|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Conspiracy: Take the Crown (CN2)||Mythic Rare|
|From the Vault: Angels (V15)||Mythic Rare|
|2011 Core Set (M11)||Mythic Rare|
|2010 Core Set (M10)||Mythic Rare|
|Tenth Edition (10E)||Rare|
Combos Browse all
Artifact Creature — Angel
You can't lose the game and your opponents can't win the game.
|Have (4)||, jecder , mwu8689 , sonnet666|
|Want (8)||Wolffey05 , waubers , AgentHellboy , jaimegomez27 , Gravehawk , BigBigTrek , SkullDJ , Cyvir|
Platinum Angel Discussion
5 hours ago
A couple other general points when running a primal surge combo:
This combo in-particular will rely you to be on more than 50 life when you finish resolving primal surge.
This combo is also interrupter with either artifact or enchantment removal at instant speed (although it is funny when someone jumps the gun and plays it too early so you kill them with the reservoir and proceed to combo off)
You could run a couple of black instant/sorcery tutors as well if you don't mind the set up. If you do you just tutor for all the tutors first and use the last one to get primal surge (all must be to hand tutors not to top of deck).
4 days ago
I crafted a Chainer deck roughly 2 years ago with intent to continue improving it. It's now my pet deck and the one I pamper most.
Your build seems to be missing some components that would make the deck much more wonderful (though it's plenty wonderful already - I love the Platinum Angel inclusion!). I would suggest effects like Sanguine Bond or Defiant Bloodlord if you plan to keep Exquisite Blood in the mainboard. Also, one of the best pieces a Chainer deck can have (even if budget is an issue, this card is roughly only $60 in judge promo form so there's little excuse if you can manage that!) is Xiahou Dun, the One-Eyed . This will allow recursion of all your tutors, X-costing sorceries, enchantments, pretty much everything that isn't an artifact (and then, you still have Noxious Gearhulk to recur as well!). I HIGHLY suggest it.
As for me, I have a request: look at my build Threnody for the Victims of Dementia, and let me know where i am lacking as well as what inspires you. I love to help aspiring Chainer players and since you're featured right now I figure this is where I'll shine for you... and others, perhaps. :D
2 weeks ago
kevinscheurwater Lmao I hadn't even considered either of those cards!! That is such a good card for this deck. I definitely have to do some playtesting, that's amazing.
Dude your Primer is so amazing I HAD to give you that +1. Though I disagree with the Sanguine Bond combo: I think that having it and setting it up on the side and then springing it on opponents is a great way to end the game (or attempt it) when the Game has dragged on so long. It's an easy way out, yes, but even then a Platinum Angel will still cause the combo to force a draw out between two players (which, to my shame, has happened to me before. Thanks Vedalken Orrery
2 weeks ago
@ M_Malcom: Thank you for commenting! True, Platinum Angel has a similar effect, but if your life total reaches zero (and that's easy to do with Madcap Experiment 's effect alone) and it gets removed, you lose on the spot. A killed Platinum Emperion does not necessarily kill you and it never costs you any life to put it into play by experiment. It is also faster clock if you can keep the opponents creatures under control.
2 weeks ago
MESS1802 I think I’m a little on the fence about Helm of the Host only because I’ve been thinking of running the Sunforger combo with Mistveil Plains , Chance for Glory / Final Fortune , with Angel's Grace also with Platinum Angel in the deck for infinite turns. Unless you think it’d be better to have both those infinite combos in the deck?
3 weeks ago
Ok I'm gonna start with recommended cuts to look at and then we'll move on to what possible additions could be looked at, and why.
Angel of Jubilation - This is a maybe cut. Its a good anthem effect and its anti-sac effect can be very useful. However due to being a token deck, we might want to be sacrificing our tokens to do things. So we'll evavluate this again later.
Ant Queen - Another maybe cut. Its a fine token creator, we might just be able to find something thats more efficient. But with some of the other things we'll be doing this might be worth keeping.
Geist-Honored Monk - The one off effect of creating 2 spirits probably isn't worth the slot here. We can find cheaper creatures that have the power and toughness equal to the number of creatures you control if we like that bit.
Jade Mage - Same argument as the Ant Queen really. Though this one doesn't even have a good body to back it up and three mana to make a 1/1 might not be good enough.
Kazandu Tuskcaller - It takes 6 mana to get this guy to the point where he makes 1 3/3 every turn. I think we can do a lot better than this. Its just soooo slow.
Selesnya Guildmage - This one is another maybe. The 4 mana for a 1/1 is rather underwhelming. But the anthem effect is ok.
Thelonite Hermit - Its a lot of mana to get anything out of this guy. It will cost you 8 to get the tokens which seems like a lot even if it is split over multiple turns.
Tukatongue Thallid - As much as we love this guy, the one off effect probably isn't worth his slot. We could do with a couple of other things at 1 mana.
Worldspine Wurm - I love this guy too, but its a lot of mana and he only makes the tokens on death. Seen as we want the tokens sooner rather than later so we can duplicate them with Rhys etc, we might want something that makes the 5/5s quicker. But we could keep this guy for the big guy turn sideways plan.
Cathars' Crusade - I despise keeping track of the board state that this thing creates. Though the effect is actually really powerful and should be in. I put it in the same boat as Coat of Arms. The "Oh Good God, you're on your own just tell me how much your attacking for" boat.
Growing Ranks - I'm never exactly a fan of cards which only trigger in your upkeep like this as they can feel so slow when you play them on your turn, then 3 other peoples turns go by, then you get your first activation. Especially when it only copies one guy.
Leyline of Vitality - While all the effects on this card are fine. I think we could just do better than this. The toughness buff is unlikely to save our creatures from a wrath effect, and the life effect we can find for cheaper. The chance of triggering the Leyline start in play is so low in EDH its probably worth discounting.
Sigil of the Empty Throne - We'll keep an eye on this one. Good card if we have enough Enchantments to reliably trigger it. But bad if we don't. So we'll check out count afterwards.
Verdant Embrace - I think this is expensive, but the effect could be great to stick on something and let it go. This one is more of a maybe.
Devout Invocation - I've always wanted to love this card. But if you have enough creatures to make this a viable card, then you should have enough creatures to be winning anyway without spending 7 mana and a card to make your board into overkill.
Storm Herd - Very expensive card. In fact is the 2nd most expensive card in the deck behind Worldspine Wurm. The effect is cool, but we need to see if its worth the mana.
Moonsilver Spear - another card I've always wanted to like, but rather slow. If it put the Angel into play attacking then It would be a different story, but it doesn't. This one might be ok to keep, but i'd put it on the short list of things to cut.
Sarpadian Empires, Vol. VII - Erm, i don't think i need to explain really why 6 mana for a 1/1 and a further 3 for another 1/1 each turn is bad.
General Ideas For Improvement
First thing i can say on this one is that the deck has no ways really of stopping your opponent from doing anything they want to you while you are trying to execute your game plan. Something that is going to happen is that you are going to get all your creatures destroyed. Its the nature of commander. You're also going to get comboed out with some creatures or you're going to have an artifact or creature that completely shuts down what you're trying to do. So you need some more things that will interact with that.
More Card Draw
You have a lot of good threats and synergies. But you're going to run out of gas in hand if you don't have something to refill after you've put everything into play. Especially if we get got by a wrath we couldn't stop. So we want a few things that will keep us ticking over when we have a board state. And a few things that might help us get back into it if we get blown out.
We have a few ramp spells in here, but not a lot. We could do with some more if we wwant to be able to reliably get up to 6 mana to start Rhys'ing as soon as possible.
Obviously, there has been some new cards printed since this was updated last so we can get them too :)
Sundering Growth - In the same way that some creatures ruin us. Some enchantments and artifacts do to. This is the best way to get rid of them for our deck. But some other Naturalize type effects are not a bad idea. Possibly in the form of creatures like Reclamation Sage or instants like Krosan Grip or Beast Within . Aura Mutation Is a specific enchantment removal that makes us guys which might be worth considering
Rootborn Defenses - The Anti Wrath cards. This one is our best option for our deck, and is the cheapest money wise. Dauntless Escort is good too. Then Heroic Intervention is more expensive moneywise and so is Selfless Spirit .
Mentor of the Meek - With the amount of small tokens we will be making, this guy is great.
Huatli, Radiant Champion - Her ultimate does not say 'Non-token'
Camaraderie - This one requires a board presence but can be well worth it
Shamanic Revelation - This one requires a board presence too. But a lot of green card draw does.
Harmonize - Straight up draw 3. Never bad.
The New fun things!
Anointed Procession - Another Parallel Lives, but in white
Divine Visitation - Just read it.... its a bit good
Cryptolith Rite - Lets all of our guys tap for mana
March of the Multitudes - Instant speed make a lot of guys. Very good with our Gaea's Cradle effects.
Second Harvest - Instand speed 4 mana Rhys activation for double everything.
Shalai, Voice of Plenty - Gives your other things Hexproof and can be used to pump the team with any spare mana you have.
Oviya Pashiri, Sage Lifecrafter - Like another Rhys. Except she makes big things. Do note that for some reason WOTC made her make fixed size guys so they are equal to the number of creatures you have WHEN YOU MAKE IT. I played this wrong for a few rounds in the prerelease.
Shanna, Sisay's Legacy - Hexproof lass with P/T equal to the number of creatures you control for 2 mana.
Throne of the God-Pharaoh - A good way to kill everyone at once without attacking.
Song of Freyalise - Lets our guys tap for mana for a few turns before then buffing them for a turn.
Sandwurm Convergence - Good protection and starts making 5/5 Wurms.
Thousand-Year Elixir - This is great for us as it effectively gives Rhys haste and can let you activate him twice in a turn.
Illusionist's Bracers - Doubles all of Rhys's Activations
Triumph of the Hordes - Kill everyone without them expecting it?
1 month ago
Platinum Angel occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%