, great card in general. Maybe switch for...
Windreader Sphinx just another recurrable card drawer.
Warden of Evos Isle makes all the flyers cheaper, always great :)
Because of all the flyers, Gravitational Shift could be good, depends on what you feel like. It will get a lot of hate all around the table.
Favorable Winds boosts your flyers, won't get as much hate as G Shift will.
Archon of Redemption will help you stay out of kill range a lot of the time.
Emeria Shepherd is good for recursion, it's newer though so I don't know how I feel about it.
Windborn Muse is Ghostly Prison with wings :)
Drogskol Reaver works really well with any lifegain.
Sphinx of Magosi is a fantastic mana sink that draws cards while getting stronger.
Wall of Denial is a great blocker. Have fun getting past that.
Stormtide Leviathan stops everything from hitting you while making you hit so hard.
Reya Dawnbringer either gets answered, or goes nuts.
Kira, Great Glass-Spinner is a staple of Legacy merfolk, and for a good reason. She's great for defense.
Aven Mindcensor stops people from tutoring, and doing all sorts of shenanigans.
Return to Dust is great for artifact/enchantment heavy metas, I love the card.
Isochron Scepter is great. Along with replacing Silence with Orim's Chant by the way, when you cast a spell off of Scepter, you can still pay the kicker. Scepter does all sorts of terrible terrible things.
Dissipation Field is wonderful for defense. People usually think twice.
I'll try to figure out what I would switch here soon. :)
1 week ago
Jace's Erasure has been added and the Honden package has been canned. Need to get my hands on another copy of Rhystic Study for this deck--seems like every blue deck I have is running it. Emeria Shepherd has been incredible. Thinking about adding more ramp and maybe Curiosity for the sudden Niv combo. Thanks for the tips guys!
2 weeks ago
Zompires seems to be having some difficulty clearly expressing what they mean. You didn't clearly reference and label anything a or b or c. The clear win condition of this deck as with just about every boros deck is combat damage and as he said in the description, multiple combats.
That being said, there are a ton of cards in this deck that are just not good enough for EDH. Not knowing what your budget is or if you have this deck in paper limits what suggestions I can give you but I'll tell you what to cut.
- Tears of Rage it's only good if you are about to win, in which case you should just be winning. It gets stymied by a Fog and then you just boardwiped yourself. Also, Basandra, Battle Seraph shits on combat tricks.
- Warstorm Surge. It's a great card but you have too many 6 drops as it is, and in this deck your creatures are hitting for enough damage that you don't need the extra. Also, this card often just paints a target on it and you don't have ways to abuse it.
- Red Mana Battery and White Mana Battery because they're terrible. You want mana rocks you don't have to pay for like Coalition Relic, Thran Dynamo, and Chromatic Lantern.
- Cyclops of Eternal Fury because there are just so many better ways to give your creatures haste like Odric, Lunarch Marshal, Lightning Greaves, Fervor, Hammer of Purphoros. In general try to limit the ways to remove your key deck pieces like a haste enabler. If it's a creature and an enchantment then thats twice as many ways to kill it. Enchantments are usually the safe bet.
- Firemane Angel is hot garbage.
- Skyknight Legionnaire is also hot garbage.
I'd add in some equipment and more mana rocks really to give it some more power. Solemn Simulacrum and Burnished Hart never steer you wrong for mana ramp. And Emeria Shepherd is solid recursion. Also, you need some ways to get card draw; really the only ones open to you are through artifacts so you'll want Slate of Ancestry, Mind's Eye, and maybe Memory Jar for the late game. Good luck.
2 weeks ago
So first, a disclaimer: I'm making suggestions without regard to budget. I know that many of these cards aren't cheap, but they can be things to work towards if they aren't immediately affordable/tradeable.
14 planeswalkers isn't very many for a superfriends deck. I'd suggest running at least 18. Some options for powerful walkers that do well in EDH: Kiora, the Crashing Wave: Worst case, she draws you a card and maybe an extra land drop. Best case, you get her out early enough to stall enemy aggression until she can ult.
Jace Beleren: Card draw is always good, and he's rarely targeted since he can help others. + him while you need cooperation from your opponent, then - him once you pull ahead.
Jace, Unraveler of Secrets: Scry + draw? Seems good. Ulting immediately after doubling season is a nice plus.
Vraska the Unseen: Her + doesn't do anything, but her minus is awesome, and her ult is a game ender - and if you drop her after doubling season, she ults for 6 lethal threats.
Ashiok, Nightmare Weaver: The most powerful? No. But your opponents will hate him, and he'll take fire off of you and your other walkers just for being irritating. Plus, he can negate enemy threats before they even happen. That guy with the sensei's divining top will be extra pissed.
Narset Transcendent: Amazingly powerful in a superfriends deck, which tends to have a lot of non-creature cards. Also, her ult is game ending to many decks.
Kaya, Ghost Assassin: Both defense for your other walkers, and card draw/lifegain if you need it. Not a game winner on her own, but a super useful utility walker.
Nissa, Vital Force: Ramp if you need it, blocker if you need it, graveyard resurrection if you need it, card draw if you get her ult off. Another very strong utility walker.
Ob Nixilis Reignited: Very dangerous. Every one of his abilities is relevant. At his worst, he's a removal spell AND absorbs an attack for you.
Tezzeret the Seeker : You're running a lot of artifacts, including ones that assemble a combo. Having a tutor/extra untaps seems pretty good.
Cut: I'm not a big fan of garruk wildspeaker or ajani caller of the pride. You aren't running very many creatures, and pretty much all they do is help creatures. The ramp from Wildspeaker isn't awful, but he won't save you if you topdeck him late game, and even in the mid game he's fairly mediocre. Ajani, meanwhile, is almost useless if you can't ult him.
Not much to add here (although I always approve of using phyrexian arena), but a couple of cuts.Cathars crusade, citadel siege, and hardened scales all care about creatures, of which you have very few. Even counting the walkers that make creatures (Elspeth, Elspeth, and Garruk), you're not going to get much value out of these.
Speaking of which...
So to go along with your venser the sojourner, I'm a fan of a couple early game ETB creatures: Baleful Strix and Coiling Oracle. they're both good value right away, and can chump block later if you need them to. I'd also definitely run Academy Rector to find your doubling season.
Some maybes: Archangel of Tithes to slow any attacks, Emeria Shepherd to get walkers back directly into play in some cases, and Crystalline Crawler for fantastic mana ramp (and mana fixing!) and also an occasionally powerful creature.
Cut out champion of lambholt and winding constrictor, because again, they care about creatures, of which you have few.
That should be a good start! Let me know if you have any questions, and I'm always ready to make more suggestions if needed.
3 weeks ago
1 month ago
This is probably too jank, but Emeria Shepherd + KotR means find all of your plains. Which would be sick if you ran Grazing Gladehart/Retreat to Kazandu.
Also Arborback Stomper. Heard what Alastair said about it.
1 month ago
Since this is modern, you need some cheap/efficient removal spells. I recommend Path to Exile (which i know is around 10 bucks sadly), Condemn, Oblivion Ring, and maybe even Stasis Snare (since you have somewhat of a white devotion subtheme in here with Nykthos, Shrine to Nyx in here. I'd add one more nykthos, shrine to nyx come to think of it. Add a couple Gideon Jura as well. Helps keep you alive against infect and aggro/zoo decks. I like Emeria Shepherd but it's more of a commander card, the mana cost is just too high for modern. Luminarch Ascension might also be good for this deck. Holy Day might be decent as well as it can fog your opponents creatures.
I'd remove the following cards: Archetype of Courage, Emeria Shepherd, Preeminent Captain, Phalanx Leader, Armored Ascension (your opponent can 2 for 1 you so auras aren't generally good in modern, unless you have hexproof creatures to put them on), Akroma's Memorial (good card, but at 7 mana, many decks will kill you before you even get 7 lands out, burn and infect for example), Tatsumasa, the Dragon's Fang (good edh/commander card, but at 6 mana and 3 to equip, you'd need 9 mana to cast and equip it onto something in one turn, and playing something for 6 that does nothing the turn it comes out is bad in modern, if not in general.)
Debtors' Knell is on the borderline of being ok, at least in a deck that will utilize the devotion to white aspect, however, once again at 7 mana it's not even doing anything until your next upkeep)
I'd replace Devouring Light with some combination of better/cheaper removal, perhaps two Condemn and a Path to Exile (or whatever combination of those cards you have or would prefer to play). Hold at Bay seems very mediocre and it takes up a slot that a better card could fill. It's not terrible but it's only preventing damage as a one time use, so you're better off with Holy Day in its place, as it will prevent all the combat damage, not just 7 of it. Solemn Offering is bad since it's three mana to basically cast Disenchant with some lifegain. Resurrection isn't needed either, just get another Emeria, The Sky Ruin to fill the same function. (replacing a land of course and not simply the resurrection slot in your deck)
Ray of Dissolution isn't that great either, I'd take that one out. Also, a handful of cards would be ok sideboard cards. For example, Reprisal, and Elixir of Immortality. Add a couple of Disenchant to the sideboard as well. Two Kor Firewalker will be pulling double duty by stopping burn decks and giving you two devotion to white.
I'd add another Brimaz, King of Oreskos to the mainboard, and add at least two more Acolyte's Reward, (provided that the finished version of this deck has enough devotion to white to really take advantage of it). Grand Abolisher could be good in either the sideboard or the main, so I recommend that card for the deck. The sideboard could just some graveyard hate as well so if you have cards like Relic of Progenitus, Rest in Peace, Tormod's Crypt or Grafdigger's Cage add them to your sideboard. Dredge is a thing now in modern and it is not fun to play against.