Herald of War

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Avacyn Restored (AVR) Rare

Combos Browse all

Herald of War

Creature — Angel

FlyingWhen Herald of War attacks, put a +1/+1 counter on it.Angel spells and Human spells you cast cost 1 less for each +1/+1 counter on Herald of War.

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Herald of War Discussion

jefftheplant on Red white angels human (wip please help)

6 days ago

Firebones675 i added Herald of War and took out some other high mana cost cards but idk what else i could do to shift it more towards a midrange deck.

Firebones675 on Red white angels human (wip please help)

6 days ago

The biggest suggestion I can make is to work on your curve. You have a lot of highe mana cost angels like avacyn and iona. While they are powerful when they hit play, their high cost combined with lack of mana acceleration means they will be stranded in your hand for most if not all of the game. Herald of War might solve this problem and bridge the gap.

Id also ask yourself what kind of deck do you want to be. You have some cards like Hanweir Garrison that are at their best in decks that win quickly and tend to be aggressive, whereas cards like Bruna, the Fading Light tend to be better in longer games where you grind out the game until you take over. To vastly over simplify, do you want to try to make a deck designed to pressure your opponent and win before they can mount a defense, or would you rather stop all their threats, and slow the game down enough that you can start casting splashy spells like Approach of the Second Sun? Somewhere in the middle and make a midrange deck? There isnt a right or wrong answer, but trying to figure it out might help figure out what kinds of cards youd want in the deck. As it is you seem to have a bit of both which is generally not as preferable as you get situations where you draw your late game cards early on, or vice versa.

doozerISF on Angels of Armageddon

2 weeks ago

Touche, I forgot about that version lol

Herald of War would also prob be a pretty solid add here to help mitigate the ridiculous CMC those angels have.

Pheardemons on life in death

1 month ago

Not sure if you want the bigger body, but Lone Missionary does the same thing as Inspiring Cleric but for one less mana. It might be nice to have a better curve as to Lone Missionary, Vampire Nighthawk then to Herald of War.

Also, lands like Orzhov Basilica and Azorius Chancery are terrible lands in modern (with the exception of one deck that utilizes their bounce effect). If you're looking for other budget options (because this deck looks budgeted) you could look into Forsaken Sanctuary, Isolated Chapel, Choked Estuary, Drowned Catacomb, and Sunken Hollow. With all of the angels you play, you could also look into Seraph Sanctuary.

StumpyIB on A Chorus of Angels

2 months ago

I think I would prefer Hold the Line over Righteousness but that may just be me! I would also consider Herald of War so your angels can be cheaper.

xyr0s on

2 months ago

Land Tax is not modern legal.

Apart from that, you reanimate theme is too thin. You have 2 Defy Death and 2 Faithless Looting. Defy death could be ok... but 5 mana in modern is a lot. It should end the game, on the spot, rather than be "sometimes ok". Without a clear and reliable plan, Faithless Looting is a horrible card. Doesn't look like it, but it costs you a card first time you cast it (and is card neutral on the flashback). Not sure that Herald of War is all that great - it costs 5 mana, but is within Lightning Bolt range, and to gain anything from it, you need to play it before the bigger angels... so that's the part of the game where your opponent hasn't spent their removal yet.

Lands is also a bit off. Never use bouncelands in modern, unless you have plan for it (like amulet-titan decks do). Otherwise, any opponent would hit it with a Ghost Quarter/Tectonic Edge and enjoy watching you drown in expensive cards and no way to cast them. But maybe you could play Knight of the White Orchid and Weathered Wayfarer to try and make something from the apparent setback of bouncing a land (was that what land tax was supposed to do, perhaps...).Needle Spires isn't really a 4-of. 2 is better, I think, since they enter the battlefield tapped, and you really would like to hit 5 mana on curve (nothing like dying on turn 5, one tapped land away from playing big fat angels that could save you - it's just bitter).

Razulghul on Razulghul

3 months ago

PhotogenicParasympathetic mmm well I have had a mardu Angel deck in the past. Are you only looking for mono white ones? I believe I have most of the good ones except linvala, so like Tariel, Gisela, Aurelia, the other flip avacyn etc. The only two im interested in keeping are the Angel of hope and tithes really, here is a list:

Gisela, the Broken Blade, Gisela, Blade of Goldnight, Archangel Avacyn, Restoration Angel, Aurelia, the Warleader, Admonition Angel, Bruna, the Fading Light, Herald of War(foil), Akroma, Angel of Fury, Serra Avenger, Radiant, Archangel, Emeria Angel, Tariel, Reckoner of Souls(comm, FTV, oversized versions), Anya, Merciless Angel, Angel of Despair, Exquisite Archangel, Reya Dawnbringer, and like 10 others under a dollar.

Lunarwing7 on Anya Gon Give It To Ya

3 months ago

Cards I think are very good in this deck:

Cards I would heavily consider cutting:

  • Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
  • Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
  • Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
  • Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
  • Flamewright - This card just isn't doing anything this deck wants.
  • Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
  • Glory-Bound Initiate - Again, just too low-impact for Commander.
  • Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
  • Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
  • Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
  • Iroas's Champion - See Glory-Bound Initiate.
  • Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
  • Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
  • Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
  • Shepherd of the Lost - See Glory-Bound Initiate.
  • Skyknight Legionnaire - See you-know-what.
  • Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
  • Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
  • Truefire Paladin See...yawn
  • Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
  • Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
  • Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
  • Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
  • Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
  • Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
  • Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
  • Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
  • Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
  • Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.

Cards I'm unsure about:

  • The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
  • Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
  • Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
  • Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
  • Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?

Cards I recommend:

  • "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
  • Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
  • Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
  • Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
  • Assault Suit - Get Anya attacking on everyone else's turns, too!
  • Champion's Helm - Protects Anya while also making her big.
  • Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
  • Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
  • Pariah's Shield - When equipped to Anya, this basically makes you invincible.
  • Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
  • Stoneforge Masterwork - This one should be obvious.
  • Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
  • Sword of the Animist - Ramp sword? Ramp sword.
  • Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
  • Worldslayer - This one is just to silly to not bring up.

Other recommendations

  • Herald's Horn - Makes your Angels cheaper, and helps you draw them.
  • Door of Destinies - This should be fairly obvious.
  • Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
  • Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
  • Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
  • Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
  • Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
  • Archangel of Tithes - Makes life hard for token decks and discourages attacks.
  • Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
  • Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
  • Exquisite Archangel - Saves you from death once, which damn well better be enough.
  • Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
  • Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
  • Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
  • Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
  • Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
  • Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
  • Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
  • Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
  • Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
  • Wear / Tear - Versatile artifact and enchantment removal.
  • Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
  • Swords to Plowshares - Spot removal that deals with just about any creature.
  • Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.

On the manabase:

I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.

In closing:

Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.

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