Creature — Angel
Each opponent who cast a spell this turn can't attack with creatures.
Each opponent who attacked with a creature this turn can't cast spells.
|Have (4)||metalmagic , jpv , GeminiSpartanX , pskinn01|
Printings View all
|Commander Anthology (CM1)||Rare|
|MTG: Commander (CMD)||Rare|
|2011 Core Set (M11)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Angelic Arbiter occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Angelic Arbiter Discussion
1 week ago
On the opposite side of the coin Ive been doing a lot of Aurelia deck reviews lately, so based on my past experience heres what changes I would make. The first issue that jumped out at me is the number of 3 drops. This always becomes a problem when you run a lot of the swords, however when deck building I will often shift the swords to the 5 CMC slot visually just because that is much more inline with how they perform. Anyway with this being the case I always want to make sure my 3 CMC cards are essentially over performing because its so crowded, and the other thing is that you do want to have some number of bigger plays as the game goes later or if someone ramps hard. I recently destroyed all the tokens of Avenger of Zendikar with an Elesh Norn which was 7 drop vs 7 drop...you won't get that by running entirely 3 drops. When the game gets big, you want some ability to go big as well.
I would probably cut captain lannery storm as a result. I would add signet or talisman in its place. Combat celebrant has generally also underperformed for me so In place of that, the card you need more than anything else in this deck is Elesh Norn, Grand Cenobite its removal, and its team pump for a deck full of small creatures. In short its a game winner.
Depending on how winds of abandon is performing, that would most likely be the slot for generous gift/chaos warp. By running both of those I notice that glacial chasm and spore frog aren't nearly the problems they used to be for me. In general I don't love that wind's of abandon gives something back to opponents, it can be a problem sometimes, so I might go for Volcanic Offering instead since blowing up key lands or just slowing your opponents while also taking out the 2 best creatures in play of your opponents.
Next Outpost Siege has never been my favorite, Light Up the Stage is a bit more immediate, but lately Ive been really hot on Commune with Lava especially when you've got feast and famine in play since you can float mana. Commune has the ability to grab 2 early if you just need a land or you can scale X to go bigger in the late game. You'll need to play it a few times it does require a small amount of skill to get it just right, but Id go that route over outpost. Tome of Legends is a card that i am currently trying to get tested, but i never seem to draw it, however it looks very promising in Aurelia. Beyond that, I've also used Prophetic Flamespeaker in the past. It wears equipments well and will get you to look at some extra cards, and it works best in a low curve deck like this because of the nature of impulse draw.
Here are things that I very much want to add but don't have room for but you might want to consider. Blackblade Reforged it deletes players from the game, especially if you have double strike. Umezawa's Jitte its easily the most complicated equipment since its range of performance goes from does nothing up to wins the game. Neheb, the Eternal It just makes so much mana and its good on attacking and blocking also. Archangel of Thune predominantly to make your hate bears bigger and close the game quicker.
Here are some very interesting cards to think about that Ive used or have been trying to test more. Backdraft Hellkite slow but flashback on your spells. Helm of Possession Turn your 2 drops into someones consecrated sphinx or commander. Its somewhat skill intensive, but stealing other peoples stuff is absurdly powerful. You currently don't have a fog effect other than teferi's in the deck which makes me nervous, maybe its a meta call but I really like a fog that can be brought back with mist veil plains so Comeuppance or Dawn Charm depending if you value the lower CMC vs more power. Also as a nice, this deck does look a bit soft to other aggro or big stompy decks.
Next, lets talk about stax. You've got some light stax to medium stax happening in this deck. If you want to bring it to the next level here are some super nasty options. God-Pharaoh's Statue this thing makes it super hard for your opponents to cast anything and just grinds them to hault.. they won't be comboing off through this. Next, my personal favorite its very good as you get toward the Cedh side of things, is Winter Orb once again it crushes combo decks, crushes tatyova and golos style decks and other big ramp decks, and really any deck that doesn't have just tons of big creatures in play. Its very skill intensive, but the key to break parity is Feast and famine and Neheb. Next Blind Obedience its nasty, and if you draw enough cards its a win condition, plus life gain which is also relevant. If you find that other aggro or stompy decks are problem, take a look at Angelic Arbiter you basically don't lose to creature decks. Aura of Silence is also very real, sometimes a little slow but can come back with sun titan...happens occasionally.
I personally wouldn't mind seeing another protection spell in the deck. Many choices available here Eerie Interlude, Legion's Initiative Brought Back and even just Cloudshift Ephemerate bring some amount of protection but can also be used for the 3rd combat trick amongst other things.
Alright those are my thoughts for now. I am sure thats plenty to think about. Let me know if you have any questions :) -PJ, Commander Replay
2 weeks ago
Hey, so you mentioned wanting to combine the Angel strategy with the equipment strategy. As i talked about it, its complicated because both strategies compete for your available mana. To me this means that you need to outproducing everyone at the table mana wise. See the spreadsheet link, its much cleaner. https://docs.google.com/spreadsheets/d/1r4BxQRmpuJOj8vWkxTC2YA9J8rvR7eXMeCM75dgUeu4/edit?usp=sharing
In: The single most important card you can add is Sword of Feast and Famine, some other really good options are Dowsing Dagger Flip, Neheb, the Eternal new neheb is definintely worth testing out Neheb, Dreadhorde Champion, and I think Walking Atlas will be helpful with the 4 cards you have the dig for lands. You will also want multi producing mana rocks likes Worn Powerstone, Thran Dynamo Hedron Archive, and i think Inspiring Statuary is worth checking out as well. Other things to look at, Id probably try out Mana Geyser as it can do some riduclous stuff and it might be alright because of the life gain Treasonous Ogre. Long story short way more mana. Also, add 2 lands. Dont ever miss a land drop.
Overall your mana production count right now is 17 cards, which is good so I think it will be largely about improving the quality of those cards.
Out: Knight of the White Orchid, its fine for certain decks but feels meh for this one. Mind stone out, need multi producer, coalition relic out, trading colored mana for multi mana. Some other stuff that I would cut is Recruiter of the Guard doesnt seem right for this deck, Vandalblast youve already got Hour, Austere, and mutliple other ways to blow up artifacts, meta dependent of course.
Another thing to think about is which 7 drops you are running. The ones you have right now are very good for you. The 2 you are missing is Chancellor of the Annex and Angelic Arbiter which make it really hard for your opponents to win. Again your current picks are solid, but its the difference between good stuff for your team, or bad stuff for your opponents.
I think id also like to see 1 more piece of protection for your creatures. Lots of options here with no clear right answer. Legion's Initiative is good for a lot of things, but Eerie Interlude, Brought Back and others also have merit as well.
Ok take a look at the spreadsheet changes. Note that these changes will increase your mana curve, however it also increases your mana production by leaps and bounds. So if you things stick, you should be able to cast multiple cards around turns 6-8. If you find things are getting clunky, cut a 5-7 drop and add a 2 drop, repeat until the deck performs to your liking.
1 month ago
abbatromebone Thank you for the comment! After more appropriate research, this is certainly more of a Pillow Fort deck. I mainly play in Multiplayer FFAs with my friends, and I think a deck built around cards like Ghostly Prison is an exciting new prospect!
Critically, I'm not looking for something broken or crazy good, since that's no fun. I want to make a deck that discourages attacks through enchantments so it can set up winning creatures. I also definitely want to keep this at around the price it is now, give or take $5 - I know that makes it far more difficult, but that's the price range of the other decks, and going above risks serious imbalance.
In terms of enjoyment, I really like using control decks and successfully outmanuevering players with careful counterspells and late-game victories. I would rather keep the basic idea of the deck. Also, while this isn't a dealbreaker, I would prefer it if you could keep Angelic Arbiter in the deck. I really like how it works!
Thank you so much!
4 months ago
Hi again realsoupersand,
Had to fly out to Ottawa, ON in Canada for a bit, so back in action.
50% of the time, I win with my primary win-con, which is Buried Alive + Reanimate , generally between T1-4 depending on how much tutoring and mana ramps I have available. It's CMC4, which happens on T1 occassionally, T2/T3 more realistically.
Karmic Guide is a critical component of that combo, also, yes she is playable with Kaalia of the Vast . Also enables Razaketh, the Foulblooded from the graveyard, and provides for sac/tutor. It's usually never a dead draw, and at CMC5 is still playable from hand, on occasion if the game is going on, and the Protection: with Flying also has assisted occasionally. Other than her obvious CMC as just a recursion tool, she's generally been good, and a requirement for the primary win-con.
Angel of Despair is just a Vindicate for CMC7, its ridiculous and only 5/5 flying. However, it's what I ALWAYS Tainted Pact to when Show and Tell + Omniscience , unless they have Leyline of Anticipation it's "usually" good enough. I can tutor Anguished Unmaking , however, I have to give priority up with an Omniscience on the table, so it's far too late by then. Can also destroy other random threats if needed too. She's borderline for sure. Red Elemental Blast is too slow in this case.
Angelic Arbiter was answering the Jeleva, Nephalia's Scourge but now it's always Kess, Dissident Mage . Also for Tooth and Nail type encounters (eg: Craterhoof Behemoth ) or any type of haste/recursion. All together stops a few. I usually just put 1 response to any situation, because I just tutor the exclusive solution needed.
Avacyn, Angel of Hope protects against MLD type situations, but she's not difficult to remove anyway, everyone's removal deals with her no problem. If she buys me an extra turn though, it's worth it. Can also put a player on a turn timer or make them act before prepared (no Force of Will for example), sometimes... Not the strongest for sure. Or like a The Gitrog Monster looping destroy maybe...
Balefire Dragon is again, just to solve specific issues or eliminate high value ground targets. Like the others, Tainted Pact to hand whenever, a situation calls for it. I tried to cut back on creature controls (ex: Damnation ) just because its not a creature world, but often creatures can be enablers.
Baneslayer Angel cut, served no purpose other than lifelink for the Hatred but the CMC5 was too much, and only removed a single opponent. Serra Ascendant T1 "usually" puts enough pressure on 1 player (usually )), who is now on a turn timer, spending life for tutoring becomes harder, and sometimes waste time removing it. Statistically found, I was usually nearly 1 turn earlier to win with Serra Ascendant , plus overcharges me for an early Necropotence or Razaketh, the Foulblooded win or Doom Whisperer win.
Phyrexian Arena is tough, high CMC, no return. It still the second highest played card in commander, and I don't know how else to draw? Mardu is a drawing nightmare. Have to think on it, how to deal with it but agreed, same issue is with Bloodgift Demon . I've had Skyline Despot recommended has a same turn impact (draw at EOT), but also, might be ramping oppponents draw too, especially if I have no way to reconnect on attack as Skyline Despot doesn't have trample.
Gisela, Blade of Goldnight has the added benefit of removing 1-damage win-cons like Impact Tremors , Blasting Station , Goblin Bombardment , Dragon Tempest (with 1 dragon), Etc... Also puts pressure on. Usually just for a specific application though. I think my interaction package is more similar to a Thoughtseize type application, where if I can't win early, I tutor what I need to address the specific threats, instead of using Instant spell to do them? If that makes sense. Gisela, the Broken Blade i've cut.
Hellkite Tyrant was specifically answering an almost consistent Breya, Etherium Shaper deck. It's been a while since C16 set now, so definitely seeing it less and less. Might help with Teferi, Temporal Archmage or Urza, Lord High Artificer on occasion. It wasn't enough on it's own though, it also needed a Linvala, Keeper of Silence to go with it. Prior to this, I had nothing to compete with Breya, Etherium Shaper , had no way to win.
Lyra Dawnbringer is on my cut list now, might become the Sire Of Insanity or something like that. Mother of Runes works good with Master of Cruelties , also can protect Kaalia of the Vast , makes guys like Balefire Dragon unblockable too, or protects a Razaketh, the Foulblooded and becomes Tutor mana, or blocks an early Infect attack. Slow yes, but has some utility. Also can protect my Kiki-Jiki, Mirror Breaker or Worldgorger Dragon causing me to win (instead of lose). It's borderline for sure, have to think about it. Aven Mindcensor feels good, looking for a way to include him as well as the Sire Of Insanity .
Steel Hellkite I tried for over a year, I would either, not be able to connect (no trample), or when I did, not enough mana to get the threat that I really needed to remove. I gave up on Steel Hellkite , also needs a Mother of Runes for support.
Ancient Tomb is back in, can't recall why I removed it. Think it screwed me one game with the colorless, but now that I've removed most of the colorless, it makes sense. Prismatic Vista isn't great, only 2 basics (can put in the snow's but for why), I like that it filters a land out (lower probability of drawing a land), but also destroys my mana-fixing as well, so agreed, unnecessary in this build, but feels weird.
I'm probably going to continue reducing CMC and reducing land counts as you've recommended, but needs some expensive 0-CMC rocks which I don't have, or some resource planning around alt. mana sources.
Overall goal is still to build for cEDH, understanding that consistency isn't going to push into more than a Tier-2.5/3 categorization, so I'll go over High Power again later lol.
Thinking about Interaction, I really don't want to go heavy into that with things like, Dismember or Lightning Bolt would rather let the opponents use their removal, and PRAY that I can sneak through a combo. If I combo T1 it has a fairly high success rate (other than a Pact of Negation which eliminated themselves) usually don't get stopped (Odd Force of Will or Swords to Plowshares here and there), T2 is still decently good, often others are still tutoring for a T3 win, but outside of T3 or beyond, usually I need to wait until someone tries to combo, and then is stopped, before I have a chance. I just go for it whenever I can though, increases winning % over trying to strategically go for it and being too late.
I think perhaps Red Elemental Blast or Pyroblast or both perhaps will be handy, Silence I wish it had Split Second (like Teferi's Protection ) because most combos don't have a "sorcery" speed interaction so doesn't stop. Can protect me on the turn I'm going for it like another Grand Abolisher but outside of that not highly useful. Will do some playtesting with it and see if it improves my completion % for combo and increases my combo win % because that's all that matters.
I decided not to go MLD, can Stax/MLD certainly is a strategy, but prefer just to ignore others, and just go for the win myself, win or lose. Plus I don't repopulate my hand nor ramp, so probably just slowing myself down instead of the opponents. Plus I don't have a Ravages of War so would require a financial commitment, would rather focus on finding a way to go for the win on T1-T3 more consistently.
I think if you found Kaalia of the Vast wasn't competitive using MLD before you dissolved that strategy, don't think it's the right course to go down either. Would rather try some out-of-the-box planning, and see if we can get her into a cEDH, which your comments are VERY helpful, and VERY appreciated. Think I've made some decent strides, still waiting for my card order to come in the mail so I can make some more cuts/adds to the deck!
I'll reply on high power shortly since it's lower priority, and hopefully you'll see my deck going in a stronger direction. Pushing that T1 probability up is key. I keep thinking there must be a T1 with Entomb and Goryo's Vengeance that I can do somehow? Razaketh, the Foulblooded would need another enabler, but there must be someone (like Griselbrand aka Griselbanned) to win with? Hmm.
7 months ago
Your theme is very creative! Some cards that came into my mind as I read your bio is that you might like to add Harmonize into the deck. I don't know if Angelic Arbiter would fit but it does slow down people - keeping them cool so to speak XD.
8 months ago
Nice deck! I have a Feather deck too - you might want to invest in an Anya, Merciless Angel and a Gisela, Blade of Goldnight . Parhelion II is also a fun addition to the deck. Anax and Cymede may also be handy in this deck. Angelic Arbiter will make your opponents' lives very difficult.
Hope these suggestions have come in handy!
8 months ago
I would start out with cutting a lot of those enchantments like, Crusade , Honor of the Pure , Divine Sacrament and Marked by Honor . Why would you want that many anthem effect on already "huge" bodies?
I dont know your meta, but at least in my playgroup i had the problem with mono w angel tribal that its just too slow, So i had to have more removal to even survive.
Cards that i suggest are (There are way more but these come to mind first): Emeria Shepherd - Just too good recursion, gets more out from your grave than Reya, Pearl Medallion - Helps with ramping, Angelic Arbiter - Makes opponents choose between casting or attacking, Guardian of the Gateless - make this guy indestructible and its a golden blocker against go wide decks, Hour of Revelation - Hits all nonland permanents, and in multiplayer game easy to cast for 3 mana, Return to Dust - One of the best spot removals, Brave the Elements - cheap way to protect your dudes from something nasty, Cleansing Nova - Mass removal that lets you choose mode, yes please, Nykthos, Shrine to Nyx - Just way too good mana for mono colored deck,
9 months ago
In general, my feedback is that you have too many one-shot lifegain effects for small amounts (1-3 life). These don't do enough - you have to have multiple other cards on board before they really help you/hurt others.
Cards to cut:
- Angel of Mercy - Angel of the Dawn - Angel of the God-Pharaoh - Seraph of the Suns - Serra Angel - Urgoros, the Empty One - Vampire Sovereign - Dark Ritual - Healing Grace - Fountain of Renewal - Manalith - Prowler's Helm - Behind the Scenes - Ill-Gotten Inheritance - Trespasser's Curse - Dovin Baan
A few cards to think about adding:
Last, I'll just note that Oloro is already not a beloved commander, and you're playing a lot of counter magic. You might want to think about inserting some W/U pillowfort, cause everyone is going to be coming for you.