Maybeboard


After a ton of research and fine tuning I'm proud to present: Angel Punch! The goal of the deck is simple: protect Feather, the Redeemed with cheap, repeatable protection spells, draw a billion cards by casting cantrips every turn and then Falcon Punch our opponents into oblivion with commander damage once we've gathered enough pump spells :)


Disclaimer: I do not use Tappedout for deckbuilding. I prefer Moxfield because there you can put cards into multiple categories which is impossible on this site. Here's the link: http://www.moxfield.com/decks/RAU-hFVhIEaw-GrkaBLNgg

Commander Damage

The beauty of this deck is that we don't need to find that many pump spells to one shot people thanks to the many damage multipliers available in red. The damage tripler Fiery Emancipation is one of the best cards in the entire deck. With it on the field we only need to give Feather +4 power to deal 21 damage ((3+4)*3 = 21) which is stupidly easy to do, especially with cards like Sunforger, Blackblade Reforged or Scroll of the Masters. We can also reliably tutor for a piece of the combo with Enlightened Tutor, Idyllic Tutor, Fighter Class, Gamble or Sunforger.

The damage doublers are maybe not as explosive as the tripler but are effective finishers nonetheless. With them in play we need to give Feather at least +8 power ((3+8)*2 = 22). The most interesting damage doubler in my opinion is Unleash Fury since it can stack with other multiplying effects. With another doubler in hand we only need to give Feather +3 power and with Fiery Emancipation on the field we only need to give her +1 power (see examples below).

Examples of commander damage combos:

  • Fiery Emancipation + Sunforger     ((3+4)*3 = 21)
  • Fiery Emancipation + Blackblade Reforged
  • Fiery Emancipation + Unleash Fury + any +1 power spell     ((3+1)*3*2 = 24)
  • Unleash Fury + any double strike spell + any +3 power spell     ((3+3)*2*2 = 22)

  • Aria of Flame

    The only reliable alternate wincon for the time being is Aria of Flame. On paper it might not seem very impressive, but don't forget that the bulk of the cards we're constantly playing anyway are cheap cantrips, protection spells and pump spells. How many spells do we need to play for Aria to be worth it?

  • We cast Aria of Flame and opponents gain 10 life: 10
  • 1st spell: 10-1 = 9
  • 2nd spell: 9-2 = 7
  • 3rd spell: 7-3 = 4
  • 4th spell: 4-4 = 0
  • 5th spell: 0-5 = -5
  • 6th spell: -5-6 = -11
  • 7th spell: -11-7 = -18
  • 8th spell: -18-8 = -26
  • 9th spell: -26-9 = -35
  • 10th spell: -35-10 = -45

  • The answer is 10 spells by the off chance that our opponents have only lost 5 life this game. Not that difficult to achieve considering most of our instants and sorceries cost 1-2 mana on average to begin with.
    TL;DR don't underestimate Aria of Flame.

    The greatest problem with this strategy is that it is completely reliant on Feather so we need to have ways to protect her. Thankfully Feather is not just a good attacker but can also protect herself from nearly every threat with repeatable protection spells!

    Using this site: https://aetherhub.com/Apps/HyperGeometric (highly recommend btw) I settled on using 11 cheap protection spells (including Swiftfoot Boots or Veilstone Amulet) since then there's a 74% chance of drawing one by turn 3 when we want to cast our commander. To ensure Feathers survival over the course of the game we need to have a diverse selection of protection spells:

  • Indestructible: 4
  • Hexproof: 3 (including Veilstone Amulet)
  • Protection: 4 (Great against many forms of single target removal and for getting past problematic blockers)
  • Exile and return at next end step: 2 (Best protection spells, protects from nearly everything; boardwipes, STR, bouncing etc. and can be used for ETBs)
  • Exile and return immediately: 1 (Good against any form of STR and can be used to repeat ETB effects like the blinking spells)
  • The key to consistent gameplay and flexibility.

    Tutor Targets:

  • Gamble -> Any card! Best used later in the game when we have more than seven cards in hand to decrease the chances of losing the card we tutored for.

  • Sunforger -> A contender for the best tutor in the deck. Ideally we want to search for Magnetic Theft first, reequip Sunforger with it, unequip and search for any instant or sorcery, reequip with Magnetic Theft and so on to find our win conditions as fast as possible and only for a piece!

  • Idyllic Tutor -> All enchantments, so Land Tax if we need to ensure we don't miss any land drops, Smothering Tithe if we have 4 or more lands in play tbh. For closing out the game: Fiery Emancipation or Aria of Flame if we have a ton of mana and instants in hand.

  • Enlightened Tutor -> Same cards as above plus all artifacts.

  • Fighter Class -> More Power: Sunforger or Blackblade Reforged. Ramp: Sword of Feast and Famine. Extra protection: Swiftfoot Boots or Sword of Feast and Famine. Plus it can give us an equipping discount in a pinch (which is especially useful if we don't have time to tutor for Magnetic Theft for the Sunforger combo, making each tutor cost only ).

  • Here are some fun synergies that may not come up often, but are amazing when they do:

  • In some situations it can be beneficial to use our removal on the tokens Monastery Mentor and Young Pyromancer generate! We can ramp by casting Path to Exile on them, create an angel army using Angelic Ascension or cheat out permanents with Chaos Warp (provided we scried first of course).

  • We can Falcon Punch two players in a single turn, all thanks to Seize the Day (we can tutor for it with Sunforger if we're feeling up to it).

  • Wheeling is my prefered way of getting to my combo pieces because you can (in order):
      1. Cast the targeting spells
      2. Wheel
      3. At the beginning of the next end step you get the targeted spells back to hand, making it a superb way of sculpting your hand. Not to mention if you have no maximum hand size with Thought Vessel or Reliquary Tower on the field.

  • Sword of Feast and Famine + any double strike spell = Your victim discards two and you get to untap your lands two times in a single turn! (untap 4 times and discard 4 with Seize the Day haha)
  • Suggestions

    Updates Add

    Exchanged Tenth District Legionnaire for Keeper of the Accord since he creates blockers (which this deck really needs since we usually only have one or two creatures in play) and also ramps! Deck description updated.

    Comments

    Attention! Complete Comment Tutorial! This annoying message will go away once you do!

    Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


    Important! Formatting tipsComment Tutorialmarkdown syntax

    Please login to comment

    92% Casual

    Competitive

    Date added 3 years
    Last updated 2 years
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    7 - 0 Mythic Rares

    36 - 0 Rares

    20 - 0 Uncommons

    18 - 0 Commons

    Cards 100
    Avg. CMC 2.24
    Tokens Angel 4/4 W, Elemental 1/1 R, Elephant 3-3 G, Gold, Monk 1/1 W, Treasure
    Votes
    Ignored suggestions
    Shared with
    Views