Welcome to Deep Halo Impact !

Hi there! Welcome to the primer of my mono-white, Angel-tribe, destruction deck; commanded by Avacyn, Angel of Hope. It aims to create an indestructible aura for all its permanents, after which it rains down indiscriminate destruction upon its opposition. Subsequently, a detachment of powerful, divine avengers moves in to finish off whatever survived this onslaught. I play this deck in casual formats. It’s not meant to be used in a competitive fashion, but of course I welcome anyone to try! Feel free to comment on anything you (dis)like throughout this primer; I hope you will enjoy it!

With the abilities that she has, I cannot help but think of Avacyn as the commander of all Angels; no other should be the herald of these resplendent warriors. She protects everything I own from harm and is therefore the ultimate guardian Angel. This feature makes me, as well as the compatriots I summon, feel very safe. So safe in fact, that I am encouraged to blow up everything I see; including myself. Creating such fireworks gives me great advantages over my opponents. Aside from that, the Angel of Hope is a spectacularly strong warrior. It takes just three thrusts of her spear to end an opponent.

I use the following ten parameters to determine the strength of the deck. For each, I allocate a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad); when totalized this score represents the power rating of the deck (maximum score is 50 points).

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates whether the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 4

Casting Angels is expensive, so this deck offers seven direct mana resources as well as three cards that enable me to cast white/Angel spells cheaper. Last but not least, the deck features two enchantments that can yield mana in the form of tax.

Ramp: 2

I have included only three options that specifically allow me to search for lands in my deck. Only one of them allows me to play an additional land during a turn.

Card Advantage: 3

This deck includes eight cards to provide additional spells/resources, out of which five are direct-draw, one is a tutor and two should be considered filters.

Overall speed: 3

As its main power resides in expensive-to-cast cards, quite a few measures have been taken to make such casting easier. Its mana-, ramping and card-advantage abilities are decently average, and this is reflected in its overall velocity.

Combo: 4

Avacyn represents half of the deck’s main combo, which is therefore easy to obtain provided circumstances allow me to summon her. If this is made impossible, the deck still features two permanent as well as two temporary back-ups to turn my entire battlefield presence indestructible. Combined with eight wipe enabling cards/spells, I can seal my opponents’ fates.

Army: 4

A host of fourteen Angels makes up this deck’s main army; not to mention three cards that allow for the creation of Angel tokens. In terms of numbers this is not much, but this is made up for in quality. Each Angel I summon has a high impact on the battlefield’s state.

Commander: 4

Though Avacyn is ridiculously strong, I do not require her to pull off a win for three reasons. First off, I have some built in redundancy (less likely to be countered) to allow all of my permanents to become indestructible. Second, I have included a few means to return permanents to me quickly in case I did not pull off indestructibility before a wipe. Third, the Angel army by itself can kick some major ass.

Interaction: 5

Half of this deck’s strategy involves the destruction of all my opponents’ permanents. More than half of the cards I would require for this, can only be activated during my own turns. The same applies for most options included to exile opposing permanents. That’s ok though, because during my opponents’ turns I have other means of interaction to make their life more difficult. Nine of them involve either having permanents enter the battlefield tapped, or attack/block-tax, or prevent casting or tax casting. On top of that, five cards provide me with significant bonuses whenever my opponents play (multiple) lands, draw (multiple) cards or tutor.

Resilience: 5

Avacyn provides indestructibility to everything I own, but in case she’s unavailable, I have some built in redundancy. I’ve also included cards to grant my important creatures hexproof or protection from opposing colors. As for protecting myself, I’ve included options that allow me to redirect damage to (indestructible) creatures, as well as eight cards that allow me to gain (back) lost life.

Spell-power: 3

Most of this deck's spell-power is focused on removal, though some capacity has also been reserved for damage redirection, damage increasing and mechanics to slow down the opposition.


Total power score: 37

In summary, this deck has a strong army, is great at interacting (especially for mono-white) and is pretty resilient. Its speed could be improved upon through the addition of resources, at the cost of reducing the previously mentioned strengths. If it manages to survive the starting phase of a match, it will become increasingly hard to get rid of, which makes the transition from mid- to end-game easier to reach and execute.

The deck’s ultimate goal is to create a state in which I can wipe the board indiscriminately, without having to worry about my own board-state. While setting up for this, I intend to slow down my opponents’ game plans and summon a powerful Angel-army for defensive/offensive purposes. My posture is not going to be overly aggressive; I just need to survive in order to setup the game’s desired end-state. Of course I will not pass up opportunities to score some hits. Generally, my game phases will look like this:

  1. Focus on initial resource gathering.
  2. Set-up inhibition and gather defensive/control pieces that will ensure Avacyn makes it onto (and stays on) the battlefield.
  3. Summon Angel army and Avacyn.
  4. Wipe all opposing forces off the board.
  5. Use Angel army and Avacyn to crush opponents.

The summoning of Avacyn needs to be timed carefully. She is obviously recognized as being immensely powerful. Players using counterspells or targeted removal, will keep spells in reserve to prevent Avacyn from making her appearance. Always keep this in mind; as re-summoning her from the command zone becomes very expensive very fast.

At least three cards in my starting hand ought to be lands (or two lands and a Mox Opal, Sol Ring, Land Tax, Weathered Wayfarer, Giada, Font of Hope or Pearl Medallion). This is a must; I'm not going to start a game without this hand (even if I have to mulligan down to three cards). The ideal hand would also contain some additional rock/ramp options and/or an inhibitor of sorts and/or a protective measure for Avacyn.

During this phase I aim to secure the means I need to summon Avacyn and keep her on the board during subsequent phases. This means I need at least two ramp/mana-rock resources available to me, I need some counter-prevention in place AND I need permanents that can protect Avacyn from targeted hate. During the first 3-5 turns, I recommend to prioritize ramping. Sol Ring, Weathered Wayfarer and Land Tax are arguably the best starting choices. To prevent Avacyn from being countered, I need direct- and indirect protective cards like Cavern of Souls, Grand Abolisher, Defense Grid and Mana Web. To keep Avacyn around once she’s with me, Mother of Runes, Lightning Greaves and Champion's Helm can all be summoned to make her residence more permanent. Aside from getting my main battleplan in order, I aim to slightly decrease the speed of decks I'm opposing; especially those that start out aggressively (or just fast, without the aggression). Casts like Authority of the Consuls, Blind Obedience and Ghostly Prison are meant for this. Last but not least, any card-draw I can muster, (like Endless Atlas, Sensei's Divining Top, Scroll Rack, card:Oghma’s Archivist and especially Smuggler's Share) should also become available now; more choices means a higher chance at victory.

During the mid-game, I aim to create a defensive line and if at all possible, summon Avacyn to aid me. This can be made cheaper by making enablers available, like Pearl Medallion, Urza's Incubator or even Herald of War. The most powerful parts of the defensive line, is made up by what I would classify as inhibition-Angels. Disruptors of my opponents’ game plans. This category includes creatures like Admonition Angel, Angel of Jubilation, Archangel of Tithes and Linvala, Keeper of Silence. Try to get these onto the battlefield before switching to what I would classify as support-Angels, amongst whom are Archangel of Thune and Lyra Dawnbringer.

There will be cases in which inhibiting my opponents’ options (and using the odd targeted removal) along with creating a defensive line might not be enough to slow down opponents. Should this occur, I could become drastic and execute a wipe or two to even things out. This deck includes wipes I can execute once, as well as wipes I can repeat (under the right circumstances). I recommend using the one-off ones during the midgame, like Austere Command, End Hostilities, Fumigate, Hour of Revelation and Wrath of God. If possible I make sure to use Shadowspear’s ability beforehand, to remove any opposing indestructibility (so that deities and eldrazi legends will not escape my wrath). Once I have managed to create an aura of indestructibility for myself (either full-on with Avacyn/Elspeth, Knight-Errant’s ultimate OR partly with Sephara, Sky's Blade), I move into the game’s final phase.

It’s nuke-time! Aside from the wipes I mentioned earlier, now would be a good time to also use Magus of the Disk and Nevinyrral's Disk. After all, these have been granted indestructibility too, so I can reuse them whenever needed. I wipe, I strike and I am done.

My reliable sources of mana, and some utility:

  • Ancient Den: just an extra artifact that helps to obtain metalcraft for Mox Opal.
  • Ancient Tomb: all these Angels require large quantities of mana, and two colorless mana for two life from a single land is a good trade-off for casting a strong, white flyer fast.
  • Arid Mesa/Flooded Strand/Marsh Flats/Windswept Heath: land-filters.
  • Blast Zone: somewhere on this land, a nuke lays buried ...
  • Bonders' Enclave: easy to get a 4+ power creature on the battlefield in this deck.
  • Cavern of Souls: belongs in any tribe deck. With this, the casting of Angels can no longer be countered.
  • Emeria, the Sky Ruin: great utility land to have by the time one reaches the mid-game, as it becomes increasingly likely I will be able to use its recursion ability by then. The fact that it also produces is just gravy.
  • Homeward Path: added as a precaution to get back Avacyn in case someone manages to steal her.
  • Minas Tirith: an excellent additional (though conditional) draw resource.
  • Nykthos, Shrine to Nyx: staple land in a single-color, permanent-rich deck, in which it is easy to reach high levels of devotion to the deck’s color.
  • Sanctum of Eternity: another way to keep Avacyn from having to return to the command zone.
  • Seraph Sanctuary: a little life-gain for summoning Angels at no cost.
  • War Room: wonderful mana sink for extra draw, or even an out to escape a stalemate/inaction.

The cards I use to accelerate mana-availability and cheapen certain spells in this deck:

  • Arcane Signet: wonderful mana-rock that should be in most commander decks.
  • Archaeomancer's Map: has such great synergy with Land Tax and is overall a nice way to make sure I’m never going to fall behind on land-availability.
  • Caged Sun: allows me to tap plains for and empowers my creatures to boot!
  • Chrome Mox: free mana is just one imprint away!
  • Gilded Lotus: solid mana rock that can be tapped for .
  • Jeweled Lotus: massive boost to mana for no cost, to quickly summon my commander (maybe a few turns before anyone expects her to appear).
  • Land Tax: one of the best land tutoring/deck filtering cards in MTG history; its only drawback being that I cannot search for non-basic lands.
  • Mox Opal: CMC0 that gets me a mana of any color on tapping IF I can achieve metalcraft; easily obtainable with this deck.
  • Pearl Medallion: cheapens every white spell in this deck by 1.
  • Sol Ring: a CMC1 artifact that comes into play untapped and grants 2 colorless when tapped; almost the best turn 1 start-up card anyone could wish for.
  • Smothering Tithe: not a single player I’ve ever known pays the tax forced by this enchantment, which means I can end up with a great mana-advantage.
  • Urza's Incubator: cheapens the casting of Angels by 2!
  • Weathered Wayfarer: allows me to repeatably tutor for any land (I usually choose utility lands like Nykthos, Shrine to Nyx), provided an opponent controls more lands than me.

This deck contains a few ways to draw/tutor some additional cards:

  • Archivist of Oghma: hardly a turn goes by, without someone searching their library, so this card is insane value for its cost.
  • Endless Atlas: pretty easy to get 3 Plains on the field and get this draw going!
  • Enlightened Tutor: allows me to search for equipment or a nice enchantment; whatever the game-state requires.
  • Esper Sentinel: superb draw enabler, because tax paying is so tedious.
  • Scroll Rack: excellent filter that basically extends the size of my hand; I try to include this card in all of my decks (with the exception of decks built around drawing lots of cards).
  • Secret Rendezvous: a great diplomatic tool to get some more draw.
  • Sensei's Divining Top: I pay 1, I get to look at and rearrange the top three cards of my library. For a tap, I can then even draw a card (provided that I put Top on top my library). Useful in any game-phase and therefore great value.
  • Smuggler's Share: easy to keep up with the Jones’s, with an enchantment like this. Grants some additional mana as well, in the form of treasure tokens.

The cards I use to create a shimmering barrier between Avacyn/myself and the opposition:

  • Authority of the Consuls/Blind Obedience: puts some cogs in the wheels of fast-ramp decks and are enchantments, which make them harder to get rid of than Thalia, Heretic Cathar.
  • Champion's Helm: cheap to cast, cheaper to equip, grants Avacyn hexproof and turns her into a 10/10 behemoth.
  • Defense Grid: makes interference of my plans by the opposition a whole lot less likely during my turns.
  • Elspeth, Knight-Errant: her boosting ability is great for Avacyn, as this reduces the amount of necessary spear-thrusts to destroy opposing commanders from three to two. Elspeth’s ultimate is also a great alternative to get an indestructible aura protecting my permanents.
  • Ghostly Prison: slows down incoming attacks a great deal (or at least reduces them in size by a lot). Great early inhibitor that allows me some more build-up time.
  • Grand Abolisher: disables reactionary spells (like counters); great prelude to summoning Avacyn.
  • Heliod's Intervention: in here for its mass-targeted enchantment and/or artifact removal, which bumps it up to being one of my most favorite control cards for white ever.
  • Lightning Greaves: protects Avacyn from hostile spells, and keeps her hasty.
  • Mana Web: forces opponents to choose during which phase to use their lands, thereby restricting their flexibility.
  • Mother of Runes: a more cost-effective Eight-and-a-Half-Tails, though she has to be tapped in order to be used.
  • Pariah/Pariah's Shield: meant to be attached to an indestructible creature, so that any damage directed at me gets redirected to an entity that’s unaffected by it.
  • Shadowspear: aside from providing one of my creatures with some nice bonuses, I can prevent opposing tough guys/gals from surviving my righteous wipes.
  • Silence: if left uncountered, will create a spell-free corridor for Avacyn to appear.
  • Teferi's Protection: best protective instant ever made against almost any mass-affecting spell. Works against wipes, mass exile, mass forced sacrifice, mass wither effects and anything that is determined to alter my life total for the worse.

My army of righteous, winged avengers:

  • Adarkar Valkyrie: combined with Avacyn, this Angel is amazing as it can steal opposing creatures that die from a wipe. Does not work on commanders though as they usually don’t ‘die’.
  • Admonition Angel: inhibition Angel. Powerful targeted removal option that makes up the lacking of other, more common removal options in mono-white decks. Not cheap to cast but cheap to use. Temporary exile based on landfall triggers on top of a 6/6 flying body is great value.
  • Angel of Jubilation: inhibition Angel. Disables a lot of black spells/abilities; amongst which are most stax cards.
  • Angel of Serenity: inhibition Angel. Powerful flyer that gets rid of three permanents as long as she’s with me. Makes up the lacking of other, more common removal options in mono-white decks.
  • Angelic Arbiter: inhibition Angel. Works exceedingly well against decks that require attacks in combination with spell-casting to combo-off.
  • Archangel of Thune: boosting Angel. Provides significant bonuses to my forces every time I manage to gain life.
  • Archangel of Tithes: inhibition Angel. Taxes both attacking and defending opposition; combines well with the other taxing cards in this deck.
  • Battle Angels of Tyr: in terms of cost vs ability, these might be some of the strongest Angels there have ever been. Creatures of balance that can grant me many boons, dependent on the state of the battlefield.
  • Giada, Font of Hope: boosts- and helps me cast my Angels.
  • Herald of War: boosting Angel. Can be a great help in keeping Avacyn and other Angels cheap to cast. Is a powerful combatant in her own right.
  • Linvala, Keeper of Silence: inhibition Angel. Prevents a whole host of opposing creatures from being useful to their controllers; including some commanders.
  • Lyra Dawnbringer: boosting Angel. Makes all of my Angels stronger and gives them lifelink; an auto-include if I ever saw one.
  • Platinum Angel: inhibition Angel. A powerful combatant who makes me incapable of losing the game while she’s around. Becomes especially interesting when she utilizes the indestructibility and/or hexproof cards that this deck can provide.
  • Resplendent Angel: cheap to cast and combines well with the lifelinking available within the deck.
  • Sephara, Sky's Blade: though the indestructible aura does not cover herself, Sephara can still grant me an advantage when casting a wipe, as she assures her winged sisters will survive.
  • Serra Ascendant: not an Angel, but I chose to mention him here because in many ways he’s as powerful a combatant as most of the Angels in this deck.
  • Serra the Benevolent: the mother of all Angels, boosts them all, gives birth to additional Angels and keeps me from dying.

Spells and tools to remove unholy souls from the field:

  • End Hostilities: creatures, attached auras and -equipment will fall victim to this; works very well against Voltron decks.
  • Fumigate: a wipe that yields exceptional rewards against token decks.
  • Hour of Revelation: great if you do not feel like waiting a turn to use Magus of the Disk/Nevinyrral's Disk. Can easily be cast for its reduced cost when in a playgroup consisting of more than just you and one opponent.
  • Magus of the Disk/Nevinyrral's Disk: righteous wipers that can keep wiping provided I make them indestructible.
  • Path to Exile: gets rid of a nasty creature permanently for the low cost of one and a land tutor. I tend to save this spell for indestructible creatures.
  • Wrath of God: the quintessential white wipe spell; auto-include.

Options that allows me to take even more advantage of my main battle plan:

  • Brought Back: perfect to cast just after a wipe that affected my forces; potentially saves a lot of mana that would otherwise be required for casting.
  • Luminarch Ascension: this deck provides a few avenues to make it very hard for opponents to damage me. Ideal circumstances to gain some quest counters and summon an Angel host.

My meta allows for a sideboard in the EDH format (maximum 10). These are the cards that are in there at the moment, giving me a better measure of control. More ideas are of course appreciated:

  • Eidolon of Rhetoric: stops spell-casting combo dead in its tracks; ideal against spell-slinging decks.
  • Eight-and-a-Half-Tails: an additional inhibitor, in case I feel I need one.
  • Faith's Reward: great cast after a wipe; gives me an immediate advantage.
  • Planar Cleansing: similar to Hour of Revelation but (usually) more expensive to cast. Could be exchanged in less creature-heavy meta in exchange for Day of Judgment/End Hostilities.
  • Ravnica at War: though this deck is mostly about destruction, this wipe will not affect anything in my deck anyway, so it has a lot of potential value; especially considering it relatively low casting cost.
  • Rest in Peace: locks down recursion. Though the mainboard does contain some recursion options, other decks (especially those that use black a lot) rely a lot more on this than I do.
  • Thalia, Heretic Cathar: puts one hell of break on some rush strategies; especially Gruul, Selesnya and Simic decks hate this woman.

This deck is still evolving. The following cards were considered but not added (yet):

  • Armageddon/Worldslayer: not in here because my meta frowns on the mass destruction of lands.
  • Akroma, Angel of Wrath: a strong Angel whom, aside from her many combat abilities, is pretty vanilla. I wanted the Angels in this deck to contribute more to my strategy than as simple combatants.
  • Exquisite Archangel: not good enough. Combined with Avacyn or another indestructible aura, it’s ok. Without said protection, opponents that are on the verge of defeating me just need to take care of the Archangel before taking care of me (in order to prevent her ability from being triggered). Also, with the aura available to me, the chance of me losing dwindle swiftly; meaning the value of this card diminishes too.
  • Gisela, the Broken Blade  /Bruna, the Fading Light  : powerful when combined, but this rarely happened in previous iterations of this deck since it does not contain the means to tutor.
  • Reya Dawnbringer: Very expensive to cast and not very powerful; even with her recursive ability.
  • Staff of Nin: I preferred Mind's Eye, because it can be used multiple times per turn.

I appreciate the time you took to read my primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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Date added 6 years
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

52 - 0 Rares

8 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 3.22
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Copy Clone, Emblem Elspeth, Knight-Errant, Emblem Serra the Benevolent, Soldier 1/1 W, Treasure
Folders Possibilities, deck ideas, Favorites, Commander Decks, EDH Decks
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