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|Commander 2014 (C14)||Rare|
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White spells you play cost (1) less to play.
Pearl Medallion Discussion
3 weeks ago
BTW, sorry about the first comment being so long and I love the deck.
3 weeks ago
Hey, lots of good cards here and this is a good start for a deck built around Angels. You say in the description "Uses few artifacts to speedily get additional angels out" consider expanding on this? It's the right strategy to use since Avacyn costs 8 mana :)
Cards to consider adding:
- Snow-Covered Plains : use them with Extraplanar Lens.
- Ancient Tomb
- Sol Ring
- Mana Vault
- Pearl Medallion
- Herald's Horn
- Urza's Incubator
- Smothering Tithe
- Gilded Lotus
- Knight of the White Orchid
- Solemn Simulacrum
- Gift of Estates
- Karmic Guide
- Expedition Map : tutor for Nykthos or Emeria.
- Sensei's Divining Top
- Enlightened Tutor
- Mind's Eye
- Endless Atlas
- Lightning Greaves
- Crush Contraband
- Austere Command
- Path to Exile
Do you have Scroll Rack ? I see it in the sideboard; if you have it play it main deck, card is very good at helping to draw an Angel every turn and has fantastic interaction with Herald's Horn. I see Extraplanar Lens, this card works much better with Snow-Covered Plains then normal Plains. Snow-Covered reduces the number of opponents who can benefit from Lens. If you imprint a Snow-Covered Plains instead of Plains then only opponents who play Snow-Covered Plains get the mana bonus.
Cards to consider cutting:
- Always Watching
- Angelic Chorus
- Angelic Exaltation
- Brave the Sands
- Radiant Destiny
- True Conviction
- Dragon Scales
- Door of Destinies
- Akroma's Memorial
- Cryptic Gateway
- Moonsilver Spear
- Akroma's Vengeance
- Sunblast Angel
- Subjugator Angel
- Serra's Guardian
- Seraph of Dawn
- Resolute Archangel
- Malach of the Dawn
- Lightkeeper of Emeria
- Angel of Invention
- Angel of Condemnation
- Shattered Angel
- Exquisite Archangel
Many of these cards I suggest to cut are anthem effects. I don't think Angels need so many of these effects since they're already powerful flying creatures; they don't benefit enough from so many anthems. Replacing anthems effects with ramp lets you actually play Angels faster which I think is more important than pumping them since you can't pump Angels if you don't have any on the battlefield. Lots of other high mana cost (CMC six plus) Angels have potential to clog your hand, not able to cast them. You already have your powerful eight mana Angel in the Command Zone because of this consider cutting a lot of other high mana cost Angels to help to reduce the avg. CMC of the deck which is currently high at 4.5.
Good luck with your deck.
1 month ago
The Angel Deck
Planeswalker (2) 2x Elspeth, Knight-Errant
Land (20) 8x Mountain 8x Plains 4x Seraph Sanctuary
Artifact (2) 2x Pearl Medallion
It still needs some trimming and refinement
1 month ago
Nice brew, neat idea to counter those clunky and annoying Vannifars!
As smne who played Mono-W Stax for a while, with the amazing Hokori, Dust Drinker at the helm, I'll share with you what thoughts inspire me your sweet Linvala decklist.
(Even if it has already been pointed out before, I wanna say that I also love the Urborg combo. It's unexpectable and freakin' gud!)
Let's start by the beginning: mana fixation. Extraplanar Lens is insane in every monocolored archetype, so it's a quite logic inclusion you made here. Nonetheless, I suggest you to go for Snow-covered lands to synergize better with it - that way you won't give a lift to your opponents playing white.
Pearl Medallion and Sol Ring are basics, nothing really worth to say about it. Thran Dynamo and Worn Powerstone are more debatable. I don't know what is your budget issue, but if you want a competitve list, Mana Crypt , Mana Vault , Grim Monolith , Mind Stone , Everflowing Chalice etc. are all better options. Dynamo and Powerstone aren't bad cards, but they just come after those ones if you really do need a solid ''ramp'' package.
Opal Palace feels badly slow and ineffective in a monocolored stax deck. You won't win the game by taking up the board with your creatures armed of a little +1/+1 counter.
You have notable exclusions in your lands for a mono-white. Eiganjo Castle is the first card that comes through mind. Buried Ruin also is a recursive tool you should consider, even over Inventors' Fair . If you manage to find one, Ancient Tomb has its place there replacing Temple of the False God .
At its final shape, my Hokori decklist was running a powerful Crucible of Worlds package including Wasteland , Strip Mine , Dust Bowl , Flagstones of Trokair , Lotus Vale and City of Traitors . I was up to 39 lands, not counting Maze of Ith .
Now let's jump straight into your gameplan!
So... you're planning to focus your eyes on ruining Vannifar's day. To help with this strategy of being the nasty ''combo killer'' guy, I think you should put in some additional pieces of disruption.
That said, I don't know which Vannifar's version(s) your playgroup perform with. If it's a Thornbite Staff / Intruder Alarm one, things would be easier to calm down and you won't need such a heavy stax package - you'll need more single-target/multi-target removals though. And if it's the other one, certainly the most popular now (and also the most powerful/absurd), based on many shenanigans around the creatures Vannifar brings to the table, you'll need more stax support.
One of the very best cards you could add to stop all those creature-centered combos is Humility . This card is broken, this card is stupid. It even disables etb abilities. The only way your opponent has to go through is to destroy it with a creatureless source / or with a ''casting'' effect (like Ulamog has).
Single-handly, Humility tears apart most of the competitive Vannifar lists. However, based on the fact that it is still fragile to enchantments/permanents removals, you'll have to build a defensive shield for your stuff. Vannifar lists often keep a strong package of cheap permanents' removals in their pocket (like Beast Within for example), so you'll need to play carefully.
There's a lot of different ways you can head in order to reinforce your permanents' presence on the battlefield. A pretty simple and most of the time effective, despite of its ccm, you already included is Avacyn, Angel of Hope . I think you still lack a way to cheat her casting cost out to make her a stable and destructive power house.
Stax ''enchantment'' strategy is imo one of the most viable and solid strategy. With Academy Rector (amazing alongside your High Market ), you'll be able to search the exact piece you need to lock the game in your favor.
Notable stax exclusions :
Static Orb > staple
Storage Matrix > staple
Arena of the Ancients > staple
Thalia, Heretic Cathar > staple
Lodestone Golem > Considering all the artifacts you're playing, ~ seems like a consistent pick for your draft.
Ethersworn Canonist > personal preference there. I always loved ~ in my stax deck. Synergizes well with Teshar.
Phyrexian Revoker > another personal preference. Always found ~ useful.
Pithing Needle > destroys Vannifar for 1 mana.
Orb of Dreams > more of an Hokori all stars card, but could also be good here.
Sphere of Resistance > staple, should be played carefully to slow down your opponents combos and not threw away as soon as possible like I see many people casting it
Mana Tithe > unexpected white counterspell - another Hokori all stars... I don't know if it would be any good there
Other cards to consider :
Platinum Angel > slow down combos, create a premium target for every combo player removals.
Greater Auramancy > protection for your enchantments
Sensei's Divining Top > not the best card draw you could find, but provides something White struggles to accomplish
Barl's Cage > strong mana sink against Vannifar and creature-heavy decks
Condemn > more removals
Abolish > more removals
Dispatch > more removals
Catastrophe > clears everything except enchantments/artifacts
Approach of the Second Sun > win con
Idyllic Tutor > searching for Humility
A bunch of meta depending stax tools :
Cards I'd cut from your list :
Martyr's Bond > Slow and unreliable on this brew. As you're not sacrificing any kind of permanent on your own, you'll struggle to get any value out of it outside of a lost political blast deflagrating when the game should already be over. Unless you add in some cards like World Queller , it defenitly doesn't deserve a slot imo.
Bishop of Rebirth > a lot of people seems to give love to this card recently. However, I personally think it is just a bad inclusion. You spend 5 mana on a understated body and you have to wait a whole turn before getting value out of it IF you are in the researched scenario. There will be times where you have Boots or Greaves on board and this will be an insane mini-Sun Titan, but the situation is too rare to justify its presence.
Sublime Archangel > No real interest here. Good creature but doesn't provide anything for the stax strategy.
Gift of Immortality / True Conviction > weird ''win con'' heavily situational cards based on creatures. There is some logic behind Gift, but it's just too much of a unreliable idea. True Conviction has nothing to do here... it's 6 mana spend to lose the control on the game. If you're searching for card advantage and a bit of healing, go for the brand new Dawn of Hope (also is a good mana sink).
Blackblade Reforged > intersting alternative win con. Feels slow nonetheless.
Emeria Shepherd > too slow for my liking.
Whispersilk Cloak > can't understand what this does in a deck full of flyiers and tapping effects.
Finally, as you want to challenge Vannifar, which is a blue deck, you'll need something to deal with the classical Cyclonic Rift . Teferi's Protection is a good solution (and it could also protects you form a lot of various situations / removals / etc.), but I'm sure you can find a lot of other response.
I hope you'll find useful ideas in this comment. Thanks a lot for sharing this, it reminds me good times. Keep up the good work, keep up brewing!
1 month ago
Hey, looks good, but consider more lands?
33 lands with only four additional mana sources is low with a five drop and a six drop Commanders. I suggest 38 lands with 8-10+ additional mana sources.
Cards to consider adding:
- Fetid Heath
- Godless Shrine
- Pristine Talisman
- Jet Medallion
- Pearl Medallion
- Oketra's Monument
- Bontu's Monument
The artifacts that reduce the casting cost of black and white spells are good with Krav and Regna since they have a lot of colorless mana in their mana costs.
Other cards to consider:
- Swords to Plowshares
- Enlightened Tutor
- Tymna the Weaver
- Ayli, Eternal Pilgrim
- Zulaport Cutthroat
- Resplendent Angel
- Blind Obedience
- Dawn of Hope
- Archangel of Thune
- Sun Titan
If you like some of these suggestions I can help you to make cuts.
Good luck with your deck.
2 months ago
I have been pretty happy with the deck performance so far, but I'd like to try a couple of small changes and see how they work out.
abandonding for now the side strategy of inflicting damage to opponents for having cards in their hands: I had already took out Black Vise , so I'll be removing also the Sword of War and Peace , as in any case I'm not attacking a lot.
limiting further the possibilities left to opponents to trigger their combos by having Angel of Jubilation preventing them from sacrificing creatures.
decreasing the mana cost of my spells: Jace's Sanctum was already reducing of 1 CMC the cost of instants and sorceries, but thanks to Sapphire Medallion and Pearl Medallion now also enchantments, creatures and planeswalkers will be 1 CMC cheaper (further reducing the costs of instant and sorceries as well).
2 months ago
I'm just going to make suggestions for cutting and adding, but they're more suggestions on what I would do if I was building it. OrientSuperior might have some good feedback. He's good at going wide and tribal too.
Not a lot to say here. I'd probably cut some of your higher CMC creatures for more low CMC knights. You probably want to treat your dragons like my Sunhome's Finest deck treats angels: sprinkle them in there, but don't make them a main attraction. Their CMC is usually fairly high.
Sunhome's finest generates a lot of 1/1's to bide time for a big angel to come out, but Knight's aren't quite as good at that as soldiers are, I'd add some more mana rocks and cut a big boy or two. Right now you're running about 22 Knights out of your 29 creatures, with three ways to get a limited number of tokens from what I'm seeing.
You might consider cutting Door of Destinies if you end up being more of a hybrid Knight-Dragon tribal, otherwise it's probably fine for now. I'd probably cut some equipment for commander protection and mana rocks.
Main Cuts: I'd cut these for sure, but there are a few more I'd lop off for other things.
- Bloodforged Battle-Axe: It's a mana sink and you're going to be strapped for mana in Boros.
- Godsend: This card isn't very useful in commander. If you exile a card it's gone, since they can't run multiple copies. If you hit their commander they'll just return it to their command zone instead of exiling it.
- Sunforger: It's really just not that great. It's a mana sink and I actually cut it from my own deck.
Extra Cuts: I'd probably cut Forebear's Blade, Mind's Eye, and Obelisk of Urd as well. Obelisk is worse than Door of Destinies, so keep that latter if you're cutting one of the two. Mind's Eye is a good card, but I barely manage to take advantage of that in a mono-White deck crafted to ramp fast. Forebear's Blade is just so-so, it's not bad, but it's not great.
- MindStone: Great mana rock with draw in case you really need it.
- Swiftfoot Boots: You've got two commanders. Run swifties and greaves?
- Worn Powerstone: It's a tap for two mana rock. Could be more than worth it for you.
I don't have a lot to add here. I'd probably want more instants in general, and I'm not a huge fan of Dawn Charm.
I would cut Arch of Orazca and replace it with Terrain Generator. I'd find space somewhere in your artifacts to cut a card and add in a Reliquary Tower too. The 36th land is more important for your colors and you're more than likely to have a build up of cards with a big CMC in your hand at some point. Arch is a cool land, but you're going to rarely have that much mana on hand outside Green. If you're super set on having a card draw outlet like that, go for the Vanquisher's Banner.
I'd probably cut Quest for the Holy Relic for a copy of Honor of the Pure, but that's just me. I feel like the deck is built to go tall, but the tribe is made to go wide. If your deck wins because of commander damage, it's probably because you have two commanders, not necessarily because one of them got beefy.
2 months ago
Pearl Medallion occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%