Let's start.

It isn't just a EDH Aggro or Combo deck. Its main idea is hold up the other decks (like another aggros and combos) to give the chance of begginers to explore their decks, but not help them to win, and push them to evolve. Than, there are several Combos to finish the game avoiding it to become boring.

To build the deck I merged the two stereotypes I like the most: Angels and Artifacts (specially equipments) and I think sinergies are so amazing that I tryed to explore it.

I love the Zendikar-Innistrad lore, so I based the deck on this three cards: Nahiri, the Harbinger , Emrakul, the Promised End and Avy  .

Ah, and yes, this list holds the actual cards in the deck. My dream it's get all foils, Kaladesh Inventions and Zendikar Expeditions. I already have the two Amonkhet Invocations, so YEY!

The Deck principal strategy is to rush with mana rocks and abuse of the ETBs (Enter The Battlefield effects), generally searching for something useful and prepare the board to holding the dangerous players. Due the great amount of tutors and interaction with the grave, barely the deck will be scarce of resources or cards to exchange the hand and recover some gas, if needed.

The best way to play with this deck is search some draw/tutor stuff, like Mask of Memory , Stoneforge Mystic or Puresteel Paladin , and take anything without worry about send cards to the graveyard. The deck will take care to bring you the recover resources. Until there, hold the game with blocks, removes and count on Avy   to protect you and your creatures.

I have some Combos to end the game and Sinergies to stand against the opponents assaults:

The first idea of sinergy when I start this deck was explore the ETB, them I use some cards to improve it, like Blade of Selves , Eldrazi Displacer , Feldon , Felidar Guardian , Karmic Guide , Kiki , Sun Titan and Helm of the Host ;

My ETB cards are:

You will realize there are many redundances inside this deck and they could interact of different forms with each other just to make the same effect. I did that 'cause I thought it was the better way to save and recycle resources.

  • Paradise Mantle : at first, it looks like a weak mana rock, but there are some secrets around it. It'll be easily bring from the deck. The mana cost makes it easier to put in game and the metalcraft of Mox Opal and Puresteel Paladin will be gladly (the last even more, because of the draw);

  • Basilisk Collar : I call it the Avy 's collar, making her a kill machine when she transform... the best global remove of the entire deck;

  • Umezawa's Jitte : Alone it already makes a great damage but imagine it with Au or Godo ? Amazing, humn? But remember it's clever you use the counters to kill a nonAngel creature of your own. Avy   have flash, and the enemies could be caugth with low guard;

  • Lightning Greaves : It usually will mean protection, but with a Aggro deck, don't think twice to use it to beat on your opponents!

  • Mask of Memory : It is my draw rushing artifact, it's your obligation to take it ASAP to make your game fast. And again, don't worry to send heavy things or parts of combos to the grave. Even against a hard hate grave, the deck have lots of combos and great creatures for the late game. You can still win;

  • Blade of Selves : This beauty was made to make me proud! It's just to see the ETB section. And a plus: if the Sundial of the Infinite is home, all your token can remain there ;* By the way, think on a strong sinergy... It is this equipment with Angel of Invention ! One huge amount of live on one strike, even if you want to put the tokens, due its +1/+1 static ability!

  • Sword of Feast and Famine , Sword of Fire and Ice and the Sword of Light and Shadow : The first function of them is guarantee a unblockable attack, after that you can worry about the effects. Combine them with Au or Godo to enjoy them most;

  • Sunforger : With this equip in the board, you can make miracle... Equipped, you may worry almost nothing and no one, you will have all tools to do your combos on hands and it makes your creatures stronger than any other equipment on the deck. It is even stronger with Mistveil Plains , but with Junktroller is a machine;

  • Spellbinder : you Will perceive that there are powerfull spells available on the deck. It means, the many times you cast them the greater will be your opponents troubles, better if you gain some turns making any creature a possible Godo . It makes an amazing synergy with Teferi's Protection too, even more if you create tokens that don't vanish on the end of turns.

  • Helm of the Host : What can I say about it? C-O-M-B-O, This equipment is part of the easier combo to do on the entire deck: Godo plus it, but you can do the same with Au and you can do another combo with Kiki + paradox engine . Besides that, Its a great to your ETB cards, It does a lot of damage with the big Angels and you can "save" the creatures called by Sneak Attack ;

  • Hammer of Nazahn : Like the previous card, It smells combo if you have it on board when play Godo , but in all the cases it is one of better equips to hit the other players right on their faces;

There are some important interactions here.

First I like to talk about Aura of Silence , this enchantment could save you sometimes, and you totally can recover it with Sun Titan and Emeria Shepherd . Besides that, it's a powerful stax to slow the game for your pace.

The another force who will get you to cause lots of trouble to the opponents is Sneak Attack ! With it you can use your ETBs with fully potential and even do a instant infinite combo if you have the right cards and mana on hands: saying that, I mean Imperial Recruiter plus three red mana on the field.

Use the Sundial of the Infinite to make the tokens of your Feldon , Kiki and Blade of Selves permanents, avoid lost creatures from Sneak Attack and won't lose the game when use the Final Fortune or Chance for Glory , same with Glorious End .

You have the fetches and discarding stuff that send your lands direct to the grave, but don't give up of them, we have the Crucible of Worlds and the Sun Titan . But, if you are worry 'cause it isn't resources enough to recover lands, remind they could be found easily in your library with tutors and recovered from the grave too. And this land sinergy, mainly with Crucible of Worlds , is importante because of the Emeria Shepherd and Armageddon .

Paradox Engine is useful to amplify the use of your mana rocks and Inspiring Statuary , double the activation of abilities and give you more combat creatures to attack with Godo . In the end, It's a combo artifact with many interactions on the deck.

Double your activate abilities with Rings of Brighthearth too, or change the target of a equip if someone destroy it, it could worth sometimes.

Don't forget the Mistveil Plains and Junktroller to recover instants and another tutorable cards from grave, nor the Slayers' Stronghold to give haste and vigilance to your creatures and kick the ass of your opponents!

My first defense is obviously my commander Avy  . She flies, has a good body to handle with big creatures, do not tap to attack, is a surprising block due the flash and makes everybody indestructive when arrives.

Than, there are the staxes: There are Aura of Silence and Linvy . They are not the kind of stax that will stop the game, but are good enough to break lots of combos. Even Iona is a great stax, greater if eqquiped with Helm of the Host .

To deal with another aggros, we can use Path to Exile , Eldrazi Displacer , Hope , Platinum Angel and the Protection Swords,

Sneak Attack can bring you some instant defenses and Hope and Gizzy may handle with a lot of things, or bring Iona and Emrakul, the Promised End with their big, brawny, pimpped bodies.

But if the problem is too big, there are Wrath of God and Teferi's Protection .

Inside the deck we can find some hate from artifacts and enchantments too: Aura of Silence , Return to Dust , Goblin Welder and my beloved Nahiri, the Harbinger .

(A) Plus Eldrazi Displacer : infinite ETB on creatures, they return tapped;

(B) Active twice any non-mana ability;

(A) Infinite instants;

(B) Infinite mana, depending of the rocks;

(C) If the spell were the Boros Charm , It's a win condition: infinite damage;

(A) It's a win condition if Boros Charm isn't in exile;

(B) Kiki + Emancipation Angel + Emrakul, the promised end : infinite opponent's turns controlled by me - win condition;

(C) Feldon + Emancipation Angel + Emrakul, the promised end with the angel on the grave: infinite opponent's turns controlled by me - win condition;

First, there is the Final Fortune + Isochron Scepter + Sundial of the Infinite combo, but I need a six mana card combination. Combinations with up to four cards that give me six mana are:

Than, there are some Mox Opal + Paradox Engine combos:

(A) 6 cards: Godo, Bandit Warlord + Helm of the Host = infinite combat phases;

(B) 7 cards: Boros Charm + Isochron Scepter = infinite life damage;

(C) 7 cards: Boros Signet + Imperial Recruiter = Kiki + felidar guardian = infinite tokens with haste;

(D) 8 cards: Imperial Recruiter + Sneak Attack + Paradise Mantle or Boros Signet = Kiki + felidar guardian = infinite tokens;

(E) 8 cards: Final Fortune + Isochron Scepter + Sundial of the Infinite = infinite turns;

(F) 8 cards: Final Fortune + Isochron Scepter + Platinum Angel = infinite turns;

(G) 8 cards: Junktroller + Sunforger + Boros Signet : - turn 1: Final Fortune with Sunforger ; - turn 2: add the mana to the pool, return Final Fortune with Junktroller , Angel's Grace with Sunforger , return it, Final Fortune , return it, Final Fortune , return it...= infinite turns.

  • Chance for Glory has the same effect, plus indestructible.
  • Just the 3rd turn has the "lose the game" effect, you don't need to spend mana to cast Angel's Grace after it.

Suggestions

Updates Add

Nowadays, I'm using the deck on a Game store championship with a achievement score. So I adjust it to score the most.

I already had invested in the versatility of the deck, but I put the Emancipation Angel + Emrakul, the Promised End 's synergy, because I can score the achievements that depends of other player's actions, like put enchantments, artifacts or planeswalkers on the field to be removed. But I just can score that if the others leave me to do a infinite turns combo without concede.

To do that, I took off the deck Tithe and Magus of the Wheel, first cause I'm replacing some lands for fetches, and than I need to put something to stop depending of other players on the board.

By the way, the deck ins't with Imperial Recruiter 'cause I trade it, but I will replace it ASAP... Now, I'm playing with Recruiter of the Guard, so there are some combos missing ;P

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