Kabira Takedown

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Kabira Takedown

Instant

Kabira Takedown deals damage equal to the number of creatures you control to target creature or planeswalker.

kirbysan on [Primer] Helming the Host of Heaven *Update*

11 months ago

Perilous_Percival

Ah, I guess spoilers don't work in comment boxes, that's annoying.

1. Guardian of Ghirapur IN Angelic Curator OUT

After nearly a year of playtesting, I'm not the biggest fan of the low CMC angels, especially Angelic Curator. While it's a 1/1 flying angel body for 2, the protection for artifacts is more of a hindrance than a help. It helped defend against a Blightsteel Colossus once but being unable to equip it hurts more. By turn 3 when we want to drop Angelic Curator we would rather want to drop a 3-4 CMC angel or an impactful Artifact, Equipment or Enchantment.

Guardian of Ghirapur is a far superior body to Angelic Curator at 3/3 for 3. Initially there weren't that many blink targets for this deck but I've tweaked it to have more relevant targets and provide some outs to accelerate our gameplan. Typical targets would be Stoneforge Mystic, Recruiter of the Guard, Inspiring Overseer, Karmic Guide, Sanctuary Warden, Bruna, the Fading Light  Meld.

2. Karmic Guide IN Angelic Page OUT

Following the same logic as Angelic Curator, Angelic Page simply doesn't do enough when it hits the board. Karmic Guide was initially pulled due to lack of use as 5CMC is a lot for simple recursion and the deck was more focused on mana efficiency. However, with the re-introduction of tutors and blink mechanics it may have a place again.

3. Recruiter of the Guard IN Mangara, the Diplomat OUT

Mangara has proven its worth in a few games if opponents continue with their strategy and play through it. However, like Smuggler's Share, if opponents decide to play around it, it's kind of a dead card on board. The first ability generally doesn't do much since opponents aren't swinging into our board and depending on the deck they can cast one big spell on their turn and save their instants for opponents. Recruiter of the Guard was in my initial build but pulled in favor of more angels. Typical line would be Recruiter of the Guard into Stoneforge Mystic to grab either Lightning Greaves for protection or Sword of Hearth and Home for protection, ramp and blink shenanigans. While it seems like adding 1 card for a maybe synergy seems inefficient I was able to pull it off in 1/3 games so it's not as inconsistent as it seems.

4. Firemane Commando IN Angelic Sleuth OUT

While the clues generated with Sleuth have saved me before, I would much rather have more consistent draw to keep my hand topped off rather than wastinga turn after a wipe to refill my hand. Firemane serves double duty as not only being a solid 4/3 angel body but also provides "free" draw through attacking which we want to do. It also helps direct combat decks towards opponents if they want the draw.

5. Invasion of Dominaria  Flip IN Thorough Investigation OUT

In the same theme as Sleuth, Thorough Investigation provides draw for later with the added benefit of going through the dungeon. I've completed dungeons twice before with this card but the benefits haven't been as strong as I hoped. Invasion of Dominaria  Flip provides lifegain and draw immediately and as long as we have 2 angels (Giada and 1 other) then we can defeat this battle the turn we drop it providing a 6/6 Serra Angel. When you staple all 3 together then that's incredibly efficient. Late game when we're trying to close out the game we may choose to not swing at the battle but instead go for lethal but the option remains.

6. Invasion of Gobakhan  Flip IN The Ozolith OUT

In the dozens of games I've played with Ozolith I've only had it successfully work once. Late game it may seem like a dead card as it sort of hinges on either an opponent playing a board wipe and us refilling the board to swing again or using Pyre of Heroes on a stacked angel to grab something relevant. I much prefer Gobakhan as it slows down an opponents gameplay, easy to flip and provides benefits right away by buffing our board the same turn it comes out and also has "free" protection for later.

7. Conjurer's Mantle IN Mask of Memory OUT

Mask has been pretty great overall but sometimes slows down the game too much by making us filter. While there's a recursion package, it's not always guaranteed, so pitching relevant angel bodies early can be detrimental for late game, especially against graveyard exiles like Bojuka Bog. Yet, we'll still want to draw our cards so the discarding is necessary. Mantle is great not only because it costs the same, has a buff and vigilance and grabs relevant bodies off the top 6 without having to discard.

8. Clever Concealment IN Cosmic Intervention OUT

Cosmic seems good on paper but exile effects like Farewell or Merciless Eviction can make it useless. It also doesn't protect the angel tokens which can sometimes be the main body of threat. Concealment allows us to not just protect the tokens but lets the vigilant angels tap for a surprise protection. Oftentimes opponents will check untapped mana before blowing everything on a boardwipe so the convoke mechanic is super relevant for a well timed protection spell. Depending on the success of this swap I may consider Wand of the Worldsoul as well for some sneaky convoke shenanigans.

9. Chivalric Alliance IN Tome of Legends OUT

In the same line of thinking as Firemane Commando, "free" draw is better than costed draw. They both cost the same but having to pay for Tome of Legends can slow us down as well as if Giada is removed too much in the beginning. At most we'll ever get 1 draw per turn anyway so this swap was pretty simple.

10. Land Tax IN Smothering Tithe OUT

I've loved Tithe for awhile thinking it's a great ramp card. While it is good, it hinges on the decks it's played against. I've been most successful against my friends Jhoira's deck which colored my view when bringing it into pub matches. After reflecting on it for a year, it simply isn't worth it in mid to high powered casual decks that don't use draw as part of their strategy. In 90% of games I'll get 3-6 treasures before it gets removed or the game ends. Figuratively, you would drop it on turn 4 and if no one pays the tax then by turn 6 you'll have at most 6 treasures which is only net +2 mana. If the game lasts till turn 7 then you could have +5 mana but at that point opponents would either have game ending spells or plenty of open mana to pay the tax. Land Tax on the other hand can come down T1 before Giada even hits the field, thins out the deck while filling the hand with relevant plays and synergizes well with Emeria Shepherd or Emeria, The Sky Ruin. It was in the initial build of this deck before but was taken out along with the other artifact ramp to add more angels in.

11. Plains IN Bonders' Enclave OUT

As one of the few available card draws in mono-white, Enclave was a land for hail-mary draws. I've only ever used these abilities in 1 game when I was desperate for any card draw and it felt terrible. Paying 4 to draw a single card is terrible use of mana. Also, there were too many colorless sources from lands so I was struggling early game to play 2 relevant white cards in one turn.

12. Mistveil Plains IN War Room OUT

Same line of thinking as Enclave. Mistveil's ability is more of an experiment as tap lands are generally too slow. Typically recursion would just put the creatures back on the battlefield but Mistveil can possibly help with the Blink/Tutor package we've introduced.

Considering Wand of the Worldsoul and Excise the Imperfect

Opponents: Sigarda, Host of Herons & Lathiel, the Bounteous Dawn

Starting hand: Windswept Heath, Fabled Passage, Path of Ancestry, Bruna, the Fading Light  Meld, Folk Hero, Righteous Valkyrie, Invasion of Dominaria  Flip

Game lasted only 20 minutes as this hand curved out nearly perfectly.

T1 - Path of Ancestry tapped, drew Lightning Greaves

T2 - Plains (drew) into Lightning Greaves

T3 - Myriad Landscape tapped into Giada, Font of Hope, equipped Lightning Greaves swung with Giada

T4 - Windswept Heath into Plains into Folk Hero, swung with Giada, cast Righteous Valkyrie, drew a card

T5 - Mutavault (drew) into Invasion of Dominaria  Flip and swung both Giada and Valkyrie into the battle flipping it to Serra Faithkeeper  Flip to gain 8 life this turn and triggering Valkyrie's +2/+2 anthem

T6 - Cast Herald of War and equipped it with Lightning Greaves.

T7 - Cast Lyra Dawnbringer and Invasion of Gobakhan  Flip. Equipped Lyra with Lightning Greaves. Swung in for lethal ending the game.

Lightning Greaves did work this game as it not only protected Giada from early single target removal but also accelerated combat damage each turn. While I did draw into both battles this game I didn't have a chance to test out Invasion of Gobakhan  Flip except making a Krosan Grip more expensive which likely helped my Folk Hero or Lightning Greaves survive till the end.

Opponents: Sigarda, Host of Herons, Lathiel, the Bounteous Dawn & Wilhelt, the Rotcleaver

Starting hand: Cavern of Souls, Scavenger Grounds, Mutavault, Guardian of Ghirapur, Folk Hero, Winds of Abandon, Battle Angels of Tyr

Initially I believed this hand was amazing as I had draw, removal and aggro all in one but failed to realize I had 0 colored mana except for angels. It ended up working out as the 2 Selesnya players ramped hard in the beginning allowing Tyr to do some work.

T1 - Cavern of Souls

T2 - Mutavault into Giada, Font of Hope

T3 - Scavenger Grounds into Battle Angels of Tyr, Giada sworded by Lathiel

T4 - Ancient Tomb into recasting Giada, swung with Tyr drawing a card and generating a Treasure token

T5 - Plains into Folk Hero and Herald's Horn and swung again with Tyr and Giada drawing a card and generating a Treasure token. Using the 3 open mana I cast Recruiter of the Guard fetching Stoneforge Mystic.

T6+ Cast Stoneforge Mystic to fetch Lightning Greaves but Stoneforge was promptly exiled. I had originally planned to use Guardian of Ghirapur to chain blink Stoneforge into Sword of Hearth and Home but instead used her on Recruiter of the Guard to fetch Thraben Watcher. I finished the game by casting Avacyn, Angel of Hope and equipping it with Lightning Greaves to give my board protection and started swinging away with indestructible vigilance angels.

I was nearly knocked out by the Sigarda player in the second to last turn because she was equipped with Sword of Hearth and Home making her unblockable as well as a Kaldra Compleat and finally a flashed in Sigarda's Vanguard for double strike. Luckily I had left mana open for Oblation and targeted the Sword of Hearth and Home allowing me to block with Ghirapur and Giada preventing lethal damage.

Opponents: Prosper, Tome-Bound, Sliver Overlord & Muldrotha, the Gravetide

Starting hand was pretty slow with only 2 tapped lands but I figured Luminarch would win me the game provided I wasn't attacked early game.

Starting hand: Kabira Takedown  Flip, Windbrisk Heights, Luminarch Ascension, Invasion of Gobakhan  Flip, Herald's Horn, Bruna, the Fading Light  Meld, Generous Gift

Prosper started off the game insanely fast with a T1 Dark Ritual into Bucknard's Everfull Purse where he rolled 4 to cast Prosper on T1. They proceeded to dominate the game with a Reckless Fireweaver and later a Storm-Kiln Artist draining us to the low 10s. They attempted to finish us off with a Delayed Blast Fireball to wipe our board and swing with lethal. However, Slivers flashed in a Spiteful Sliver and Sliver Overlord to deal 30 damage back to Prosper bringing them down to 3. I used Luminarch Ascension to drop 2 angels before Giada died and got a 7/7 & 8/8 body that survived the fireball. While Slivers could have knocked me out with the Spiteful Sliver they had no real way to deal with Prosper after the fireball so I was able to knock out both players on my turn. Muldrotha had no answers so was dead on my next turn.

kirbysan on [Primer] Helming the Host of Heaven *Update*

11 months ago

All,

Grabbed all my 3+ pod gameplays and the recent MOM gameplay and swaps and posted it on my own decklist. I'll keep commenting on Guerric page as it gets more traffic. Let me know your thoughts and if my thinking is sound. Thanks!

Help Me Giada, You're My Only Hope

March of Machine Upgrades (x12) - Blink/Tutor Show

Game 1 (3-man Pod vs. Sigarda Voltron & Lathiel Lifegain) Show

Game 2 (4-man Pod vs. Sigarda Voltron, Lathiel Lifegain & Wilhelt Zombies) Show

Game 3 (4-man Pod vs. Prosper Exile, Sliver Tribal & Muldrotha Reanimation) Show

kirbysan on [Primer] Helming the Host of Heaven *Update*

1 year ago

Guerric

Got another couple games in today:

I made some swaps prior to today's match incluuding:

Crashing Drawbridge for Lightning Greaves

Smuggler's Share for Esper Sentinel

Search for Glory for Steelshaper's Gift

I think our decks are still functionally the same but I have a lot of the tech you were heavily considering already swapped in and will be focusing on their performance in multiplayer format.

Opponents: Arvinox, the Mind Flail, Firkraag, Cunning Instigator, Ryu, World Warrior

Starting Hand?: Prismatic Vista, Windswept Heath, Myriad Landscape, Soul's Attendant, Generous Gift, Lightning Greaves, Folk Hero

Forgot to snap a picture of my starting hand but I think it was something like that. Important play of the game was Firkraag playing an early Agitator Ant. By turn 3 I had Giada equipped with a Lightning Greaves and slowly played out my hand, focusing on dropping lands and playing removal. I constantly dumped the +1/+1 counters onto Giada and since she had the greaves equipped she was basically untouchable.

After bringing Arvinox and Ryu down to the low 20's with just Giada I began dumping the counters onto a Bishop of Wings that I drew into so I could start swinging at Firkraag. Ryu also got in 2 Hadokens against Firkraag's board to draw cards. I only got 1 swing into Firkraag before they boardwiped.

I was able to recast Giada and cast an Angelic Page drawing me a card off Folk Hero. I also cast a Pyre of Heroes excited to chain it off for some spicy tech. Unfortunately Ryu was at low life and killed shortly after the boardwipe. As the other 2 players had no board they scooped to end the game so we could start the next, giving me the win.

Opponents: Tevesh Szat, Doom of Fools/Armix, Filigree Thrasher, Firkraag, Cunning Instigator, Isshin, Two Heavens as One, Muldrotha, the Gravetide

Starting Hand: Plains, Mutavault, Pearl Medallion, Righteous Valkyrie, Sigarda's Vanguard, Well of Lost Dreams, Steelshaper's Gift

T1 - Plains into Steelshaper's Gift tutoring Lightning Greaves

T2 - Plains (drew) into Pearl Medallion

T3 - Mutavault into Lightning Greaves & Giada (Sworded by Isshin)

This game had some intense interactions. Isshin had a turn 1 Authority of the Consuls. Tevesh nearly played a turn 2 Tevesh Szat, Doom of Fools with a Jeweled Lotus but was countered by Muldrotha. Firkraag played a Pursued Whale giving us all Pirate tokens and forcing us to attack. Isshin played into that with a Combat Calligrapher. The entire table started swinging into each other with increasingly multiplying Inkling tokens. After Isshin's Combat Calligrapher was blown up and they took a bunch of damage from their own Inklings they decided to super wipe the board with a Ruinous Ultimatum but luckily their board was pretty sparse.

I lost Pearl Medallion, Well of Lost Dreams, Sword of the Animist, Lightning Greaves and Righteous Valkyrie. This set me back really far but luckily I had been ramping every turn with Sword of the Animist and kept some strong angels in hand.

I recast Giada, and played Archangel of Tithes, Angelic Field Marshal and Lyra Dawnbringer with Mutavault giving me the extra +1/+1 counter. At this point Isshin started going off and nearly killed me with a combination of Tectonic Giant, Krenko, Tin Street Kingpin, Isshin, Two Heavens as One, Aurelia, the Warleader but they tapped out for Dihada, Binder of Wills to give Krenko vigilance, lifelink and indestructible. When they tried to swing at me, they forgot about the tax for Tithes and instead knocked out Tevesh and Muldrotha. Muldrotha took out Aurelia, the Warleader as retribution.

On the final turn I was left with only Oblation and Breathkeeper Seraph in hand. I had the choice to use it on one of Isshin's creatures but they were in such a dominating position that giving them 2 cards was probably a bad idea. Instead I used it on a tapped Emergence Zone and drew into Thraben Watcher and Sigarda's Vanguard. With the combination of all the angels I brought Isshin down to 3 and Firkraag cleaned up but had nothing against my board so scooped.

Opponents: Alela, Artful Provacateur, Jared Carthalion, Gishath, Sun's Avatar

Starting Hand: Cavern of Souls, Flooded Strand, Windswept Heath, Esper Sentinel, Path to Exile, The Ozolith, Teferi's Protection

I debated even listing this game as it was over so fast. Alela burst out on turn 1 with an Island into Sol Ring into Arcane Signet. Turn 2 they played a Smothering Tithe. Turn 3 they played a Bolas's Citadel. In one of their turns they cast a Vendilion Clique bottoming my Teferi's Protection. Despite whiffing for 2 turns off the top of their library they were so ahead with ramp that they quickly overtook the game. I died by turn 5 to 35+ damage from a faerie army beefed up with Coat of Arms. The other 2 players scooped as they had no interaction with the Coat.

T1 Esper Sentinel did some amazing work here. I drew off every player at least 2-3 times so it netted me like 7-8 cards for just 1 mana.

I also attempted to attack with Battle Angels of Tyr but it was bounced to my hand by next turn.

The Ozolith ended up doing nothing this game but that's more due to having no boardstate. Together Forever wouldn't have done anything in this game either so its impact still hasn't been seen. Other players did comment that it could be a problem with a bigger board.

I did have a misplay here as I should have held up mana for removal spells which I had in my hand. My final hand was Vanquisher's Banner, Archangel of Thune, Angelic Accord, Serra Paragon, Valkyrie Harbinger, Path of Exile and Swords to Plowshares. I just didn't expect Alela to quintuple their damage in one turn.

Opponents: Phenax, God of Deception, Jared Carthalion, Gishath, Sun's Avatar

Starting Hand: Secluded Steppe, Emergence Zone, Plains, Pearl Medallion, Thorough Investigation, Angelic Field Marshal, Angel of Vitality

T1 - Secluded Steppe tapped

T2 - Plains into Pearl Medallion

T3 - Emergence Zone into Thorough Investigation and Giada, Font of Hope

I had several misplays this game as it had been a long day. The first was using my Clues too early instead of playing out my hand and refilling it later with the Clues.

Phenax became a huge threat towards mid-game as they had a Haunt of high tower on board along with their commander Phenax, God of Deception. They forced Ghisath to mill 40+ cards with 4 creatures. I had Kabira Takedown  Flip in hand but it wouldn't put a dent in the Haunt. Instead I opted for player removal and swung with everything knocking them out.

My second misplay here was not tapping Giada to cast Angelic Field Marshal which would've given all my creatures vigilance. I was so used to swinging with Giada first and then tapping her that I failed to see her as a mana dork. Since I had Archangel of Tithes out it would've prevented huge swings against me as well.

Since I was wide open Gishath took the advantage and swung at me dropping a good number of dinos on their board. However on their next turn when they tried to use Silverclad Ferocidons with Pyrohemia Jared saved the day by sacrificing Primeval Spawn into a Time Warp.

When I tried to rebuild I realized I had no clues left and no attackers to draw into answers. I also made my third misplay by wasting a Path to Exile on a random dinosaur thinking it would sacrifice Pyrohemia but then stupidly played Bishop of Wings so I could trigger my The Book of Exalted Deeds by replaying Giada.

I died on the next turn to due to lethal Gishath commander damage. If I had saved my Path I could've used it on Gishath and played out more angels for the lifegain.

Ended up winning 2/4 games and was the second biggest threat in the 2 games I lost. I think I would've had a chance in game 4 if I hadn't had so many misplays.

Lightning Greaves was amazing in the 2 games it was played. It was so great that Isshin focused Giada when it came back out. In fact I like it so much that I'm going to try and find a spot for Swiftfoot Boots so I can keep equipping without removing the protection.

Esper Sentinel was also great the 1 game I got it out. Drawing that many cards for 1 mana is just too good to pass up. If you haven't purchased Smuggler's Share yet I'd say go for Esper first.

Archangel of Tithes was SO GOOD. It saved me from lethal once and would've again a second time if I didn't misplay again. With vigilance it does double duty.

Well of Lost Dreams felt a little clunky in game 2. I want to like it, it has a high ceiling but it needs some prep work to start drawing. Either I drop it instead of a threat or I play it much later. I also need lifegain and the mana to draw from it. With the amount of work that goes into it to activate it, a board wipe usually turns it off. We have no other lifegain outside of creature based lifegain. So we would only draw with an established board presence and we're using mana to draw into threats rather than play them. It feels either like a win-more card or a hail mary to get something good. I'm actually debating its place in this deck and what may be a better card draw. Court of Grace at least replaces itself on our end step and provides either an Angel or Spirit on our upkeep. It also requires no additional maintenance to get it going.

Others at the table commented that Authority of the Consuls is a better option to the soul sisters. While I do like the tap mechanic of Authority, it doesn't trigger off my creatures. Also having it be an enchantment means that most people won't bother with it all game. Soul sisters typically get wiped with the rest of the board whereas opponents have to target Authority. I find that I don't usually hit the payoffs on opponents turn but on my own turn. However, I only hit the magic 4/5 life when Bishop of Wings or Righteous Valkyrie is out, not off a soul sister. I know that you really like the soul sisters but practically every game I've had a board wipe and the payoffs haven't been worth it.

Kabira Takedown  Flip has its uses but in terms of removal is pretty poor for the slot. After a boardwipe it's practically worthless.

Even though I STILL haven't pulled off Pyre of Heroes properly I'm once again debating Recruiter of the Guard and Weathered Wayfarer. Since they're both humans they can chain into our human sub-theme. Weathered Wayfarer can be sacrificed into Bishop of Wings to get our lifegain payoffs going. It also helps grab lands for Emeria Shepherd if we want to recur stuff from the graveyard. Recruiter of the Guard can tutor for Starnheim Aspirant, Esper Sentinel, Inspiring Overseer, Thraben Watcher and can be sacrificed into Mangara, the Diplomat.

kirbysan on [Primer] Helming the Host of Heaven *Update*

1 year ago

Guerric

Buddies cancelled so I played 3 pub games instead:

Opponents: Esix, Fractal Bloom, Captain N'ghathrod, Sigarda, Host of Herons

Starting hand: Emeria, The Sky Ruin, Plains, Plains, Path to Exile, Angelic Page, Archangel of Tithes, Sanctuary Warden

As we played through the game it became clear that Esix was the big threat. The board was wiped twice, once with N'ghathrod's Hex and a second time with Sigarda's Day of Judgment. Archangel of Tithes helped get a few early attacks in against Esix as they usually tapped out to play some bigger spells.

I was able to keep Esix in check a few times by using Path to Exile on their commander when they were about to pop off. I also used Oblation again on Esix when they cast a Pest Infestation destroying my Crucible of Worlds and Vanquisher's Banner but netting 12 pests. Finally, I had a Kabira Takedown  Flip but only 2 creatures on the field so it couldn't deal with anything on Esix's board so I used it on Sigarda's Soul Warden.

At the final turn I had Sanctuary Warden equipped to Sword of Feast and Famine, Righteous Valkyrie and Angelic Field Marshal. In my hand I had Avacyn, Angel of Hope, Emeria Shepherd, Sword of Hearth and Home and a Seraph Sanctuary. Giada had been removed 3 times this game so she cost 8. Esix was at 6 but also had a Sublime Epiphany with open mana and a Craterhoof Behemoth in hand with 19 creatures, mostly 1/1 tokens on board.

As I'm writing this I realized I had the answer but didn't realize it at the time. If I had casted Sword of Hearth and Home Esix would have countered it and bounced my Sanctuary Warden forcing it out of their hand. I could then equip the Sword of Feast and Famine to another angel and swung for lethal since they had no flying blockers. I could have also moved to equip Sword of Feast and Famine to another angel which they could've countered once, but I had open mana to do it again. Despite losing this round let's count it as a win due to my misplay.

Opponents: Tevesh Szat, Doom of Fools, Kraum, Ludevic's Opus, Captain N'ghathrod, Sigarda, Host of Herons

Starting hand: Windswept Heath, Sol Ring, Pearl Medallion, Angel of Vitality, Mangara, the Diplomat, Soul Warden

Perhaps this was a risky hand to keep but with the Sol Ring and Pearl Medallion I could literally play everything in my hand if not disrupted so I kept it.

Kraum also kept a risky hand but it paid off for them in the short term. They cast a Show and Tell which let me only drop Angel of Vitality but they dropped an Omniscience and proceeded to play out their hand giving themselves an immense board state on turn 3.

Kraum made a serious misplay here as they used a Cyclonic Rift on my Sol Ring and a bounce spell that returned all creatures with power less than 5. This was supposed to wipe the board but Angel of Vitality was a 5/5. They followed this up with a Wheel of Misfortune paying 35 life expecting us to bet high life totals so they wouldn't get the wheel. Unfortunately for them we bid pretty low numbers and Kraum took the full 35. With no flying blockers on board they were dead next turn.

With Kraum out of the game and a fresh 7 card hand I ended up dominating the board. Some nice synergies were using Sword of Hearth and Home on Sanctuary Warden to 2 cards a turn, one for ETB, one for swinging. Bishop of Wings with Resplendent Angel and Angelic Accord gave me double angels on my end steps. Finally, having Emeria, The Sky Ruin and 7 plains let me fill my boardstate quickly. While the game took longer I never hit another board wipe and closed it out with 64 life.

Opponents: Kykar, Wind's Fury, Atraxa, Praetors' Voice & Sigarda, Host of Herons

Starting Hand: Flooded Strand, Path of Ancestry, Soul Warden, Luminarch Ascension, Pyre of Heroes, Folk Hero, Angelic Curator

I was excited about this hand because it had 2 new cards that hadn't come up in the last couple games I played so I wanted to test it out. While it should have curved out pretty nicely, having only Folk Hero as the draw card with a single angel should've been a warning sign. My early board state included Giada, Font of Hope, Soul Warden and Luminarch Ascension. As predicted, Luminarch Ascension was able to get 3 counters on it after a single turn.

However I was hit by a board wipe early on and had to decide whether to use Luminarch's ability or recast Giada. I foolishly recast Giada only to have her removed again with Skysovereign, Consul Flagship. When Sigarda went to blow up Luminarch I produced 3 4/4 angels with 6 mana to give me some blockers. I had also drawn into The Ozolith but it was only able to add 1 counter on it.

For the rest of the game Kykar solely targeted me with their growing vehicle board state. Since Giada now cost 6 and Skysovereign was pinging for 3 every turn I couldn't waste the mana to recast her which turned off Folk Hero. I cast Angelic Curator just for a blocker since it would be hugely advantageous against vehicles but it was promptly removed with Dispatch by Kykar. I was also able to draw into a Mask of Memory but was stalled out since Kykar had Spirit token blockers, Atraxa had their commander and Sigarda also had their commander. I was the first to be knocked out and this was a definite loss. I did cast Pyre of Heroes but didn't draw into any angels until late game so it had no effect.

Archangel of Tithes is actually pretty great but probably more effective as a late game play when board states are bigger. Battlecruiser decks will typically tap out to get the edge and will not hold up mana for tax effects which will help in getting damage through.

Luminarch Ascension is a great card but also a lightning rod. In the third game it presented a threat early on and if Giada hadn't been removed twice so early it could've helped end the game. Not getting those +1/+1 counters on the angels hurt my game plan quite a lot.

The Ozolith saw play but had little impact. Again, if Giada hadn't been removed early I could've dumped all those counters onto it and preserved threats.

Pyre of Heroes also saw play but had little impact. The overall flow of the game meant I was essentially stuck. Eye of Vecna would've been more impactful here but since Kykar had such an oppressive board state I would need to play much bigger threats to make a difference.

While Giada may not always be necessary to our gameplan, not having her and being unable to cast her slows us up so much that opponents can just out ramp or out threaten us pretty quickly. Dodging an entire table's board wipes and single target removals is pretty tough and makes me consider Lightning Greaves or Swiftfoot Boots again.

Max_Hammer on I’m Rick Grimes, Bitch 2.0

1 year ago

Howdy, I think your mana base could use some work-shopping. As for what you have right now, it's good. You don't need to remove anything, nothing here is hurting you. However, there might be something you missed. The only reason I can see for having this number of basics is for Emeria, but I think you could get even more value elsewhere. For the record, I'm not saying to include all of these, but I am giving you some choices as to what you might wanna include. I suggested the ones that seemed like the best choices.

Removal:

For removal, we have a few choices. Scavenger Grounds is graveyard hate, which is fine because we only have one piece of recursion and it's Emeria. Blast Zone is pretty solid removal, just in case. Field of Ruin can get rid of someone else's Emeria or other problem land. Eiganjo, Seat of the Empire can be removal when you need it, and a land when you don't. And lastly, Kabira Takedown  Flip in a token deck takes down pretty much anything without hexproof.

Protection:

Your stuff is important! Keep it safe with these cards. Eiganjo Castle is nice for anyone especially important, as can Karakas, if you can swallow the high pricetag. Sejiri Shelter  Flip can keep a creature safe once, assuming you don't need the mana. Nephalia Academy is fun when playing against specific deck strategies. Now, for a lot of them all at once, Kor Haven, Mystifying Maze, and Labyrinth of Skophos (With a shoutout to Maze of Ith) all prevent people from bonking you too hard.

Misc.

Everything else that wasn't in those two categories. Windbrisk Heights can play you a free Mass Calcify when you need it, just for swinging with 3 tokens. Reliquary Tower because this is Commander. War Room, depending on how much draw you need. Idyllic Grange may as well replace a Plains if you plan to keep focusing on Emeria. Arcane Lighthouse is just another Detection Tower effect. And for the final one, Karoo. I dig the bouncelands. They're perfect turn 2 plays and might help you ramp a little bit extra.

And one more thing aside from all of this! Caged Sun is, in my opinion, better than Gauntlet of Power. One extra mana for blocking out my opponents feels worth it.

Guerric on [Primer] Helming the Host of Heaven *Update*

1 year ago

As I continue to ponder the Breathkeeper Seraph/Pyre of Heroes combo, I think I am leaning towards putting it in the deck. This change would almost certainly accompany swapping Steelshaper's Gift for Enlightened Tutor, though I'll probably wait till the latter is reprinted in order to do that. While the combo itself is what draws a lot of people, this deck works very well without it, and it would be a mistake to build the deck around it. That being said, the utility offered by both pieces even on their own is worthwhile. The pyre is just a great utility tutor in its own, and one of the few ways we can grab any angel in the deck we want, including the seraph if we have a five drop. It can be really helpful in grabbing our hate pieces, including Linvala, Keeper of Silence and Angel of Jubilation (even though the latter shuts the pyre off, we'll still be glad to have her against lifepay and sacrifice shenanigans). We can sacrifice the seraph to it to grab Sephara, Sky's Blade, and then can pair it to seraph when she returns in order to give us a really mean indestructible board state that will be difficult to get around. We could use it to get Brisela, Voice of Nightmares  Meld  Meld out, and can even sacrifice the seraph to get Bruna, the Fading Light  Meld, bonding it to Brisela when it returns. We could also sac a three-drop to get Serra Paragon, and the immediately get back said three drop with paragon's ability, and then can keep the same thing with other one, two, and three drop angels, getting focused "card draw" out of the equation. We can do the same thing by sacrificing the seraph to get out Emeria Shepherd which we can then use to get it back immediately if we have a plains in hand. Even on its own the seraph can protect Giada, Brisela, Sephara, or any other angel that is critical to our gameplan.

Needless to say, I think it would be a mistake to not include this combo, though I also think it would be a mistake to get too excited about it and build around it as it could compromise our main plan which is goldfishing and killing the table. This combo gives us some resilience and allows us to potentially leverage our angel library as a resource. It's great, but it's not essential. As such, a surgical approach would work best. I think I am likely to cut Darksteel Mutation and Starnheim Unleashed to put it in. I'll add Kabira Takedown  Flip into the mana base to keep my removal at parity, and cut the worst removal piece, which is mutation. Starnheim Unleashed is an awesome card in the deck and I am reticent to cut it, but this combo is just better. I'd still recommend playing it for anyone who has room in their list.

Including the pyre also raises the question of other pieces that could be included. Inspiring Overseer is one I've had my eye on for awhile, and it is great here as we can sac it to get four drops and then get it back when paired with the seraph. It was already good with Sword of Hearth and Home for getting a draw engine going, and will be great with Serra Paragon and Emeria Shepherd as well. It's not essential by any means and we have to consider the floor of the card which is that it is an over-costed, one-off angelic version of Elvish Visionary, but at the three drop slot it gets some consideration at any rate because of the times where it can be really good.

The other card that should be considered now is Archangel of Tithes. This wasn't high priority before because we rarely needed either of its abilities since we usually have enough huge blockers to deter attacking and our flyers don't often have issues with blockers. Nonetheless, it is a great toolbox piece against infinite attack step/attacker combos like Godo/Helm Kiki-Jiki/Village Bell Ringer, etc. These combos still kill us because they can generate enough attackers to get around and eventually kill our defenders, but with the archangel they'll never be able to pay for it, making it a helpful hate piece much like Linvala and Jubilation are.

I currently don't have slots to add these, but will be keeping an eye on things to potentially cut to potentially add them.

Guerric on [Primer] Helming the Host of Heaven *Update*

1 year ago

Sorry I've been a bit slow on responses, a sudden visit from my parents among other things has been occupying us! Here we go!

Perilous_Percival

Angelic Ascension certainly is an interesting suggestion! Usually when I've seen cards like this (there are some similar ones like Divine Gambit) I just think that I don't want to give my opponents anything of import, and a 4/4 flyer is generally not something I want them to have. However, as you point out, we can usually block that here, and with our life gain this might be a non-issue in this deck where it is a significant one in others. The downside of this card is the 4/4, but it exiles, is at instant speed, has flexibility (since it can hit PWs as well), and is great flavor. The comparison cards, both of which cost are Darksteel Mutation and Fateful Absence. The upside of mutation is that it can sideline annoying combo commanders and pieces. The down side is that it is sorcery speed. It also isn't a slam dunk, as it can be sacrificed or bounced in numerous ways to get it back, or they could blow the enchantment up and not have to recast their piece. Fateful Absence likewise can deal with PWs, but it only destroys the target, which is less useful in recursion decks where they can just get it back. It also grants a clue token, which sometimes could be better than a 4/4 flyer (if they draw into the piece they need to win or stay in the game) and sometimes can be worse, so it's a mixed bag. On the whole, I'd be interested in trying it out though!

kirbysan

That's helpful feedback on Emeria, Shattered Skyclave  Flip, and makes me feel like I knew what I was doing when I didn't include it. I suspect its still worth it though because they will probably be some corner cases where it does what we need even if we don't love the cost. And since the three life doesn't really mean anything to us it's probably worth it, but its a marginal increase at best. Kabira Takedown  Flip is probably the best mdfc to add because more removal is always useful. Ondu Inversion  Flip isn't great since we don't typically want to wipe the board, but there are corner cases where I could use it with Cosmic Intervention with devastating effect, and it's probably wise to have a second board wipe anyway.

As for the game on Muddstah, I couldn't agree more with the misplays. I wish they has posted his deck list so we knew whether he included enough draw in his deck, but in any case there is no reason he shouldn't have played Giada turn 2, and he should have started with smaller, more incremental attacks along the way, with those counters helping a lot. He was clearly way too excited about having the lifegain/angel token making powerhouse cards on board and got ahead of himself. He also shouldn't have bothered with Bishop of Wings and played Righteous Valkyrie turn three, which would have caused Resplendent Angel to make its first token when he cast it on the end of turn four, giving him seventeen power on board turn four, with the option to get a lot more with bishop or another angel the turn afterward. The whole table was way too worried about the blue/green player just because he had a board state. The worst blue/green can do to our deck is bounce everything, and that doesn't set us back too much, especially with that hand. The Ulamogg player was slow but that is a deck you want to kill early, and mono-black is a color we want to be more afraid of, as the Sudden Spoiling move proved. They all should have put the eldrazi player on the death list as soon as they saw him put Woe Strider in his hand. Threat assessment problems aside, he just didn't sequence things correctly, and its certainly possible that he didn't have enough draw in his deck to where setting it up looked relevant. Nonetheless, he was still one of the powerhouse players in this match, attesting to Giada's strength!

amarthaler

Thanks for the kind words and the suggestion! Moonsilver Spear is always a fun card, and the prospect of making a giant angel token with it is indeed tantalizing. I think the casting and equipping costs make it a bit slow for our curve, though by all means play it if it's fun! I do have a copy in my binder, and I do plan to play it if I ever make that boros equipment deck that has been simmering in my mind for a year or so, its a fun card!

Guerric on [Primer] Helming the Host of Heaven *Update*

1 year ago

kirbysan

That's great to have you list available! I'll keep an eye on it. Avacyn will probably go in some day because she is just cool and seems to belong in an angels tribal deck. She also is certainly helpful to our game plan, though isn't necessarily essential since she is high on the cmc side.

It also occurred to me today that I really need to up my mdfc game. There really isn't a reason for us not to play Emeria, Shattered Skyclave  Flip in this deck, and we should probably play Ondu Inversion  Flip and Kabira Takedown  Flip as well, though we have to be a bit more careful with tap lands since they can slow us down considerably. I should have some store credit and Christmas money coming in, and those cards are dirt cheap anyway so I'll put them in soon. I think I'll also probably put Fateful Absence in in place of Darksteel Mutation because I think the sorcery speed activation and planeswalker killing utility probably outweigh the disruption mutation can cause to a commander.

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