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Aurelia's Spicy Knuckle Sandwich

Commander / EDH Aggro Angels Humans

ChozoMufin


Maybeboard


So I have a few wincons:

  • Strong, resilient army with good tribal synergy and attacking-related buffs.. Can stand on their own but wreck face with Aurelia's multiple combat phases, as many of the benefits stack with those multiple combat phases.
  • Buffing Aurelia herself for general damage. +3/+0 and double strike makes her lethal. This is accomplished mostly through artifacts for stickiness, which in turn grants access to a host of synergistic metalcraft effects.
  • Strong threats that can stand on their own and also benefit from the equipment I intend for Aurelia.

Anyway I'd love to get some constructive criticism, as long as the improvements can be made cheaply XD

Also, because I'm pretty OCD, I don't like pre-8th edition cards... they look gross....

See custom categories for a breakdown of the deck's features:

  • Angels: Is an angel or synergizes with them
  • Humans: Is a human or synergizes with them
  • Voltron: Anything that makes Aurelia harder-hitting and/or unblockable. Primary wincon.
  • Multicombat: Benefits from or creates multiple combat phases
  • Army: Enhances whole army or produces larger army. Fallback wincon if Aurelia gets hated.
  • Removal:All targeted, no wraths. I've always run wraths with this deck in the past, but I'm trying to go without these days, since this is an aggro deck. Is that smart? Idk.
  • Control: Manipulating combat in my favor
  • Draw: Much-needed card draw. This deck loses steam without it.
  • Ramp: More mana faster.
  • Savioring: Keeps creatures alive or brings them back. Makes for a "sticky" army.

Suggestions

Updates Add

Dragon Breath --> Fireshrieker

I've never found Dragon's Breath to be as useful in this deck as it would be in other decks with a less-hasty general. Doublestrike is pretty rare in my deck as it is so Fireshrieker makes a good addition to the toolbox.

Ozmandias42, thank you so much for taking the time to review my deck in detail! As for the rest of the suggestions: you've got a lot of interesting picks in there, many of which I've considered or even run in this deck before. And for a purely 1v1 deck, most of them would probably be more sensible than a lot of the slower / less focused cards you identified. However, from my experience playing this format, I've found that flexibility and durability are more valuable traits to have than speed, especially in multiplayer. What Sunforger and my equipment tutors give me is access to an incredible range of options, which I want to flesh out as much as possible.

I won't go through and defend each of my card choices, but the general theme that I perceive is that you took out things like defense and card draw in favor of damage output and board presence. While those attributes are certainly better focused for sheer killage, they're just not durable enough for a long-winded format like commander. And since it's also such a political format, you don't want to be singled out as "the big bad" too quickly. I've found that the following strategy is pretty effective:

  1. Setting up your position subtly and non-threateningly via equipment, useful weenies, getting metalcraft online, building stacks of Herald of War, etc.
  2. Ensuring the success of your endgame via the infinite jack-in-the-box of tricks that is the Sunforger), and finally
  3. Dropping your major facebeaters (Aurelia, Gisela, an entire army via Angel of Glory's Rise, etc.) and cleaning up

I dunno, what are your thoughts?

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Date added 9 years
Last updated 8 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

28 - 0 Rares

28 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.39
Tokens Kor Soldier 1/1 W, Stoneforged Blade
Folders Commander, ideas, Aurelia, the Warleader
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