|Commander / EDH||Legal|
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|Modern Event Deck (MD1)||Rare|
|Dark Ascension (DKA)||Rare|
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Vault of the Archangel
: Add to your mana pool.
, : Creatures you control gain deathtouch and lifelink until end of turn.
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Vault of the Archangel Discussion
3 days ago
Lands: Your lands are a little on the... boring side. You could add things like Godless Shrine, Isolated Chapel, and Concealed Courtyard for a better fixed mana base. And lands like Vault of the Archangel and Shambling Vent for utility.
Token generators: Captain of the Watch is really slow for a deck with 22 lands and a bunch of other mana heavy cards. Have you considered Sorin, Lord of Innistrad and/or Sorin, Solemn Visitor instead?
Grand Abolisher seems unusually present. Do you really need 4? Is your local meta full of counterspells, but no removal (since you have no cards to stop your opponent from killing your creatures after they have resolved), or discard (no Aegis of the Gods or Leyline of Sanctity)? Under most normal circumstances, Grand Abolisher would be a sideboard card, brought in to shine against blue/X control decks, but not really against anything else.
You could also really use some removal, either Path to Exile or Anguished Unmaking. You have some lifegain already, so Anguished Unmaking could actually be quite good, since it also takes opposing planeswalkers, lands and artifacts.
What is the super-value-grindy-win card, you have Sun Titan bring back from the grave?
5 days ago
I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:
Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.
Teysa, Envoy of Ghosts - makes tokens only if your opponents let you
Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)
Ghirapur Gearcrafter - makes one token
Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it
Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1
Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you
Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it
You get the idea.
Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).
Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to
Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.
Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.
I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!
1 week ago
Hey fl0yd I see your point about being split between archetypes. I think the two can synergize well though. I'll try to discuss the cards mentioned here.
Teysa, Orzhov Scion: A nifty card. I'm not super sold on it, but she may have a place. I may play test her at 1.
Blood Artist: I would love to run him and Zulaport Cutthroat at 4 in this deck, but space is currently a bit tight and he lacks human synergies. I leaned on 6-7 being enough of the drain effects. Thoughts on who exactly to take out?
Thatcher Revolt: I really like this one as well. It has a lot of synergy. There's really two main reasons it didn't make the list first go round. Basically I want red to be as small a splash as possible. You made a good point about it helping the budget, so I'd like to at least need as few duals, shocks, and fast lands as possible. Secondly it isn't a human creature, so it cannot be returned with Rally the Ancestors which is currently a very strong play to close out a game at instant speed.
Removal Suite: I absolutely agree with you about upgrading Tragic Slip. To me the floor on it is too low (but it does have a high ceiling). Ideally I'd replace it with Fatal Push because I'm a bit iffy on Path to Exile. The problem is I'm trying to keep the list from hitting crazy prices.
Viscera Seer: Initially building the deck I thought of Viscera Seer. I like the free sac and Scry is ok. At the time I opted out for a full set of Falkenrath Aristocrat. You are right she can be bad in multiples and I have to be careful when I play her. I'll debate coming off one Aristocrat for Seer though. The problem is (while Aristocrat may be expensive) she has insane potential to close out a game or turn a game around. She has great human synergy and has board impact the turn she comes down. If my board is established she has board impact the turn she comes down even if she gets targeted by removal.
Abyssal Persecutor: I like this card and I'm definitely going to test it. My concerns are it comes down and doesn't do anything that turn for 4 mana. It also dies to Fatal Push and would be fighting with Falkenrath Aristocrat for a spot. And Aristocrat has Haste and can achieve Indestructible possibly.
Judge's Familiar: I'm a bit iffy on this one. I see what you mean about the value in the control match up though. It may warrant a sideboard spot. There aren't any humans with a similar effect are there? I guess Thalia, Guardian of Thraben is close.
Hand Disruption suite: Love the idea of this. Almost definitely will make it in sideboard. Main board is a maybe since I want to be creature heavy and I feel at least a little removal is important.
Rite of Consumption: I see where you are going with this card. It packs a lot of potential, but I feel like it will often just be dead in my hand. I'll consider it though.
Red: I see your point in removing red. It definitely helps with the budget as well as consistency. But, I think Falkenrath Aristocrat is a bit too strong to pass up in this build. At least in its current iteration.
Thalia's Lieutenant: I see your point here. The goal with her though is to have an aggressive start. Turn 1 Champion of the Parish into Lieutenant is a lot of damage up front. Plus I like she can buff my Cartel Aristocrat who is basically unblockable. I'll consider lowering her count for some Gather the Townsfolk though. The problem with Townsfolk is again that it is a spell.
Falkenrath Aristocrat: I see where you are coming from with this card. And I've largely addressed her already, but I will test with her at 3. Also, she was a large part of the reason to build the deck. Her status as an Aristocrat and Human Synergy makes the idea just click.
Unclaimed Territory: This card is basically being used as a budget Cavern of Souls which would be undeniably good in this deck. Given the low spell count and the fact there are only two creature types makes the color fixing surprisingly good.
Overall some real quality suggestions that have given me a lot to think about. I'll make some adjustments, do some testing and get back to you.
2 weeks ago
2 weeks ago
2 weeks ago
Thanks for the suggestions lukas96! I am always happy to have suggestions!
Like you said, I know the manabase will never be perfect, but it hasn't screwed me over yet! The only issues I've ever had with it were getting white mana early enough that I have it when I need it, but also make sure that it's not the only color in my hand. For that reason, I'm not really worried about having Urborg, Tomb of Yawgmoth. That being said, Shambling Vent is a great idea! I don't want it until the late game, of course, but it can crew vehicles, dodge removal fairly easily, and gain me a little life if need be. All of that's useful!
As for Concealed Courtyard, I'm trying to weigh its consistency on turns 1-3 and the guaranteed slowdown later vs. Isolated Chapel's higher risk earlier in the game and it's faster speed on later turns. If Godless Shrine wasn't considered a Swamp and Plains, too, I would definitely go with Concealed Courtyard, but right now I'm not so sure. This deck may have a super low curve, but it actually benefits greatly from being able to leave mana open so you can attack without abandon with Bloodsoaked Champion or threaten with Vault of the Archangel if they have a few big creatures.
Authority of the Consuls is less in here for haste and more for the lifegain potential for one mana. Merfolk was the one I had in mind the most, to help give me a boost so I can race more effectively.
I think I'll thrown in a Eidolon of Rhetoric. I'm a little wary of it because it prevents me from emptying my own hand, but it's definitely better than a dead Kambal in my hand.
Finally, it's funny that you bring up Relic of Progenitus's ability. Me and my friend were just talking yesterday about how there might be a better fit. We had settled on Tormod's Crypt and while I'm always for free spells, Nihil Spellbomb's draw ability sounds more useful.