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
2 days ago
Gilded Light is my favorite graveyard protect
need lots of ramp, you're sinking two mana a turn just to do stuff some decks do for free. But, Alesha does some things different/better.
Vault of the Archangel turns your weenies into something your opponents will cringe at.
Consider building either much heavier recursion or lots of tokens to supplement. If you go with tokens, City of Shadows
Balefire Liege is a HUGE help.
5 days ago
Path to Exile is probably the best removal spell to play if you're going to splash white.
Kolaghan's Command is a nice 1-2 of giving you a mainboard edge against affinity while giving you versatility by giving you access to recursion, discard, and removal all on 1 card.
Not sure if Faithless Looting is what this deck wants to be playing since you don't have ways to utilize cards that will be discarded from it. Faithless Looting is not really card advantage but actually card filtering (replacing a number of cards with different cards). If filtering is what you want then its fine but if you want advantage (replacing 1 card to get more than 1 card) then maybe Painful Truths would be better.
6 days ago
Infral, hey thanks man! If you want to "budgetize" the landbase, I would start by cutting the fetches. This is gonna lead to inconsistency with fixing the colors, so fill it up with duals. If you want to keep the deck competitive, dont strip it to only basics. A more budget landbase could look like this:
4x Godless Shrine 3x Temple Garden 2x Overgrown Tomb 2x Gavony Township 1x Vault of the Archangel 2x Sunpetal Grove 3x Isolated Chapel 1x Woodland Cemetery 1x Caves of Koilos 2x plains 1x forest 1x swamp
That cuts the landbase down to under $150 while still keeping it competetive. Its definitely not as consistent (meaning color screwing is a possibility), but it is consistent enough to post results. Hope this helps. Cutting 9 fetches out of a deck is def gonna have some backlash, but I wouldn't stress it. Playtest with the deck and landbase so you know what hands to keep and not keep to minimize color screwing and mulliganing (even though both of these are based off total luck, it helps to know your cards). The deck in itself is pretty evenly distributed between colors, but still fairs white as the dominant color, so keep that in mind too.
1 week ago
Hey there! I run a somewhat competitive Kaalia Deck. It has a small primer giving insight to my choices. It may provide inspiration should you be looking to change anything.
It's become habit for me to stalk "Help!" and offer suggestions on commanders I'm familiar with. Since you don't have any specifications on mbudget, meta, or level of competition, I'm going to only offer general advice. There's a fine line between suggesting changes and crushing the spirit of an EDH deck, and I often hestitate to step over it.
Anyways, my comments!
Creatures - You've got some of the more important ones already, but I see you've got a few utility and "off-topic" creatures, as well as a battallion subtheme. Should you ever feel that you're not getting the bang for your buck, evaluate the value each creature provides and it's immediate impact on the board. Kaalia's niche is cheating out one large fatty a turn and that draws a lot of hate. Make sure that you consistently have something to cheat and that it's giving you the most bang for your buck. I personally feel that Battallion is difficult, and often underwhelming, to trigger in Kaalia, having once played to a similar theme myself. As for specific suggestions, take a look at Angel of Despair, Steel Hellkite, Tyrant's Familiar, ect. EDHREC.com has a lot of great suggestions, as do the decks on this site.
Ramp - You've got the idea with the number of mana rocks you run, but I suggest limiting yourself to the 2 CMC options over the 3 CMC that you run. A Turn 1 Sol Ring (or Mana Crypt if you've the budget) into a 2 CMC Rakdos Signet, Orzhov Signet, Boros Signet, Fellwar Stone, Coldsteel Heart, or Talisman of Indulgence can meat casting Kaalia on Turn 2. Speaking of Sol Ring, you seem to lack it in your list?
Value/Card Draw - Between ramp and cheating out cards, Kaalia can quickly run out of gas. I suggest adding some of the more common forms of repeatable card draw, such Necropotence and Phyrexian Arena, the slower Ob Nixilis Reignited, or maybe the wheel effects of Dragon Mage or Wheel of Fortune. The wheels are a bit risky depending on your play group as they tend to provide your opponents a chance to answer your threats, but they pair well with Sire Of Insanity and Grand Abolisher. The other side of value is threat recursion - I'm particularly found of Phyrexian Reclamation, Angel of Serenity, Dawnbreak Reclaimer, and (the admitedly expensive) Volrath's Stronghold. While she can be a bit slower, Reya Dawnbringer deserves an honorable mention. There's also some of the cheaper, straight reanimation spells in Reanimate, Exhume, Animate Dead, and Necromancy.
Removal - You've potential to run some of the more efficient, universal, or more permanent spells available to you. There's quite a few to list, but consider Swords to Plowshares, Path to Exile, Anguished Unmaking, Vindicate, Utter End, Council's Judgment (fun card), Austere Command, and my favorite, the horribly underrated Rakdos Charm.
Land - This is a budget thing for most people, so I seldom remark on it. Still, you can take advantage of some of the utility lands out there, whether it's Slayers' Stronghold, Hanweir Garrison, Vault of the Archangel, Sunhome, Fortress of the Legion, Shizo, Death's Storehouse, or anything else that catches your fancy.
Planeswalkers - A touchy subject for most. Planeswalkers are usually pet cards, so all I'll say is consider if they help your overall goal. I ran one or two back in my day (Liliana Vess, mainly) but found that I couldn't quite protect them - Kaalia tends to swing out each turn, after all.
That's about it. Obviously more can be said based on what you want to do with the deck, but those are my armchair thoughts. I couldn't quite fit it in any one category, but take a look at Boros Charm are wrath protection, Planeswalker removal, or double-value off of something that fires on hitting an opponent.
If you have any questions or critiques, let me know. If this was of any value to you, I always appreciate upvotes; it helps for my own visbility and critiques.
1 week ago
SquirrelbaconThanks for all the suggestions.
I agree that Obzedat, Ghost Council isn't actually that great. When I added it, I was thinking about a situation where I have Panharmonicon on the battlefield, which means an 8 point life swing each turn. But that doesn't always happen, and I don't think its powerful enough to justify its high cmc and inconsistency.
I disagree with you about Priest of the Blood Rite. Remember, the demon isn't dependent on the priest, so if they kill the preist, I still get the demon. Besides, they're not going to be wasting their removal on it. Because it does 2 damage to me each turn, I'm very happy to see it die. Unless I have a Flickerwisp in hand, I'll attack with it into a bigger blocker. Then my opponent has a choice of blocking, meaning I no longer take the damage, or taking 2 damage a turn him or herself.
Restoration Angel is absolutely insane, I can't believe I forgot about it.
Vault of the Archangel seems good, I'll try it.
1 week ago
the black mana is just for Vault of the Archangel to give my spirits an added threat when i have extra mana available. I would include Lingering Souls if my three mana slot wasn't pretty stacked already. Maybe I'd remove the cryptics and the Essence Flux if i were to include them.
1 week ago
Nice to see some abzan that isn't running a suite of hand hate! If you are trying to keep the deck budget friendly, I'd like to suggest Siege Rhino. He's only on average around 2 dollars, so he would be a very easy substitute. The easiest change would be...(in my opinion)
+4 Siege Rhino ---- maybe only add three???
Obzedat, Ghost Council is a great card, but for 5 cmc, you get more out of the rhino in terms of cmc(only 4) and a lightning helix type effect instead of a glorified shock. 6 point life swings are much more powerful than a 4 point swing considering how tight modern can get, plus, you can have multiple Siege Rhinos on the board vs only one Obzedat, Ghost Council. Legend rules are rude. :/
Priest of the Blood Rite just dies to all removal. Only having 2 toughness is hard since nearly any removal kills him. Yes, the bounce effect is nice since you can potentially just stack demons, however, that's committing several resources to a 5cmc card that dies to almost everything.(sorry Gut Shot, you don't quite do it yet)
Now, if you want to break the budget more... there's a few options.
Restoration Angel - Literally does what you want the deck to do, but at 4cmc she is competing with several other spots in the deck. It is up to you, but, not only can she bounce creatures on our turn she can do this on an enemies turn. She almost acts as a counterspell in a sense since you bounce your creature to make them untargetable in a way.
Collected Company - With your current decklist, it only misses 4 creatures. For as annoying as I find the card, I can't say it isn't useful. Very strong card, especially in a deck with so many cheap cards that say "when this enters the battlefield". This card does nearly everything you want it too, however, you could also whiff hard and find 6 lands lol!
Windswept Heath - Same reasoning for Marsh Flats, just thins your deck and they are the cheapest(I believe) of the fetch lands. I'd also add at least one Forest, Blood Moon kills three color decks. Unless you want mountains... then I mean, you do you man. Also, maybe add a 1 of Vault of the Archangel. Turns your little people into slightly more scary little people.
I hope this isn't overbearing. Just wanted to give some extra options. If you have any questions feel free to ask or bounce ideas here!
1 week ago
I would strongly suggest Pillar of Flame over wild slash. The exile clause can be a big deal against cards like Scavenging Ooze or especially Kitchen Finks. Also in the side board use Molten Rain over Peak Eruption destroying a mountain is not a huge deal in modern, if you want to kill a land it would be something like a tron land or Vault of the Archangel or Gavony Township, something that has impact. A great card to combo with Burning-Tree Emissary is Talara's Battalion. Also Mutagenic Growth is free pump and Temur Battle Rage combos really quite well with Become Immense and can set up for otks.