description somewhat outdated
this is thematic tribal build i put together. the main focus of the deck, aside from dropping huge fatty angels, is manipulation and board-state protection.
first off the creature base, your angels are your bread and butter for the deck. these are separated into a few key categories.
Your Protectors:
such as
Elesh Norn, Grand Cenobite
( AKA cinobuns),
Angel of Jubilation
, and
Linvala, Keeper of Silence
(as well as your commander)
are designed to stack static effects that make your board exceedingly more and more difficult to deal with by limiting your opponent's options. layering these static effects adds an extra layer of defence to add to your "board-state protection" package which we will go over later.
Your Reanimators:
such as
Bruna, the Fading Light
,
Twilight Shepherd
, and the
Karmic Guide
+
Adarkar Valkyrie
(AKA aardvark valkyrie) combo which allows 1 free reanimation a turn on your upkeep.
this is an important aspect to the deck, because a lot of your creatures will generate a lot of hate at the table most people will work together to get rid of them (like
Iona, Shield of Emeria
), so perpetuating those threats back onto the board multiple times will wear down your opponent's responses (as well as their will to live).
Your Destroyers
such as
Akroma, Angel of Wrath
,
Angel of Serenity
(can also be considered a reanimator if the board she is placed on is not a threat) and
Sunblast Angel
are your hammers, they are either powerful beatsticks like Akroma, or angels that two for one the board by sweeping upon entry. these are the cards you're looking to draw if you find yourself playing on the backfoot.
Winter Is Coming!
now it's time to talk about the snow. the second part to this deck in the manipulation and board-state protection aspect. these are mainly enchantments and artifacts that shut you opponents down. this is where we start discussing the hidden agenda of this deck, it's combos! the primary of which is
Winter Orb
+
Icy Manipulator
(+
Mana Web
). this land locks every person at the table other than yours truly. but what if you don't draw the manipulator? is orb a dead draw? no, not in the slightest, you have a large package (giggity) of mana ramping artifacts (
Grim Monolith
Sol Ring
) as well as mana doublers (
Extraplanar Lens
Caged Sun
to insure that not only will you ramp quickly you will also be tapping each land for 2/3/4 mana a piece. so each land you untap while under the effects of winter orb is 2/3/4x as efficient as your opponents. the orb can also be played from behind to slow down the pace at which your opponents are pummeling you to give you time to catch your footing.
Crackdown
+
Blind Obedience
is another combo that can remove any non-white beats decks from the game. Lastly there is a constant threat of an imminent
Armageddon
, and if it's coupled with
Avacyn, Angel of Hope
or
Crucible of Worlds
it can be your shotgun that if drawn just ends the game.
Utility Closet
no deck is complete without ample utility cards to help fix the decks engine when it inevitably breaks down mid-way through the game. this section i'm just going to list the utilities and why they are in use, and any cards they combo with. so let's get started;
Duplicant
hard spot removal for any hard to reach targets, such as indestructables, or protection from white cards.
Kozilek, Butcher of Truth
it's always a good idea to run an anti mill card like kozi in your deck, but i chose Kozi because of his late game card draw. looking at how this deck plays out you tend to only play one spell a turn, so you only lose cards out of your hand very slowly in most cases, so an over abundance of card draw in the deck tends to just be too much. card draw for this deck is any OPTIONAL steady card draw or high bursty card draw in the lategame. when the hand starts to dwindle down.
also gud fer teh beats.
Myr Retriever
finds his place in this deck due to the amount of powerful artifacts such as
Crucible of Worlds
and
Winter Orb
, also can be combod with
Expedition Map
to search for
Buried Ruin
to get the
Crucible of Worlds
+
Buried Ruin
combo rolling.
Enlightened Tutor
,
Idyllic Tutor
, and
Ring of Three Wishes
are in place to help gather any combo pieces together. or grab
Land Tax
in the early game.
Lightning Greaves
, and
Sword of Light and Shadow
are designed to make your commander that much harder to kill. a pro-white (aka pro-Exile) or shroud indestructible leader doesn't leave many options to deal with it, and thus doesn't leave many options to deal with the rest of your board. whereas
Sword of Fire and Ice
, is place for optional steady card draw.
Lands
Dark Depths
+
Vesuva
or
Thespian's Stage
gives you a free 20/20. plus ice is thematic ;D.
Kor Haven
and
Maze of Ith
can help stall out the more aggressive decks to give the train that is your deck time to get up to speed and run them over.
Mouth of Ronom
is not only thematic but also an amazing removal tool when coupled with
Crucible of Worlds
and last but certainly not least is
Thawing Glaciers
. Yes, again its thematic. but also i think you will find this card surprise you with how good it can be. the first turn it's in play tapped, the second turn INSTEAD of activating it right away you wait till the opponent before your turn's end step and then activate it. since its ability triggers at "the BEGINNING of the NEXT end step, it carries over to your end step, and thus on your turn you can grab a second land out of your deck before it returns to your hand so you can start the process over on your following turn. it passively churns lands out of your deck almost like having a second land tax.
any suggestions or comments are welcome, and i hope if you playtest or build this deck that you enjoy <3