|Commander / EDH||Legal|
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|Magic 2015 (M15)||Common|
|Magic 2014 (M14)|
|2011 Core Set (M11)||Common|
|2010 Core Set (M10)||Common|
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Destroy target artifact or enchantment. You gain 4 life.
Price & Acquistion Set Price Alerts
|Have (4)||XxCataclysmiCxX , webdokkeren , Va1mar , xXThormentXx|
|Want (4)||starkzero , Lotus230 , Jspeed , Willmcphail90|
Solemn Offering Discussion
2 months ago
As a fellow Angel lover (you can see my angel tribal & taxes deck here ), I think you run many angels that are simply not good enough. Angel of Retribution, Radiant, Archangel is too fragile to mass removal, Seraph of Dawn, Seraph of the Suns, Shepherd of the Lost, Requiem Angel, Angelic Field Marshal is useless if you don't have your commander out, and if you have it you really don't need that much having viligance on all your creatures when a lot of them already have it, Exquisite Archangel (if you want this kind of effect I would prefer Resolute Archangel, that does it whenever you want), Herald of War I think is too slow, all of those I think cost too much for what they do, even Radiant, because she is too vulnerable against mass removal, although you could argue that she is good enough, I don't like her that much. I also think some of them like Silver Seraph or Shattered Angel could be removed but I'm fearing that I am going to cut too much and you will end up with less than 100 cards. Also, I'd suggest removing Iona, as hard as it is for me to say, but when my opponents stole it from me for the third time and named white I finally decided is too risky to run her in a monocolored deck.
I also think you are running some inefficient lifegain. Chaplain's Blessing is too weak, you could instead run cards like Blessed Alliance that are far more versatile, or Solemn Offering to mix targeted removal with life gain. Rest for the Weary, Sun Droplet, those ones I think are too ineficient.
Finally, some of the artifacts you run are to make your creatures able to evade more, but I don't think it is necessary when all of them already fly and are enormous, so I would cut Trailblazer's Boots and Prowler's Helm. I don't think Whispersilk Cloak is that good taking into account how many enchantments and abilities you have that target your creatures, and Sunbeam Spellbomb isn't good enough if you are not running some kind of graveyard recursion.
Finally, I would cut many of the cards you use to buff up your angels. They are already big, you don't need too many +1/+1 effects when you are always casting 5/5s, 6/6s and 7/7s. That would make Silver Seraph, Path of Bravery, Honor of the Pure, Dictate of Heliod and Light from Within cuttable.
Have you thought about adding Approach of the Second Sun? It's a nice alternate win condition that makes you gain life. I'd also think about including the OG Ajani Goldmane, it was made specifically about lifegain.
4 months ago
For the sake of saving words I'm just going to list my cuts and my adds. Then feel free to ask any questions.
Cuts: Esper Panorama, Haunted Fengraf, Rupture Spire, Transguild Promenade, Doom Blade, Invoke the Divine, Renewed Faith, Revitalize, Snuff Out, Undying Evil, Angelic Edict, Solemn Offering, Syphon Mind, Urborg Uprising, Soul Link, Guardian of the Guildpact, Kor Cartographer, Commander's Sphere, Orzhov Cluestone, Seer's Lantern, Vampire Envoy, Unhallowed Pact, Painful Lesson, Live Fast, Wayfarer's Bauble, Gray Merchant of Asphodel
Adds: Forsaken Sanctuary, Polluted Mire, Drifting Meadow, Whispersilk Cloak, Thorn of the Black Rose, Palace Sentinels, Chill to the Bone, Eyeblight's Ending, Rend Flesh, Merciless Resolve, Disturbed Burial, Grim Harvest, Afterlife, Forsake the Worldly, Journey to Nowhere, Fountain of Youth, Luxa River Shrine, Marble Chalice, Pious Kitsune, Stone Haven Medic, Tanglebloom, Fellwar Stone, Prismatic Lens, Gold Myr, Leaden Myr, Guardian Idol
5 months ago
I really like this. Has a lot of cool interactions and win cons.
Solemn Offering is also there. Slower but does give the option of enchant removal.
Hope these helped!
8 months ago
Update: Took out Divine Offering for The Immortal Sun = I had way too much artifact and enchantment removal. Cursebreak for Mind's Eye = That extra Mana now has a use. I am also fixing that dead draw. Solemn Offering for Land Tax = Unseen Card advantage by thinning out the deck. Plus never missing a land drop is nice. Terashi's Grasp for Mana Vault = When I am having downtime waiting to blow up the board state, I can untap with the four mana. The ping of one damage really is not seen by how much the life gain is represented here. Then, Repercussion for Boros Signet = This was great, but I am susceptible to mass artifact removal.
Did come into a weird situation that needs addressing. Someone puts Followed Footsteps on my Stuffy Doll. They name me. I have Pariah on my Stuffy Doll and Repercussion. What happens here? My judge classes give me the sense that I essentially loop and the loop cannot stop. In that time the damage has nowhere to go that will hurt the game state. Thus, moving on with the game happens.
8 months ago
You should not run Solemn Offering. Four life is inconsequential--particularly since you are going to be sideboarding in your artifact/enchantment removal against a combo deck which really is not interested in how much life you have. Further, it is at sorcery speed and costs more than Disenchant.
Couple other changes after looking at your decklist:
Instead of Sanguine Sacrament and Renewed Faith, consider adding cards like Thoughtseize to your mainboard. You are at your opponent's mercy in the early game--until you have no cards in hand for Ensnaring Bridge or enough copies of Ghostly Prison in play to protect yourself, you're going to be in some trouble. Thoughtseize and its ilk will allow you to remove your opponent's early threats before they actualize.
Personally, I find 3 copies of Ensnaring Bridge and three of Ghostly Prison to be the sweet spot. Ghostly Prison becomes less useful as the game draws on, as eventually your opponent will be able to play his or her bombs and have a bunch of lands sitting about on their next turn. Ensnaring Bridge, on the other hand, is useless in the early game. 3 and 3 ensures you have the maximum chance of drawing the pillowfort card you need.
You might want to sideboard a card that gives you hexproof so that you have some protection against burn. Your lifegain cards will never be sufficient--lifegain spells are vastly less efficient than burn. Leyline of Sanctity is obviously the best option, but Aegis of the Gods and Shalai, Voice of Plenty are also options (though burn will just hit them with a kill spell).
8 months ago
I do run 2 copies of Solemn Offering for artifacts and enchantment in my side board. Maybe up that to 4?
11 months ago
There is an approach to deck building called The Rule of 9. You begin by selecting nine cards. Each of these cards becomes a full play set (4 cards) yielding 36 cards in your deck. After that, place 24 basic lands and you have a deck that will consistently use your ideas to win or lose. If you like the results then you refine the deck with ideas such a mana curve, utility, and synergy.
Let's play 24 lands to ensure we have good opening hands and draw plenty of mana. Sure, we may flood out from time to time. Yeah, we may brick some draws. But nothing feels worse than seeing everything you could do if you just had some lands. Here is a succinct statistical look at why you play 24 lands.
Angelic Destiny: A great way to win the game. can take an 0/1 and turn it into a decent attacker and blocker. Does better work on things with lifelink or vigilance or double strike. Or all three.
Aerial Responder: On his own, Aerial Responder is a strong contender. He attacks and blocks well, he gains life, he's evasive...a renaissance man. When we look at curving into Angelic Destiny on four we begin to feel a slight tingle in our pants.
Pacifism: Most decent decks pack some form of removal. Pacifism is a far cry from primo, but since you're mono-white weenies you'll take what you can get and be happy with it.
By my count, we are at four of nine. This leaves us with five cards to choose. From here we can choose different ways to continue to build upon what we've done so far. Sometimes we will be playing a full four of and other times we might play less. It depends on the curve and how many slots we have available.
I've grouped these into cards that play well together. This first set is about making an army with your Angelic Accord.
Angels and Solitude
Angelic Accord gives us an engine to work with. All this card asks is that we gain life in increments of at least four. As a reward we get 4/4 angel tokens. Fulfilling these requirements can build a formidable army.
Lone Rider Flip: If you are doing Angelic Accord things, then you'll hopefully be gaining 3 or more life a turn and the flip on him will be easier. A 4/4 first strike, trample, lifelink on (possibly) turn three is a good set up into a turn four Angelic Accord. Also makes an 8/8 lifelink, first strike, trample, flier with Angelic Destiny.
Lone Missionary: Two mana, gain four life and get a 2/1 body. Flip your Lone Rider Flip, make an angel off of Angelic Accord, put a counter on Ajani's Pridemate. This card can enable a lot of the things you are trying to do, both in the early and late game. Play it for a reason and with a plan, running it out simply because #YOLO is a waste and will lose you game.
Solemn Offering: Interaction with decks that strongly utilize artifacts or enchantments while gaining four (wow, much amaze) life. For some silly times, you can blow up your own Pacifism to give your opponent back a creature worse than a 4/4 angel token (Angelic Accord is necessary for this to work). Not every deck plays relevant artifacts and/or enchantments so it is likely you only play one as a failsafe.
"Look to my coming on the first light of the fifth day, at dawn look to the east."
Make a big, wide army of tokens and overwhelm your opponent.
Raise the Alarm: Classic token generator. Play this end of opponent's turn to be able to attack next turn. Flash block 2/2 for value. There are just so many uses for this card.
Honor of the Pure: Anthem effect that gets better in multiples and hits all of your creatures (duh). You gain more power the wider your army is.
"THIS IS MY BOOMSTICK!"
Loxodon Warhammer: Probably just a one of. But what if any creature in your deck could make an angel token with Angelic Accord and this? Or flip a Lone Rider Flip or put a counter on Ajani's Pridemate?
Crested Sunmare : Paired up with two or three Pristine Talisman and you can build an army of indestructible horses. For maximum efficiency, tap the talismans on your opponent's turn and attack with the 5/5s on your turn.
Heliod's Pilgrim: Two and a white to find your Angelic Destiny. Or Pacifism. Or Shielded by Faith. Or Pentarch Ward. Or Soul Tithe. Or Prison Term. This type of tutoring effect allows you to become a toolbox of answers and threats. Play two to help with consistently finding your finisher or answer.
Path of Bravery: Gaining life for attack with creatures and buffing said creatures when you've gained enough life. Seems sweet. If you have neither life nor an army, however, this card doesn't actual nothing. Play with no more than two.
"Let me explain...no, there is too much. Let me sum up."
Pick a core group of seven (28 total) cards. With your remaining slots pick some combinations of the other listed cards and then playtest. With any luck and through many games, you will find what works and doesn't and will make adjustments as you see fit. The cards I've listed are by no means the end all be all of what is out there, but I feel they are a nice jumping off point and a good discussion on deck building principles and techniques. This site also lets you playtest your deck so you can see how your draws look and play out a couple hands to see what you are capable of doing with the cards you've chosen.
1 year ago
If you have any suggestions on removing or adding in cards let me know. I know One guy in the group has a Krenko deck. Another has a 5 Colored. Thats all I know for right now. thank you
Would like to keep it at a 80 Red/White Angel/Dino Deck
1x Cast Out
1x Absolute Law
1x Devil's Play
1x Angel's Tomb
1x Sol Ring
1x Mob Rule