|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Uncommon|
|Commander Anthology (CMT)||Uncommon|
|Welcome Deck 2017 (W17)||Uncommon|
|Eternal Masters (EMA)||Uncommon|
|Welcome Deck 2016 (W16)||Uncommon|
|From the Vault: Angels (V15)||Mythic Rare|
|Magic Origins (ORI)||Uncommon|
|Magic 2015 (M15)||Uncommon|
|Magic 2014 (M14)|
|Magic 2013 (M13)||Uncommon|
|2012 Core Set (M12)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Masters Edition IV (ME4)||Uncommon|
|2011 Core Set (M11)||Uncommon|
|2010 Core Set (M10)||Uncommon|
|Duel Decks: Divine vs. Demonic (DDC)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Eighth Edition (8ED)||Rare|
|Seventh Edition (7ED)||Rare|
|Fourth Edition (4ED)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
|Promo Set (000)||Rare|
Combos Browse all
Creature — Angel
Flying (This creature can't be blocked except by creatures with flying or reach.)
Vigilance (Attacking doesn't cause this creature to tap.)
Price & Acquistion Set Price Alerts
|Have (24)||Kimimaro , KipIsKosher , Falte , dplerner , TehDelta , Daddy1ong1egs13 , Unlife , Fiolek , Lindough , sonnet666 , GoldGhost012 , Vasbear1 , ironax , Mousemke , richardmv , TheBl0b , Ashy , mziter501 , Fleshxandxbone , pskinn01 , sombrevivo , Yawkcorb , Candyman949 , rhinoloupe|
Serra Angel Discussion
1 day ago
Welcome to the zany world of deckbuilding! I've got a couple suggestions that would have been very useful to me when I started out, which of course you're free to accept or ignore as they fit your style of design:
1. First, when you're starting out, it's pretty common to gravitate towards what I call "feel-good cards". These are cards that, for whatever reason, you're attached to. Maybe you've run them successfully in other decks, or you've seen a friend play them to great effect, or your dying father's last act was to push a Serra Angel in your trembling hands and rasp, "Take her to victory, child of my heart". Whatever the reason, it's always important to weigh the inclusion of your feel-good cards against your goals for the deck. For example, maybe Aura Shards feels like it's got so much value that you simply have to include it. But if you're aiming for a $100 budget, then maybe it's not worth 16% of your budget for that one card, especially when you don't have a ton of creatures and a sizable portion of your deck handles that function (i.e. artifact and enchantment removal) just fine without it. Everyone has their feel-good cards, and that's okay. But make sure you're not limiting your deckbuilding ability by relying on your feel-good cards exclusively.
2.A. Speaking of deck goals, it's always a good idea to begin by figuring out your constraints and go from there. Budget is always a good consideration, because you can settle on that before looking at any cards. You've got 40 basic lands, which I'm going to assume you've got lying around somewhere, which means that you can afford to spend an average of $1.67 per card. Right off the bat, that tells you that you can probably ignore any card that costs more than a couple bucks, unless you buy exceptions with cheap cards. (That number will change if you've already got cards for the deck, or need to buy some nonbasic landsyou've got this information and I don't, so I can't help you there). Knowing your average card value makes your research much simpler.
2.B. Next, you'll want to decide on the themes of your deck. If you're not totally sure, here's a handful of questions you can ask yourself to get the process rolling:
- "What do I like about these colors?"
- "What excites me about this commander? What strategies does it enable and what does it make harder to do?"
- "What sorts of things do I want to pull off in games where I run this deck?"
If you're having trouble deciding, write down your options and choose one at random. I'm serious! The reason you're having trouble deciding is probably because you're trying to weigh your feelings against each other, and feelings are indeterminate enough you'll never get a clear answer. Think about it this way: the fact that you're having trouble deciding means that the options are all about the same level of value, so choosing one at random won't affect your future enjoyment. And, of course, if you get partway through the design and decide you don't like it after all, you can always go back and choose another option.
2.C. Next, you'll want to generate your constraints for card selection to help you be more intentional. You can do this by thinking about the implications of your theme. For example, let's say you want to focus on your commander's ability to block every attacking creature. That suggests a couple things. Begin by paying attention to the conditions that need to be achieved before your deck works:
First, you'll want him on the field as much as possible (otherwise he can't block things). What effects help with that? Mana ramp? Mana fixing, to make sure you have the right colors? Maybe something unexpected like Vedalken Orrery, so you can cast him at instant speed?
Second, you'll want to make sure that, once on the field, he stays there. Hexproof? Shroud? Indestructible? One of the few non-blue counterspells? Token copies that you populate as soon as someone targets them?
Third, you want to make sure that keeping him on the field actually does the job you want it to--for example, how will you deal with a board full of flying creatures, or a massive, trampling threat? Maybe you want to use board wipes, but you don't want to make it harder to keep your commander on the board. That becomes a constraint on your card selection.
Fourth, you can look for interesting synergies that increase existing potential. For example, since he's already got first strike, and you know he's going to fighting a lot of creatures at once, why not give him deathtouch? If you're gaining life all the time, what effects combo with lifegain? Flicker effects so he can exit combat after first strike but before normal combat damage?
Fifth--and this is an important one--how does adhering to your theme make you win? Maybe blocking every creature lets you protect a backline of planeswalkers, or maybe you want to capitalize on all this effort you're devoting to protect your commander and go voltron. Perhaps you'd like to build a group hug deck, using Sir Guinelot to make you an unattractive target until the end of the game.
2.D. Once you know what sorts of effects you're looking for, list them all, and divide your 59 card slots among the different categories. Then, if e.g. you know you want 10 cards to ramp, you can start searching on Gatherer or Scryfall (the latter is much more useful, in my opinion). EDHrec is also a great site for seeing what other people have come up with, but keep in mind that they might not have the same playstyle, goals, or budget constraints as you do. Also, since you're using a custom card, that's not really an option for you in this specific situation--still, if you've got the time, you might find it instructive to see what people run for similar commanders.
When searching, always try to go for cards that count toward multiple categories in your checklist--they're basically free deck slots. Also keep in mind the conditions under which you'll be playing the card. In the first draft of my Marath, Will of the Wild deck, I counted Realm Seekers as a mana ramp card, and was quite embarrassed when I got mana screwed and it was stuck in my hand, mocking my lack of foresight.
3. If you find you need an expensive card, ask yourself whether you need that card specifically, or if you couldn't go for a less powerful but more reasonably priced equivalent. For example, that foil Gilded Lotus you've got up there certainly looks exciting, but it might be better to go for Prismatic Geoscope (which is cheaper and more versatile) or Pyramid of the Pantheon (which is a little more inconvenient, but lets you allocate budget elsewhere).
4. For EDH, I generally prefer not to put tutors in my decks. For one, the point of a singleton format is to increase the variance of games, and tutors allow you to pull out the same cards every game. For another, good tutors tend to be fairly expensive, which means a budget deck probably can't afford the ones that are actually useful. The four you're running--1/15th of your card slots--cost about $40, which comes out to about six times greater than you can afford per card. A budget deck can only afford a handful of cards like that, and the rule of thumb is they should probably win you the game when you draw them.
Alright, that was a lot, so I hope at least part of it was helpful to you. Have a great day, and best of luck with your deck construction!
4 days ago
I'm not an expert, but here is some general advice that I would have ignored if i'd gotten it when i first started:
- You can't win the game just because you have a lot of life (caveat: unless your deck is designed to do that, e.g. Test of Endurance). This means cards like Angel of Mercy and Angel's Mercy are just "delay" cards - they'll keep you from dying for a turn, but nothing else. You need to be able to win otherwise. That's not to say lifegain is bad (Ajani's Pridemate would eat me if i tried), but lifegain for the sake of lifegain is insufficient.
- Walls are good only if your deck is designed to be strong in lategame. Otherwise they are bad. It took me a long time to learn that. They can't attack, generally don't have any abilities that can win the game, and generally don't even prevent you being attacked (walls like Souls of the Faultless are an exception). Blocking a creature without killing it means it will just swing at you again next turn, and next turn it might have a friend, and now you can only block one of them. So unless the deck is designed to be strong late-game, you can generally replace walls with anything else and be equivalent or better-off.
- Card synergies are important. For example, you have Wingsteed Rider, but there are only two cards in the entire deck that will actually trigger his Heroic ability: Mighty Leap and Marked by Honor. Now, the base creature isn't bad (2/2 flying for 3 is decent/average), so i'm not saying take him out. Just, keep it in mind.
- Whenever you see a card, try to look for or think of interesting interactions. Since you're new, there are a ton of cards you're unaware of, and it's hard to keep everything in mind. For example, Enchanted Evening + War Priest of Thune (if everything is an enchantment, he can kill anything) or Angel's Mercy + Sanguine Bond (you gain 7 life and they lose 7 life).
- Some cards are the same as other cards, but one is just straight-up worse than the other. I can't really think of any examples using your cards, so i'll use these instead: Open Fire is strictly worse than Lightning Strike (3 CMC vs 2), which is itself strictly worse than Lightning Bolt (2 CMC vs 1). And it's not "old cards are worse than new cards", because Open Fire was just created/released, whereas Lightning Strike has been released several times. Just something to keep in mind. Closest example I can think of using your cards aren't straight comparisons, e.g. Angel of Mercy vs Serra Angel.
- This is a good resource: http://gatherer.wizards.com/Pages/Advanced.aspx It has every single card in MTG, and their rulings. It's one of the few sites I know of where the official site is better than most fan sites
1 month ago
As your deck list is pretty big so I thought I would give you some ideas for cards to cut.
Akroma, Angel of Fury: good, but does not have a big enough effect for commander
Anger: you're only running 2 mountains
Duergar Hedge-Mage good card but again, you are only running 4 mountains and 6 plains
Fallen Angel: you don't really have a use for a sac engine.
Jayemdae Tome: Just not great
Wrecking Ball no need for land destruction and there is better creature removal
Ghostly Prison:fine cared but has no real reason to be in this deck
Vow of Duty: just run a removal spell
Earthquake, Evincar's Justice, Pyrohemia, Sulfurous Blast: The mardu colors are the king of board wipes, run something better. ie. Damnation, Toxic Deluge, Wrath of God, Chain Reaction, Phyrexian Rebirth, and Decree of Pain to name a few
Congregate: don't need the life gain. Unless of course you play lots of token decks
Liliana of the Dark Realms: you have 3 swamps
you have a good amount of good creature but because your commander relies on your hand here are some more card draw ideas:Ambition's Cost, Ancient Craving, Bloodgift Demon, Damnable Pact, Dragon Mage, Erebos, God of the Dead, Harvester of Souls, Necrologia, Night's Whisper, Ob Nixilis Reignited, Painful Truths, Sign in Blood, Skeletal Scrying, Underworld Connections, Wretched Confluence, and Read the Bones.
More additional combat phase spell would also greatly benefit you. World at War, Aurelia, the Warleader, Fury of the Horde, Hellkite Charger, Relentless Assault, Savage Beating, Scourge of the Throne, Seize the Day, Waves of Aggression
in case you haven't already you may want to check out https://edhrec.com/commanders/kaalia-of-the-vast for more card ideas.
Looks like a great start, hope my comments were helpful
1 month ago
2 months ago
Do you want to know what The Deck was for me? It was my first deck, which I have been able to remake, and will tweak for Modern play. There were no Planeswalkers, and cards like Dark Ritual and Hypnotic Specter were great, as were Shivan Dragon and Serra Angel. I built the slickest, meanest hand control deck, featuring the two aforementioned black cards, Hymn to Tourach, and The Rack. Yes, it sounds the ancestor to our modern 8-rack, and I have to say yes I believe it is. I have built myself an updated version of my "dream" deck now, and I will be transferring this over to 8-rack once the other pieces arrive. I like hand disruption, messing with people's thought process.
2 months ago
The complete card list of this set has been revealed!
I am displeased that the majority of this set is newer cards, but there are some very nice reprints; in particular, I like the reprints of Archangel of Thune and Sheoldred, Whispering One, both of whom I need for EDH decks that I am buildings. The new artwork on the Kamigawa dragons as well as Bladewing the Risen is very nice, but I do not understand why Bladewing was demoted to an uncommon.
The reprints of the dual lands from Future Sight are very nice, but I dislike how only Horizon Canopy has new artwork, since I have four copies of Nimbus Maze in my blue/white deck,and would like to be able to have a variety of artwork for them. Hopefully, at some point in the future, the other filter lands shall be reprinted at some point and there shall be a complete cycle for Nimbus Maze.
I dearly wish that both Serra Angel and Swords to Plowshares had been given new artwork, but all the other awesome new art makes up for that, especially Disenchant and Condescend, both of which I have in various decks of mine.
It will not be easy to wait until November for this product, but I am very excited to know that it contains so many great cards. Is anyone else excited for this product?
2 months ago
I have explained to a few people about how Serra Angel has swapped hands over the years, but they haven't been particularly interested.
In a flavour save you COULD make a case for her being ambidextrous.