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Vault of the Archangel Discussion
2 days ago
3 days ago
I personally prefer Condemn over Tragic Slip, Disfigure, Swords to Plowshares, etc. so I can tuck their general, although it's more conditional. But they're all pretty solid spot removals for this format, all the same. A couple other cards I've recently considered for this are Bar the Door (although strictly worse than Tower Defense, it can act as a second one) & Vault of the Archangel to make your line of 1/4's, 1/5's still intimidating in case Doran's tucked into your library or something. Also, on the whole Alpha Authority debate; for hexproof, Lightning Greaves is strictly better, though a bit pricey. But Swiftfoot Boots is almost just as good, & much cheaper.
3 days ago
3 days ago
It's not terrible to ship here, Well. It's no hassle at all shipping to the states, MAYBE costs me like 2-3 bucks more tops. Never more.
4 days ago
So Im piloting my Junk Reanimator list again your Kor Legions list. After playtesting both decks several times to get the feel for the strategy, I recorded an actual best-of-three match. Here are the results.
A1: I won the roll and keep an opening hand of Temple Garden, Plains, Windswept Heath, Verdant Catacombs, Birds of Paradise, Lingering Souls, and Kitchen Finks. This hand is great. It has plenty of lands, a little ramp/fixing, and early interaction. If I can draw into some late-game finishers like Siege Rhino or Thragtusk I should be sitting pretty. Ill shock in the Temple Garden and play the Birds of Paradise. Pass turn. (A:18 F:20)
F1: F mulligans a slightly sketchy opening hand of Plains, Kitesail Apprentice, Kor Duelist, Bone Saw, Leonin Shikari, Monastery Mentor, and Conqueror's Pledge. Maybe if the Pledge or the Mentor was another land, but this is a little too greedy, I think. The 6 card hand isnt great, but its something. It has a Hallowed Fountain, Flooded Strand, 2x Spidersilk Net, Leonin Shikari, and Steelshaper's Gift. F draws Cavern of Souls, so the opening play is just Hallowed Fountain tapped and pass.
F3: F draws another Plains, so hell just play the plains and a Spidersilk Net to make his Leonin a 2/4 with Reach. Then hell use Steelshaper's Gift to get an Accorder's Shield so that he can start attacking with vigilance next turn. Pass turn.
A4: I draw Restoration Angel, which is pretty nice, considering my souls plan just got shut down. Ill play the Windswept Heath, then tap all my lands to get the Kitchen Finks on the table. Pass turn. (A:20 F:18)
F4: F draws a Ghost Quarter, so hell just play the Flooded Strand, then play and equip the Accorder's Shield. F swings in with the now 2/7 vigilant, reaching Leonin Shikari and I take 2 (A:18 F:20). Pass turn. In Fs endstep, I crack my Windswept Heath to go get an Overgrown Tomb.
A5: I draw a Path to Exile, which I immediately cast targeting the Leonin. The cat gets exiled, F gets a Plains and I swing with the squad for 7 damage. (A:18 F:11) Second main phase Ill play a Verdant Catacombs and pass the turn.
F5: F draws a Monastery Mentor and plays it immediately. After that comes Ghost Quarter and equipping the Spidersilk Net to make a 2/4 Mentor with Reach. Pass turn. In Fs end step, Ill crack my Verdant Catacombs and go get a Temple Garden. (A:17 F:11)
A6: I draw another Kitchen Finks and swing with the squad. F blocks the Finks and takes 4 damage from the Spirits. (A:19 F:7) Not seeing any sort of board wipe on the horizon, Ill go ahead and flashback one of the Lingering Souls from the yard and make 2 more spirits. Pass turn.
F6: F draws a Puresteel Paladin which looks like too little too late. He plays the Paladin anyway and follows it with the Spidersilk Net still in your hand. He draws another Ghost Quarter from the Paladin trigger and creates a 1/1 Monk. Then he equips the Accorder's Shield to the Mentor and the other Spidersilk Net to the Paladin. F then swings with a 3/8 vigilant Paladin. I flash in my Restoration Angel, bouncing my Kitchen Finks and block with the Angel, the Finks, and both untapped Spirits. F kills the Finks and 1 Spirit token. (A:23 F:7) Pass turn.
A7: I draw another copy of Restoration Angel so Ill just swing with the squad; this game is over. F blocks the Angel and the Finks and, before damage, Ill go ahead and flash in the other Restoration Angel blinking my Kitchen Finks. F concedes.
Well, the agro deck looses when it draws a bunch of lands and un-interesting spells. Lets check the sideboard and hope for a better game 2.
As Sideboard: I didnt see much except some Kor-like stuff and some equipment. I guess spot removal is good, so Ill just bring all of that in. Im guessing there isnt much removal on the other side, so the Unburial Rites can go and the Angel of Serenity seems kind of win-more-ish here; she goes as well. In come 3x Doom Blade and 2x Go for the Throat.
Fs Sideboard: Midrange value-town. Disrupting the opponents game and overrun seem to be the best plan, so out go the Puresight Merrow and the Kor Duelist and in come the Blood Moon and the Conqueror's Pledge.
F1: F is on the play this time, and he keeps an opening hand of 2x Bone Saw, Paradise Mantle, Plains, Ghost Quarter, Steelshaper's Gift, and Monastery Mentor. He plays the Plains, then casts Steelshaper's Gift to get the Mox Opal. Pass turn.
F2: F draws a Puresteel Paladin and, seeing as he has the capacity to go off with another plains, just plays Ghost Quarter, trying to bide time until next turn. In the end step, Ill crack my Verdant Catacombs to get a Temple Garden. (A:19 F:20)
F3: F draws a Cavern of Souls and plays it naming human. Using the Cavern and the Plains, he plays the Puresteel Paladin and proceeds to throw most of his hand on the battlefield. Both copies of Bone Saw, the Mox Opal and the Paradise Mantle hit the field and F draws Retract, Monastery Mentor, Cavern of Souls, and Paradise Mantle. The mantle hits the field and he draws Conqueror's Pledge. Pass turn.
A3: I draw another Godless Shrine. Ill just play the Verdant Catacombs and then cast Lingering Souls. If the worst should happen, I can crack the Catacombs and use my Path to Exile to help clean up the mess. Pass turn.
F4: F draws Flooded Strand and plays it. He then plays one of his Monastery Mentors. F equips the Paradise Mantle to the Paladin and plays Retract. In response, I crack my Catacombs and get a Temple Garden which I use to Path the Mentor. F gets a Plains and passes the turn.
F5: F draws a Flooded Strand and plays it. He then casts the second Monastery Mentor and puts most of his hand on the table. F plays 2x Bone Saw, 2x Paradise Mantle and Mox Opal, drawing Mana Confluence, Hallowed Fountain, Flooded Strand, Conqueror's Pledge, and Armament Master. Pass turn.
F6: F draws a Plains, plays it, and moves the Paradise Mantle around, tapping all his guys for mana, then taps most of his lands, giving him a total of 13 White mana. He uses 11 of it to cast Conqueror's Pledge and 2 of it to cast Armament Master. Once he equips both Bone Saws and both Paradise Mantles to the Master, all of his Kor are 11/11s and I concede.
Wow. Talk about a killer overrun. Lets see how game 3 goes.
F1: F Mulligans a no-land hand and keeps a hand of 2x Plains, Ghost Quarter, Mana Confluence, Puresteel Paladin, and Steelshaper's Gift. F draws a Paradise Mantle, plays a Plains and passes the turn. In the end step, Ill crack my fetchland and go get a Temple Garden. (A:19 F:20)
A2: I draw another Windswept Heath which I play, then pass the turn.
F2: F draws a Plains, plays it and casts the Puresteel Paladin. He then plays the Paradise Mantle into a second mantle into Lightning Greaves. Pass turn. In the end step, Ill crack my other fetchland and get another Temple Garden, then Ill use my first land to Path the Paladin. F gets a plains. (A:18 F:20)
A5: I draw Thoughtseize so Ill shock in a Godless Shrine and cast the Thoughtseize. Seeing Ks hand of Steelshaper's Gift and Cavern of Souls I let out a sigh of relief as Gift hits the yard. Ill swing with Kitchen Finks and F will not block. Second main, Ill cast Thragtusk. (A:21 F:13)
F5: F draws another Conqueror's Pledge and casts it to make a total of 10 Kor soldiers. He swings with the old ones and Thragtusk blocks one. Pass turn. (A:17 F:12)
A6: I draw a Temple Garden, play my Godless Shrine tapped and swing with Kitchen Finks and Thragtusk. K blocks with 2 and 3 tokens in order to kill both attackers. Before damage, I activate Vault of the Archangel and gain 8 life. Pass turn. (A:27 F:12)
A7: I draw a Restoration Angel and swing with Finks and the Beast Token. F puts the Leonin and 1 token on the Beast, and 1 token on Finks. I activate Vault of the Archangel and gain 5 life while everything trades. Pass turn. (A:32 F:12)
F7: F draws a Monastery Mentor so he plays his Cavern of Souls naming human, casts the Mentor, and equips the shield to it. He then swings with both 1/1 Kors and one of then gets through, the other is blocked by the Caryatid. (A:31 F:12)
Final Thoughts: Vault of the Archangel is amazing at winning long, attrition matches, and this Kor deck simply isnt built to go that long. It was a classic Mid-Range vs. Agro matchup where once the bigger creatures started rolling, it was very difficult for the Kor deck to come back.
I'm finally done. Let me know what you think and if there are any obvious misplays on my part, or grammer/spelling mistakes of which I should be aware.
1 week ago
The Main Advantage of Vault of the Archangel us giving your Primeval Titan (or any creature) life-link that turn, which can result in a large enough life-gain to make any fast paced deck not squeak a victory. I will admit, it is not easy to ajust the mana-base to fit it.
Other suggestion, in response to the the sugestion the Manamorphose be moved to the sideboard. What about main boarding Crimson Wisps? It cantrips and can give haste to Primeval Titan if you casted him without Amulet of Vigor out.
1 week ago
Very good points, I see what you mean about the Rev and needing more discard.
I'll have to procure some Inquisition of Kozilek's naow. I should be able to squeeze in a couple removing the rev along with something else.
I thought the Vault of the Archangel would work well in here with tokens and birds, super flexible which is something I thought was cool.
Think I should try to get another Breeding Pool in there for another green source?
1 week ago
Looking good! I tend to think that Sphinx's Revelation is a bit weak for modern, but it should be fine as a 1-of.
I think Vault of the Archangel is a pretty cool addition, and I like how it allows you to stabilize further once you have your win-con out.
Overall, the deck looks pretty solid. I'd trade out Sphinx's Rev and Putrefy for 2x Inquisition of Kozilek, personally. (or just find a way to add 2 in general) Discard is one of the main ways this deck deals with threats (Liliana of the Veil fulfills this role) and you want to stay on top of your opponent's draws.
The only thing you really -lose- with Liliana OTV out is that you may find that your wincons are dead in your hand at times (wit Lili OTV they're used as discard fodder), but you should be fine so long as you play around that.
I would put some graveyard hate in your SB. I don't have any in mine, and It's actually hurt me a little.
In terms of lands, pick up a Celestial Colonnade if you can, but otherwise, it looks pretty good. In general, I prioritize Black -> Green -> Blue/White with fetches/shocks, as you really want to be able to either Thoughtseize or Birds of Paradise on T1.
|Avg. draft pick||1.45|
|Avg. cube pick||12.65|
|Commander / EDH||Legal|
Printings View all
|Modern Event Deck||Rare|
- Kessig Wolf Run + Vault of the Archangel
- Inferno Titan + Vault of the Archangel
- Sanguine Bond + Vault of the Archangel
- Scythe of the Wretched + Vault of the Archangel
- Moorland Haunt + Vault of the Archangel
- Pestilence Demon + Vault of the Archangel
- Siege Dragon + Vault of the Archangel
- Balefire Dragon + Vault of the Archangel
- Archangel of Thune + Vault of the Archangel
- Orzhov Basilica + Vault of the Archangel