Resolute Archangel

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Rare
Promo Set (000) Rare

Combos Browse all

Resolute Archangel

Creature — Angel

Flying

When Resolute Archangel enters the battlefield, if your life total is less than your starting life total, it becomes equal to your starting life total.

Price & Acquistion Set Price Alerts

M15

Ebay

Recent Decks

Resolute Archangel Discussion

Sakana on Noyan Dar Preliminary Decklist

3 weeks ago

eaturesAngelic Arbiter- This doesnt seem very helpful. Too expensive, but if you like it, keep it.

Curious Homunculus  Flip- This card is VERY good for you. Ramps, then makes everything thats relevant cheaper for you. Strong for price and cost. I would keep this even if I were spending a significant amount of money on upgrades.

Daxos of Meletis- Doesnt fit with the deck theme. If it is there for laughs and you like it, keep it. It can be a very fun card

Deep-Sea Kraken- This is mediocre. Even with the suspend, you could put a card in this slot that does far more for your deck then a unblockable 6/6 that can be easily killed by removal after waiting for it. I recommend you remove it: does not fit the deck in any way.

Diluvian Primordial- Seems expensive to me. I would test how well it works in your playgroup before I judge it. In fairness, the cast triggers from it get you elementals with Noyan Dar, Roil Shaper. It would probably result it about 14 power hitting the board for 7, which can definitely be an issue for your opponents. Not to mention the fact that you also get the instants from the cast trigger, but you would definitely have times where the best spells you could get would be Explosive Vegetation and Farseek, which wouldnt help when you have 7 mana. I would put this in the keep for laughs pile.

Godhead of Awe- I LOVE this card. You have a 10/10 Progenitus? Here, have a 1/1 hydra Avatar. Well, I love the original: Humility. The problem with it is the creatures keep their abilities, so that baby Progenitus still has the Protection from everything bit. Which isnt great on a 1/1, but you get my point. I would remove this card in favor for something else.

Grand Arbiter Augustin IV- This card is very powerful. It makes almost all of your spells cheaper (sometimes by as much as , the effects stack) while making all of your opponents spells cost more. I would strongly suggest keeping this card.

Gwafa Hazid, Profiteer- This is one of my favorite cards because it was one of the first rares that I owned that I was like This, this is perfect. So I am very biased in saying to keep this card, so keep that in mind. He does give your opponent card advantage though, which you never want to do, but if it stops a Blightsteel Colossus, youll be glad to have it. It is important to know that if he dies, the counters will stay, but the effect will NOT. You will be able to be attacked by any creatures with Bribery counters on it. I say keep it.

Helium Squirter- This is expensive for what it does, even with the ability to give your lands flying. I would replace it with Abzan Falconer. Cheaper, and doesnt tax your mana every time you want to give something flying. I say remove and replace with Abzan Falconer

Herald of Secret Streams- This card is amazing in your deck. All those lands? Well, they had flying. Now? Good luck blocking that 9/9 flying unblockable land. Keep this card, there is absolutely no reason to replace it at this point in time.

Isperia, Supreme Judge- Expensive, and potentially hard to cast. While it gives you card advantage, there are much better options for you deck then this. It also fits with none of the themes you have going on. I would remove it, it has no place here.

Jace's Mindseeker- Seems so-so. It relies a little too much on luck for my taste, but if you enjoy the card, I guess you could keep it. It does trigger Noyan Dar, Roil Shaper, but only if you hit an instant or sorcery spell, which against some decks has a very low likelihood. Remember, you only get the top five cards of the deck. I would remove this card.

Kami of False Hope- This is bad. It is a fog effect on a creature. You lose the surprise that you get from Fog in exchange for nothing. There are much better cards for your deck. Even Ethereal Haze is better, and only because you can get a 3/3 out of it. I would strongly recommend removing this card, it gives you nothing. (I am not suggesting you add Ethereal Haze. Dont.)

Knight of the White Orchid- For the longest time, I thought this card was called Knight of the white Orchard. Needless to say, I was wrong. I think this card is very powerful. It ramps in white, a color that doesnt get much love for ramp. If you play it well, you can get very ahead with this, even if it doesnt seem like much to get an extra land. It is. It can also fetch your Hallowed Fountain or Prairie Stream to get blue mana, as it doesnt specify basics. It can sometimes be a little difficult to cast on turn two, but not so much that it becomes an issue. Just to take care to play a land AFTER you play it, because you need to have less lands than an opponent. It feels bad to play a land, try to cast this, and get a 2/2 out of it because you misplayed. I would strongly recommend keep this card, ramp is so important.

Novijen Sages- This creature seems bad. Removing two 1/+1 counters for a card seems bad, especially considering it costs 6 to cast. This creature seems very bad to me. I would remove it.

Quicksilver Gargantuan- This costs 7. For a 7/7. It copies something, sure, but it doesnt fit the deck, and it is too expensive. I would say to replace it with another card. But if you enjoy it, keep it. Remember that EDH/Commander is about having fun with your favorite cards.

Resolute Archangel- This is bad. It costs 7 and the lifegain is questionable at best. Only play it if you regularly get use out of it. I would remove it.

Reveille Squad- This seems like it could be good. Attacking with your lands, then pulling them back to block is good. Sort of like vigilance for everything else. I would keep it, seems good. The card would untap everything else unless you cheat it into play as a trigger to being attacked. Here is what I found for how it works Reveille Squad triggers when you are attacked, namely when one or more creatures are declared as attackers against you, which is the first thing that happens in the Declare Attackers step. So you must control Reveille Squad before you opponent attacked, for its ability to trigger. The latest you could bring in the Squad in order for its ability to be relevant is during the Beginning of Combat step. (stolen from silentstormraider on MTGSalvation). I would keep it, seems annoying for your opponents.

Solemn Simulacrum- There is nothing to say here, this card is almost always amazing. It ramps, color fixes, and draws cards, what more could you ask? I would keep this.

Surrakar Spellblade- This card seems like if you could hit someone, it would be great. The emphasis there is on the if. Most decks are going to have something to block it with, so if you dont have a good way of getting it through, Id be wary. Note that it is not a may ability, so you may deck yourself, although that is unlikely. I would test this card for how effective it is before judging if it should stay or not. If you routinely cant get through with it, toss it.

Taigam, Ojutai Master- YES! This card is excellent for you. This not only makes all of your instants and sorceries uncounterable, it DOUBLES the number of counters you get from Noyan Dar, Roil Shaper because rebound has cast triggers. So at your next upkeep, youll not only get the spells again, youll also get more counters. I immediately thought of this card when I saw Noyan Dar, Roil Shaper. You do have to attack with him, but I think his upsides are so high that it doesnt matter very much. Keep in mind that after you declare attackers and attack, you can cast an instant with it and get it rebounded next turn. Sometimes that extra instant is more important than keeping Taigam, Ojutai Master alive. Excellent choice, I would not remove this card.

Talrand, Sky Summoner- This card is just like Noyan Dar, Roil Shaper, only with flying drakes. There is no reason to remove this card. It has the protentional to be a very good card. I both like this and think it is a good card. Keep it.

Vortex Elemental- This card seems bad, rather slow. And to routinely get the effect, you are going to need to spend 6 mana on it, which feels bad. If it works or you like it, keep it. I would do some testing with it before removing it, but there would be a good chance that I would remove it.

Artifacts

Boompile- If you are going to want to destroy everything, you dont want a 50% chance to miss it. I would remove this, only keep it if you enjoy it. There is a 99% chance that it will fail you right when you need it. NOTE: See Perilous Vault.

Darksteel Plate- One of the most important things is to protect Noyan Dar, Roil Shaper, and this is a good way to do it. Destroy effects and damage will not affect him anymore. This is a good card, keep it.

Pearl Medallion- This card seems good. Ive personally never liked the medallions, casting lots of spells can benefit from this. I would look into if you have a Sapphire Medallion, they stack on white/blue spells. If this does work, keep it.

Perilous Vault- It feels a little like a trap. You need 5 mana to cast it, and it can be annoying to keep up that mana all the time. Although that shouldnt be an issue considering that most of your spells should be instants, so it is better in your deck than most. The exiling bit bugs me: you get all of your things set up, then you go and get them exiled, never to come back. But it does the same thing for everyone else, because symmetrical effects are always fair, like Balance or Upheaval. Keep this card if it works for you, but it has never worked well for me. Removal is important in almost all cases. NOTE: I WAS WRONG. All NON-LAND permanents. Keep it. Very good with all of your lands.

Prismatic Lens- This card may provide color fixing and a little bit of ramp, but I dont think that it is good enough to fit into the deck. It isnt a very good card. I would remove it.

Instants

Celestial Flare- Good cheep removal. If this is what you have, it is fine. In the future you may want to replace it as edict (originally from the card Diabolic Edict) effects often dont get what you want to kill. Do keep in mind that you can target a player that is attacking another player, not just you. Hydra coming to kill Bob? Save him and annoy someone all at the same time!

Crippling Chill- Seems okay, but slow and not super effective. You want things that are going to do things to your opponents without hitting you. I would recommend removing this.

Disdainful Stroke- Good counterspell. Nuff said. Probably keep it.

Dive Down- While this spell works as a protection spell, it isnt super effective. +0/+3 and hexproof just doesnt affect the board state at all. Having a counterspell here would be more versatile and probably helpful. It feels like it would often be a dead card in your hand. I would take this card out.

Essence Scatter- A fine counterspell, I would probably keep it. Maybe change it to one that hits all kinds of spells, not just creatures. Keep.

Immolating Glare- While this is generally better than Celestial Flare, I would change this out for another spell, as this doesnt get around indestructible or protections. One for ones are fine, but two, three, four, or five for ones are much better, and in EDH, those are not too difficult to come by. I would change this card out. Not bad, just not good.

Negate- This falls into the same boat as Essence Scatter, doesnt hit everything, and often you will find that you have the opposite of the one you need. Im wary of limited counterspells. They seem sort of like a trap. Again, if you dont have something better, keep this, it isnt a bad card, just limited. I would keep it for now.

Opt- This card is okay, not great, but not terrible. It draws and scrys, all good. It just doesnt do more than replacing itself and a limited top deck manipulator. I would replace it soon, but isnt too big of an issue.

Pongify- This is good. Removal in blue is rare. And the ape shouldnt be an issue for you compared to what you had to deal with before. This card is very strong, keep it.

Pressure Point- This card is mediocre at best. It just doesnt do much. There are other cheap options. This card just doesnt do almost anything. I would replace this soon. I do like the flavor text.

Prismatic Strands- This is a good card. It comes back as another counter generator from Noyan Dar, Roil Shaper, which is good. It is also notable that it protects from more than combat damage. It protects from a whole colors damage, which can be helpful. It doesnt give protection from that color, just protection from that colors damage. Those creatures can still block you. I dont see why you should remove this card now, it seems fine. Keep this for now, you may want to remove it later.

Restore the Peace- This card is a token destroyer. They just turn into little wisps of air. I think you should see how this works in practice and playtest it some, but it might be very good, depending on your playgroup. IMPORTANT: you can use this after Bob gets massacred by Spikeys bum-rush of 70,000 goblins on turn three. It will get all of those goblins, leaving you scot free (except that it was turn three and there were 70,000 goblins. They WILL be back, goblins always are.) Restore the Peace doesnt need to hit you, just deal damage. I would keep this for now.

Select for Inspection- This card is just bad. There is no upside, it doesnt replace itself. The effect that it has is worse than Unsummon. Replace it as soon as possible.

Send to Sleep- This card is another card that I would recommend you replace. It doesnt do much and there are much better options. Tapping this is not going to help as much as you think it will help. I would remove this card too, but if you need a hundredth card, leave it in.

Sheltering Light- This card is fine, it protects Noyan Dar, Roil Shaper from many things and also scrys. I would keep it, but not be too attached to it because there are lots of better options.

Sphinx's Revelation- This card is great. It not only draws you cards, it gets you life, too. My only worry is that you wouldnt have enough mana to make it great. But just imagine it, Twincasting it for 10 cards? Delicious. I would not remove this card, as it just gets better and better the more mana you have.

Think Twice- This card is already good, and it only gets better with the extra cast triggers for more elementals. It draws cards and makes creatures!? Great!

Twincast- This card can be extremely funny and very good. Say someone casts a Boundless Realms and you copy it. You get all of those lands too, but only as many as you would get as if you casted the spell. Spell copiers are one of my favorites! If you are ever having issues with someone where you are trying to counter a spell and there is a counterspell on the stack, you can use this to copy that counterspell! I love this card and wouldnt remove it. Kicker effects stay on the spell as you copy it.

Wing Shards- This card is worse than Celestial Flare, it doesnt hit blocking creatures and costs more. Keep in mind that two for ones are good in EDH. I would remove the card from the deck if I were you, but isnt top priority.

Enchantments

Angelic Gift- An okay card. Not the worst, not the best. Giving something flying can be good, but I think this card is just taking up a lot in the deck that could be filled with better things. I would remove it, but place no importance on removing it. It is functional.

Authority of the Consuls- This card can be so good against some decks. Tokens? Gain some life and they enter tapped. It has such potential for value and hosing hasty dudes. If I were you, I would keep this card, but I have a large personal bias for it. I won a prerelease once from it. Actually, Ive won two sealed tournaments with this card I like it. Keep it if you like, it isnt bad at any rate.

Cartouche of Knowledge- This seems too slow. I really am against cards that only affect one creature if they dont do much. In voltron, this might be a different idea, but this isnt a voltron deck. It does draw a card! I would remove it when I got the chance.

Detention Sphere- This card absolutely destroys tokens. I would keep this for the removal it can provide and the situational ability to ruin somebodys plans. I would call this a good card. Keep it.

Embargo- This card is excellent in the deck. I didnt realize that this card existed, but it does and the untap step called, they want everyone elses creatures back. I think losing two life a turn for this is fine. It stops everyone elses artifacts, creatures, tokens, and most anything. The only deck it wouldnt affect is Lands, and even still. Keep this card, it is almost certainly great for you.

Trail of Evidence- This seems okay, drawing the extra cards from your spells can be good. And it only costs 3 to cast, which is almost nothing. I would keep this card, seems like it could be very strong. But dont be too surprised if it is underwhelming, that may be an issue. It might be just too slow. But try it out.

Sorcery

Curse of the Swine- This spell has always seemed very silly to me. I would keep it if I were you, it can act as good removal and is a good spell in general. It can target your creatures too, if they are being targeted by something. I would keep this spell, good and funny.

Displacement Wave- Now this, this is Magic! This card is AMAZING. You never need to worry about your own creatures with this. This was on my cards to suggest list. The fact that this doesnt hit your lands is straight value. Excellent choice.

Expropriate- This cards art is another amazing art. It has the True-Name Nemesis, Mox Pearl, Mox Sapphire, Mox Jet, Mox Ruby, Mox Emerald, and items from Selvala, Marchessa, Grenzo, and Muzzio. The art is GREAT! And then there is Leovold, Emissary of Trest, my little card hoarder. This spell itself is good too. Extra turns or your opponents best stuff? Win-win. I would keep this, it will win you games if you can cast it. If.

Planar Outburst- Die SCUM. This is so good for your deck. Do Not Remove This. It will do work because it doesnt kill your lands. For the love of all things sacred, keep this in the deck.

Rise from the Tides- This is another good card. Lots of tokens for you based on the numbers of instants and sorceries that should be in the deck. This will probable be a good deck, but I think it requires playtesting for a true evaluation of how good it is.

Treasure Cruise- Good card draw for one mana. This will draw you cards. I think you should keep it.

Ugin's Insight- There is a good chance here that you wont have the chance to scry more than 4 cards due to the average converted mana cost of the deck, but drawing three is nothing to scoff at. I would recommend keeping this card.

Windfall- Another fun card. Dropping this after youve dumped your hand of spells and making Spikey discard all the goblins he had in his hand is so satisfying. This card will almost never be a dead card in your hand. An Cyclonic Rift than this is devastating. Your opponents will have their board states ruined. If you have a hand of bad cards? Wheel. Keep this card if you enjoy fun.

Lands

Going to go ahead and say that this looks fine. Dont worry about spending lots of money on a mana base, spend that money/trade value on cards. This is not the most important part of the deck. Budget mana is better than budget cards. Dont worry about this.

Opinions

The deck is a good start. I think that there are too many creatures and too few instants and sorceries. The reason why too many creatures isnt good is that it takes up Instant/Sorcery slots which can have better things in them. Replacing some with card draw would probably also help. There seems to be an emphasis on tapping things, which I think it may be a good idea to let go of. Tapping things down is going to serve you less than killing the creatures outright or making your board state better to the point that their cards cant affect you. Also, working on synergy with cards like Planar Outburst will be much better than having random cards in the deck. Trust me. In EDH, synergy is king. Nothing is better. Except maybe casting Teferi's Protection with mana floating to cast Balance. Wait That is synergy You would also need to cheat the Balance into play somehow, as it is banned in EDH. What I would recommend is ramp. Without ramp, you are not going to be able to do anything at a rate that other people cant stop. Refining your focus and adding ramp will serve you well. Oh, and also get rid of some of the not-so-good instants, I think you may have a few too many. Maybe take out the Fog effects too, they generally have less impact than other cards. Please dont let my suggestions take the fun out of the game for you. Having fun in EDH is the point after all, if you arent having fun, why are you playing? And so, here are my suggestions for the deck.

Remove List

Creatures

Artifacts

Instants

Enchantments

Sorcery

NoneI have more comments, but have hit a limit. The recommendations will be in the next post.

chadsansing on Cherubim and Seraphim

1 month ago

I like this theme a lot.

Angel of Finality might give you some graveyard hate. Angel of Glory's Rise might help you recur your humans and even include a few more utility humans like Mangara of Corondor or Mageta the Lion. Angel of Serenity is often a spicy surprise. Bruna, the Fading Light, + Gisela, the Broken Blade, + Thalia's Lancers can be fun. Exquisite Archangel is kind of like a cheaper Platinum Angel or a back-up Resolute Archangel.

Since you are running a mono-colored deck, you might also be able to play fewer lands, which would free up some slots for more creatures, protection (e.g. Lapse of Certainty or Mana Tithe), or removal (e.g. Hallowed Moonlight or Rout). Banishing Light is another good O-Ring effect. Path to Exile might help. A few more rocks and some more card-draw (e.g. Inheritance) might help, too.

I hope some of these suggestions are useful.

Have fun!

UntoldTales on Angels and Human

1 month ago

Thanks Mike94 for your input! I made the following changes: Teferi's Protection for Zendikar Resurgent, Eerie Interlude for Fortified Village, Commander's Sphere for Blossoming Sands, Elvish Piper for Wilt-Leaf Liege, Thran Dynamo for Razorverge Thicket, Resolute Archangel for Land Tax and Graypelt Refuge for Gilded Lotus. This now brings me to 36 lands and a couple of more mana artifacts.

I know that I am vulnerable to everything that kills my combos, but I always tried to include a couple of alternatives to Brisela, the Voice of Nightmares, Azusa, Lost but Seeking, and also Captain Sisay.

Spacebeest on Teneb-EDH

1 month ago

Helljunction, Thanx for ur ideas

My discard outlets are Survival of the Fittest and Liliana of the Veil and to Some extent Greater Good. Also i run garu lands and can skipp a land drop to discard if needed. Ill probably get my hands on a Fauna Shaman at Some point though. I dont like the anvil, it gives all my (blue) opponents unlimited handsize and additionel cards, but it does work as a decent discart outlet.

Ive kind of ignored Traverse the Ulvenwald untill now because getting a basic in ur hand seems mediocre. However the second mode is really really Nice. Still i probably would not play it over Worldly Tutor but you Did convince me and ill the the card out at Some point.

I see GSZ as a ramp spell with utility in late game. As a tutor its probably my worst one but as ramp spell its decent. Having Dryad Arbor in opening hand sucks Though although it does provide me with a target for Pattern of Rebirth sometimes. If i cut it it probably has to be replaced by a ramp spell Though.

Regarding Angel of Serenity, I tried to keep up a good pod Chain by having 3 creatures at each mana slot (which might be a bit overdone). It recently replaced Resolute Archangel who has been very good to me but could help me in all cases. Ive not tested the angel yet but in the past it served me Well, it returns to hand instead of play and can return creatures from my graveyard to my hand in addition. Since the inclution of Greater Good i think in theory it is even beter allowing me to permanently exile all the creatures and, hopefully, Greater good draws me into a reanimation spell and i can exile more creatures. Having Said all that i still like your suggestion and Will Try to get my hands on a coppy, Maybe to replace Terastodon?

Eldritch Evolution is on my wants list for Some time but ive had other priorities. Its like a beter but one shot Birthing Pod. I think most of my other tutors are beter Though So making room for it Will be hard.

Lastly Crypt Ghast and Also Cabal Coffers used to be great in the past when my deck revolved around casting Tooth and Nail a bunch of times. Recently since my deck became more reanimation focust i feel they have become less good and they might be cut at Some point. Still they are one of the few ways to get greatly ahead on mana of my oponents. When i cast crypt ghast i have mostly 1-2 swamps in play and thats ussualy fine, cabal coffers is only good with 3+ swamps So its sometimes dead in hand, however the things they allow me to do when urborg Is play make them still worthwille. Im still looking to pick up a coppy of Oracle of Mul Daya who can Maybe replace the crypt ghast. Id try to fit in a coppy of Ramunap Excavator then aswell.

This has been quite Some writing work and i only talked about my deck. Ill try to take another look at yours later today if i can find Some more tips for u

sylvannos on want advice for angel reanimator ...

1 month ago

@Morbid_Empress: You can still play red, but only if it's in your budget. If budget is an issue, you can cut the red draw spells, use black discard outlets, then use black for Night's Whisper/Ancient Craving/Sign in Blood/Necropotence/Cruel Bargain/Phyrexian Arena/Griselbrand/Infernal Contract.

Griselbrand + Resolute Archangel is especially dirty, but that may be too tryhard if you're just playing casually with people at school who use 92 card decks.

Shane.Allen on Gisela Beatdown

2 months ago

Now this list is a set of cards I really think will help alot.

Slayers' Stronghold good for your commanders.

Legion's Initiative great for your theme and makes you stronger.

Balefire Liege Same as above just can beat too.

Iroas, God of Victory this card wants to be in this deck.

Dictate of the Twin Gods you might be able to get triple damage.

Resolute Archangel this will really help if you get down in life and need a late game bounce back.

True Conviction I've seen this card win alot if you can get it out late game it could be a big surprise.

Bxbx on A Girl's Best Friends...

3 months ago

Hi,

it might be a bit of a stretch for your mana base, but you could include Flamekin Village, Hall of the Bandit Lord or Hanweir Battlements to grant a creature haste. This way you can maybe cut Ring of Valkas or Chariot of Victory to use their cardslots otherwise.

Soul Snare is not good in here because you won't get any blockers out of the way when Kaalia of the Vast is attacking. Better play Swords to Plowshares.

Instead of Congregate you could play another creature: Angel of Invention, Archangel of Thune, Baneslayer Angel, Butcher of the Horde, Gisela, the Broken Blade, Goldnight Redeemer or Resolute Archangel.

Argy on Unfinished Kaalia needs HELP

4 months ago

You can check out the version I built after getting lots of tips from this site.

It has worked well in lots of games I have played.

1x Akoum Refuge
1x Badlands
1x Blood Crypt
1x Bloodfell Caves
1x Bojuka Bog
1x Boros Garrison
1x Command Tower
1x Evolving Wilds
1x Godless Shrine
1x Molten Slagheap
3x Mountain
1x Nomad Outpost
1x Orzhov Basilica
2x Plains
1x Plateau
1x Rakdos Carnarium
1x Rogue's Passage
1x Rupture Spire
1x Sacred Foundry
1x Scoured Barrens
1x Scrubland
3x Swamp
1x Temple of Malice
1x Temple of Triumph
1x Vivid Crag
1x Vivid Marsh
1x Vivid Meadow
1x Volrath's Stronghold
1x Wind-Scarred Crag
1x Lavaclaw Reaches
1x Needle Spires
1x Shambling Vent
1x Temple of Silence

1x Akroma's Vengeance
1x Diabolic Tutor
1x Dreadbore
1x Earthquake
1x Evincar's Justice
1x Mob Rule
1x Syphon Flesh
1x Syphon Mind

1x Boros Signet
1x Darksteel Ingot
1x Lightning Greaves
1x Loreseeker's Stone
1x Mardu Banner
1x Orzhov Signet
1x Rakdos Signet
1x Sol Ring

1x Akroma, Angel of Fury
1x Angel of Despair
1x Angelic Arbiter
1x Archfiend of Depravity
1x Aurelia, the Warleader
1x Avacyn, Angel of Hope
1x Baneslayer Angel
1x Basandra, Battle Seraph
1x Bladewing the Risen
1x Bloodgift Demon
1x Boros Guildmage
1x Dragonlord Kolaghan
1x Duergar Hedge-Mage
1x Fallen Angel
1x Flamerush Rider
1x Gisela, Blade of Goldnight
1x Iona, Shield of Emeria
1x Lightning Mauler
1x Mana-Charged Dragon
1x Master of Cruelties
1x Mother of Runes
1x Oros, the Avenger
1x Razorjaw Oni
1x Resolute Archangel
1x Rune-Scarred Demon
1x Shattered Angel
1x Tariel, Reckoner of Souls

1x Anguished Unmaking
1x Bathe in Light
1x Congregate
1x Crackling Doom
1x Master Warcraft
1x Orim's Thunder
1x Path to Exile
1x Return to Dust
1x Sulfurous Blast
1x Swords to Plowshares
1x Wrecking Ball

1x Necropotence
1x Palace Siege
1x Righteous Cause
1x Stranglehold
1x Vow of Duty
1x Vow of Lightning
1x Vow of Malice

The Vows could be removed for:

Demonic Tutor
Diabolic Tutor
Grim Tutor

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