Indomitable Archangel

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Rare
Scars of Mirrodin (SOM) Mythic Rare

Combos Browse all

Indomitable Archangel

Creature — Angel

Flying

Metalcraft —— Artifacts you control have shroud as long as you control three or more artifacts.

Indomitable Archangel Discussion

Ziusdra on NOW THIS IS PODRACING

1 week ago

I freaking love this deck. I think this may be my next for-fun deck. I may be substituting a Ghirapur Gearcrafter and a Golem Foundry for some of the cards I am missing or unable to acquire... maybe also pick myself up a Ghirapur AEther Grid . And it may be against the podracing theme, but I like the Indomitable Archangel as an option, and Dread Statuary and Stalking Stones can't hurt for lands in case you find yourself with lots of mana and/or no cards to play anyway.

DespairFaction on Aurelia, Wielder of Weapons of Mass Destruction

1 month ago

Hey,

So as I mentioned on twitter. We definitely need more ramp in this deck. My equipment deck ways in somewhere around like 20 or 25 total artifacts, id expect that you end up in similar territory after adding some mana rocks. Worn Powerstone is an absolute staple for me, Smothering Tithe is amazing, and then a handful of the CMC mana rocks are good. Gilded Lotus although slow, I have found helpful for that extra needed mana that you need to move around equipments late in the game. So get your mana ramp count to at least 10, I'm counting 5 right now, but a lot of it is conditional or slow. In limited testing I haven't had great results with Boreas Charger, so I may cut that one, but more testing is needed. Also just noticed sol ring is missing from the list. Highly recommend, its OP.

I think your creature package looks great. Only 2 small changes. Ive never had good success with Hellkite Charger so i would cut that one. It takes 13 mana to cast it, and use the untap combat ability, and doesn't pair well with feast and famine because of the timing of the triggers. So Id cut that one. And I've had mixed results with molten primordial. If there aren't tokens running around everywhere it can be really good, but the second there is chump blockers it loses a lot of value. For 1 extra mana you can play insurrection, which easily kills 1 or more players when Aurelia is play. So if you need that effect I would look toward Insurrection . It can be nice to have an Leonin Abunas or Indomitable Archangel especially if theres a lot of removal in your meta, but its not entirely necessary...just something to think about. Also its not really on theme, but I just really like Iroas with Aurelia. Together they have 6 devotion, so very easy to get into creature form, and attacking with it twice just puts a hurting on opponents. Again not necessary, but i just like it as sort of a separate avenue of attack. Oh and I would add in a Kazuul's Toll Collector the free equip is really nice.

I think you want to cut just a few spells from the deck as well. My votes would be Dawn Charm and Wild Ricochet . Ive never been able to live the dream on wild ricochet and if its in your hand, 4 tends to be a lot to hold up. Dawn charm is just a bit redundant with comeuppance and teferis, and i don't know that you need all 3.

Now with all of this stuff, if there are things specific to your meta it may makes sense to keep some of them. A large portion of my testing was in the MTGO meta which has its quirks.

A few other interesting cards to think about. Ive seen people run Nahiri, the Lithomancer , Daretti, Scrap Savant , and Goblin Welder as other ways to get artifacts back. There also the crazy expensive one from antiquities, agrivian something or other. Any of these could potentially be better in the Daring Archeologist spot just something to think about.

If you are needing additional card draw. Stolen Strategy is a reasonable place to start, and Memory Jar actually works really well with the recursion you have going already.

Land base, things are in good shape. Although I would cut, temple of the false god for a basic plains. I have run out of plains with sword of the animist and emeria shepherd and that makes me very sad. Or you could replace it with a spinerock knoll, a card I've come to like a lot recently.

A few other things to think about. I didn't see a lot of double strike. I really like Silverblade Paladin and Duelist's Heritage , makes it really easy to be lethal or generate tons of value with equipment triggers.

But otherwise I really like everything. The mana ramp is the big change, and everything else is just some small tweaks.

Also theres a few cards I've been looking at for a while, but since i haven't been running this build of Aurelia I haven't been able to test. Let me know how Lapse of Certainty , Settle the Wreckage and Rebuff the Wicked are working for you. They are cards I always look at, just haven't had a chance to use them yet. Anyway hope this helps! Heres my list, its a bit outdated now, but still relatively close to where it should be https://tappedout.net/mtg-decks/aurelia-weapons-of-war/

wonderboyrox on You just got Noped!

1 month ago

Darth_Savage First of all, thanks for such an in-depth reply. I can really appreciate feedback that involved more than 5 seconds of thought. Let me try to address some of the feedback you gave me, and give you some insight into some of my choices. Let me preface this by saying that I haven't really done much with this deck in at least a year. As the sideboard meta in modern shifted more heavily towards artifact hate (due to Tron, KCI, Lantern, and others), any/all variations of lantern control went right down the toilet. So with that said, I became okay with the fact that this deck was going to be more of a casual fnm homebrew than a competitive netdeck variant.

1.) " Ghostly Prison or Norn's Annex aren't Ensnaring Bridge, but they would offer some protection." -True. However, simply put.. they are just less effective Ensnaring Bridges, attempting to do the same thing, but not as well. The whole point was to move this deck away from relying so heavily on a stall tactic like Ensnaring Bridge .

2.) "Your other options are fogs Holy Day / Ethereal Haze , these only stall a turn, or you could try bounce Boomerang / Vapor Snag , lastly there is Silence ." -Again, you're not wrong when you think along the lines of "stalling", but when you try to think about how to manage a lantern deck without a heavy stall mechanic, then you start to realize that none of these are good options. Not only do they just fall far short of what Ensnaring Bridge would effectively do for me, but they essentially try to offer me the same win con. Think outside the box. Not.. what else could I do instead of Ensnaring Bridge?, but rather.. what else could I do instead of stalling the game?

3.) " Glint-Nest Crane , this is 2 mana, compared to Ancient Stirrings , Faithless Looting or Serum Visions , the fact it has a body is less relevant than the extra cost." -100%. However, one of the biggest challenges with Modern Lantern is that their mana base is far too greedy. After 15+ years of playing this game, I have found dual color decks to be the sweet spot for most mana bases, and prefer to keep my decks there. Now, while Serum Visions is a nice 1 mana cantrip that fits my colors, I believe that the Crane offers me more versatility. A body to block, a creature with a form of evasion, and helps me to dig deeper for my win con. Keep in mind that my 1 mana slots are plentiful in this deck, it is not as if I am missing out on many turn 1 drop opportunities.

4.) "You could run a finisher Indomitable Archangel / Bastion Inventor / Myth Realized or go wide Monastery Mentor " - Bastion Inventor is the only suggestion here that stands out to me as something I hadn't thought of. It doesn't really fit the theme of 5/5's bashing you in the face, but it would certainly make for a nice sideboard threat for when my opponents think they have me on lock. The rest of your suggestions again don't fit my manabase, which I already addressed earlier.

5.) " Whir of Invention would also help you find your Darksteel Citadel or lock." -This is a suggestion I have struggled with a lot. The lantern community as a whole swears by this card, and albeit.. with good reason. And perhaps that is why I have my reservations when it comes to this card. I strive to make a deck my own. Not to copy pasta what others have done. My biggest concern with this card is how it negatively effects the manabase. UUU is just not a good mana cost for a deck running 6 colorless lands. It's why most Whir Lantern decks have cut Ghost Quarter or Inventors' Fair .

And finally.. 6.) "your deck is suffering from a clash between the control nature of Lantern and the aggro nature of Ensoul Artifact" -I don't entirely disagree with you, however, this was the purpose of the deck from the get go. The big question for me has always been.. how do I turn slow lantern into aggro lantern? I concede that the very nature of lantern IS slow and controlly, but.. I am the type of player to think outside of the box. If there is a way to make it happen, I will find it. And even though this deck has been put on my back-burner for a while, I am sure I will revisit that very question again ...eventually.

Darth_Savage on You just got Noped!

1 month ago

I can respect your dislike of Ensnaring Bridge, I primarily play a Hollow One aggro deck (Power 4 is Ferocious) and Bridge is the pits, it's one of the cards that drive the aggressive turn 4 play-style of Modern... That being said, part of the modus operandi of control is controlling the board state, or at least stalling it. Ghostly Prison or Norn's Annex aren't Ensnaring Bridge, but they would offer some protection. Your other options are fogs Holy Day / Ethereal Haze , these only stall a turn, or you could try bounce Boomerang / Vapor Snag , lastly there is Silence . Upping the threat count, especially when that threat is less efficient like Tezzeret's Touch is rarely the correct answer for a control deck.

A secondary issue is your enabler, Glint-Nest Crane, this is 2 mana, compared to Ancient Stirrings , Faithless Looting or Serum Visions , the fact it has a body is less relevant than the extra cost. Again if you were punishing fast plays with something like Rule of Law / Damping Sphere , then this wouldn't be such an issue, but you aren't...

You could run a finisher Indomitable Archangel / Bastion Inventor / Myth Realized or go wide Monastery Mentor , if you want to close out the game quicker Whir of Invention would also help you find your Darksteel Citadel or lock.

I get the feeling that you want to play a control deck, but don't actually like playing control, if that makes sense? Decks tend to perform better if they have a clear concise goal, in effect synergy, your deck is suffering from a clash between the control nature of Lantern and the aggro nature of Ensoul Artifact. I hope this comment is helpful and I wish you luck brewing your deck.

Esbilon on Heaven's Gates

2 months ago

I'd take Journey to Nowhere over Pacifism , there are a lot of creatures who hurt you just by being on the battlefield without attacking or blocking anyone. Luminarch Ascension seems like a card that's good in multiplayer where you have a lot of opponents' end phases for it to trigger in and a propensity for stale mates, so if you're playing that way a lot it's a good card. In normal matchups, though, I don't see it doing much for you. Instead of Ghostly Prison , I'd bring in Archangel of Tithes , she's a bit more expensive for you and not as expensive for your opponent, but she's more versatile and comes with a 3/5 body which can really do wonders.

Darksteel Citadel doesn't seem to do a whole lot of good for you, and the occasional life-gain from Seraph Sanctuary is really also something you need to have a payoff for for it to be worth it. Maybe just get some extra plains, or you could get Eiganjo Castle or Okina, Temple to the Grandfathers . You also seem to have rather more forests than I'd really recommend, but good dual lands are expensive, so I get you :) If you can afford them, I recommend Temple Garden , Horizon Canopy , Windswept Heath , Razorverge Thicket and Wooded Bastion .

Shaman of Forgotten Ways seems way too expensive, I'd get Birds of Paradise or more Noble Hierarch s if you can afford it, otherwise Avacyn's Pilgrim , Beastcaller Savant or Bloom Tender can do good work too. I'm also not sure what Kytheon's Irregulars ' role in your deck is, again let me recommend Archangel of Tithes , or alternatively Angel of Jubilation , Shalai, Voice of Plenty , or Indomitable Archangel or Gisela, the Broken Blade . Baneslayer Angel is a fine card, but unless you're facing demons and dragons regularly, Lyra Dawnbringer is probably better. Her ability to be a lord for other angels is really nice.

Iona, Shield of Emeria and Avacyn, Angel of Hope are super powerful bombs, but I'm not sure you have enough ramp to play them consistently. Of course, you know your local meta better than I do, so you be the judge of that yourself :) I'd recommend thinking about dropping them, though.

And last, a shameless plug. I've been playing with an angel deck of my own at my local FNM and been doing OK, it's been mono-white, white-green-red and is now just white-green. You can check the latest iteration here if you're looking for a somewhat different take on this whole business: Noble Angels

multimedia on Kemba, Kha Regent

3 months ago

Hey, really well made first Commander deck. It's great you already have several of the important cards especially Puresteel and he's not exactly a budget card. Aid is also very good so is Titan, Abolisher and Battle-Axe.

Budget cards to consider adding:

  • Sram, Senior Edificer: Excellent draw with equipment. Combine with Puresteel to draw a ton of cards.
  • Open the Armory: Tutor for any one equipment or aura. Powerful budget tutor for this deck.
  • Leonin Shikari: Equip at instant speed. Busted with metalcraft Puresteel letting you do all equipment things at instant speed.
  • Balan, Wandering Knight: Good creature with equipment, double strike is powerful. Attaching all equipment to him for only two mana is amazing.
  • Swords to Plowshares: Number one staple budget white card in Commander.
  • Skullclamp: One of the best equipment in Commander.
  • Lightning Greaves: Another equipment like Swiftfoot, but more powerful because it costs zero mana to equip. Having two of these hexproof/shroud/haste equip is nice, put one of Puresteel and one on Kembra.
  • Stoneforge Masterwork: When you start making cats this can get out of hand.
  • Ajani, Caller of the Pride: The better Ajani for this deck. Giving equiped creature flying and double strike is very good, being able to repeat this effect is even better.

Other cards to consider:

Lands to consider:


Cards to consider cutting:

  • Victory's Herald
  • Angelic Skirmisher
  • Angelic Field Marshal
  • Court Street Denizen
  • Deathless Angel
  • Ajani Steadfast
  • Dispense Justice
  • Hold the Line
  • Intangible Virtue
  • Revoke Existence
  • Cobbled Wings
  • Staff of the Sun Magus
  • Seal Away

Good luck with your deck.


NensouHiebara on Equipments Matter

4 months ago

Leonin Abunas is the gold standard of artifact protection. It's much better than Indomitable Archangel: hexproof instead of shroud, and doesn't require metalcraft.

Batterskull is the most powerful living weapon.

Blackblade Reforged offers a P/T boost that scales with the game and can enable Balan to one-shot.

Hammer of Nazahn provides indestructible and auto-equipping.

Inquisitor's Flail stacks with Balan's double strike.

Sword of Fire and Ice is the best Mirran Sword and is worth acquiring a copy. P/T boost, hard card draw, damage, and protections can't be beat.

Sword of the Animist is a tutorable land ramp engine.

Expedition Map tutors for one of your utility lands.

Austere Command and Cleansing Nova are excellent options for sweepers. Using artifact sweepers in an Equipment deck may seem counterproductive, but it's necessary to keep your opponents' own artifact shenanigans in check. Spot removal can only do so much against multiple players.

Remember the Fallen is a great recursion spell.

Buried Ruin is artifact recursion that only takes up a land slot.

Kor Haven is an effective threat deterrent.

Mikokoro, Center of the Sea is a cheap card draw engine.

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Indomitable Archangel occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

White: 0.29%