Angelic Curator

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Angelic Curator

Creature — Angel Spirit

Flying, protection from artifacts ((Remember the acronym debt.) This can't be damaged, enchanted, equipped, blocked or targeted by artifacts. Artifacts attached to this immediately falls off.)

zapyourtumor on Ang-Hellic

2 months ago

I'd lower the curve a bit if you want the deck to be more competitive. If you want to keep Brisela in for the fun that's obviously your choice, but the chances of you getting her on the battlefield are pretty slim.

I 100% think you should move the 4 Youthful Valkyries from the maybeboard to the mainboard.

Sensei's Divining Top is not legal in modern (or legacy for that matter).

I'd probably run more Path to Exile, or maybe a couple Fatal Push over some of the other more expensive removal spells you have.

Resplendent Marshal may be worth considering, since it buffs all your angels and also gives a ton of value even if it gets removed.

Segovian Angel is obviously nothing fancy, but you don't have many proactive turn 1 plays.

Serra Avenger could be funny if you go for 3-4 Aether Vial, else probably not worth including.

Not sure if Angelic Curator is worth it as a sideboard card against artifacts, but it is pretty funny. Heliod's Intervention or Kataki, War's Wage might just be more direct though.

Linvala is pretty garbage in the current meta but always a sideboard card to keep your eye on. Currently the only deck she's good against is Yawg.

kirbysan on [Primer] Helming the Host of Heaven *Update*

2 months ago

Guerric

Last game of the year! Sorry I've taken over your comment board, hope all these gameplay interactions help!

Opponents: Koma, Cosmos Serpent, Muldrotha, the Gravetide, Tevesh Szat, Doom of Fools / Armix, Filigree Thrasher

Starting Hand: Marsh Flats, Plains, Sol Ring, Serra Ascendant, Serra Avenger, Court of Grace, Breathkeeper Seraph

T1 - Marsh Flats into Plains into Serra Ascendant

T2 - Plains into Sol Ring and Luminarch Ascension (drew into), swung in for 6 damage

T3 - Plains into Court of Grace, drew on endstep, swung in for another 6 damage

T4 - +1 Angel on upkeep, Plains into Giada, Font of Hope and held up mana to make 2 Angels, drew on endstep, swung in for another 6 damage

T5 - created 2 Angels (6 power & 7 power) on opponents end step, +1 Angel (8 power) on upkeep. Cast a Tome of Legends getting ready for the boardwipe. Swung in for 21 damage, drew on endstep.

T6 - nobody at the table had the boardwipe so I cleaned up next turn with Sigarda's Vanguard knocking out each other player simultaneously. I think this was the fastest this deck has ever performed in a 4-man pod and all the damage was dealt by me.

Opponents: Koma, Cosmos Serpent, Muldrotha, the Gravetide, Tevesh Szat, Doom of Fools / Armix, Filigree Thrasher, O-Kagachi, Vengeful Kami

Starting Hand: Windswept Heath, Arid Mesa, Plains, Bonders' Enclave, Serra Paragon, Gisela, the Broken Blade  Meld, Archangel of Thune

Thought about not including this one either as it was a slow hand and a fast game. Muldrotha comboed out turn 4 making 2 million squirrels and nobody had any interaction so we were dead on turn 5.

Opponents: Koma, Cosmos Serpent, Muldrotha, the Gravetide, Tevesh Szat, Doom of Fools / Armix, Filigree Thrasher, O-Kagachi, Vengeful Kami

Starting Hand: Nykthos, Shrine to Nyx, Plains, Plains, Pyre of Heroes, Gisela, the Broken Blade  Meld, Battle Angels of Tyr, Angelic Curator

I had played Battle Angels of Tyr but it was quickly removed by Tevesh before I could swing with it, which is fair given a 5-man pod.

Instead I went for the slower play with Giada, Font of Hope, Angelic Curator and Angelic Sleuth on the field. I held Pyre of Heroes in hand thinking I would go for the Inspiring Overseer / Serra Paragon line to draw into some cards and get some clues.

However, Muldrotha again was a huge problem turn 5. They had Scute Swarm and cracked some fetches and played green ramp spells bringing up their total to the low 100s but they only had 32 they could attack with. They decided to swing all of them at me as I was the only one with any sort of board presence. O-Kagachi let the table know they had a fog effect but we elected to use it on the next turn.

At this point I had Giada, Font of Hope, Angelic Sleuth, Righteous Valkyrie and Pyre of Heroes on the battlefield. Once Muldrotha had started producing massive amounts of Scutes I knew they were coming at me. Also I had drawn into Archangel of Thune which I played and swung in bringing me back up to the low 20's.

On turn 6 O-Kagachi used the fog and Muldrotha just set themselves up better for the next round. They cast a Sandwurm Convergence to stop me from knocking them out.

Tevesh decided this was the best time to go off so they tapped out for a Peer into the Abyss. A lot of artifact shenanigans happened and they ended up at 4 life due to Bolas's Citadel, nearly wiped the board with Ugin, the Spirit Dragon and killed Muldrotha with an artifact creature with Cranial Plating and Lightning Greaves. Unfortunately they didn't see that O-Kagachi was out and only -5 for Ugin so they were dead to the dragon on their turn.

I was able to build back relatively quickly as I drew into a Thorough Investigation and cracked some clues. O-Kagachi became the new archenemy as they had their commander out and a Fist of Suns so they were casting high-costed cards with the limited mana they had. Koma used Kiora, the Crashing Wave to negate the damage of O-Kagachi's commander. They also countered a Conflux which could've ended the game.

I tried to swing in once but was stopped by a fog. I also made another misplay with Oblation targeting their Myojin of Seeing Winds as I misheard thinking it was a 10/10 flying indestructible when it was a 3/3 that didn't even fly. They removed the divinity counter drawing 12 and drew another 2 off Oblation. Next turn they cast a Morophon, the Boundless and dropped all the spirits they drew off those 14 cards. If I had held up my Oblation for their fist of the suns instead they would have had no mana for anything else and I could've swung in for the win.

Luminarch Ascension finally popped off! When unanswered it just ends games. Even with a boardwipe it can refill the board with mana. With Giada out it adds lethal threats quickly. I understand that it may not have the surprise factor but I think the resiliency is more important here. As you've mentioned before, not a lot of people run enchantment removal as creature removal is preferable which means this has staying power.

Court of Grace was also amazing here. While 1 card a turn is not the best for 4 mana, 1 card and 1 angel for 4 is amazing. Obviously the Sol Ring did work in getting it out early but against slower decks they had no way to attack me regardless.

Pyre of Heroes was actually useful this time! Pitching the 2/2 body of Angelic Curator into a Righteous Valkyrie is a strong move. I was only able to use it once before the Ugin exile but it helped keep me in the game. Without it, I would've been dead right after Tevesh finished off Muldrotha, perhaps even in the same turn.

Sigarda's Vanguard was also great again. However if I'm not planning out dropping my angels out in the correct turn order then I'm not always getting the full benefit from her. Akroma's Will would save us the headache of counting and planning while also providing the evasion to get through flying creatures. I think I'll still stick the Vanguard as the light recursion package allows us to bring her back on another turn for additional value whereas Will would just languish in the graveyard.

We had a turn 0 discussion before games 2 and 3 and agreed on playing more mid-tier decks as I only brought Giada. The Muldrotha player typically durdles with nothing to do and decided to add in some spicy cards not knowing how they'd perform. Tevesh doesn't always go off like this but Peer into the Abyss is usually a card that gets countered. The table let it resolve due to needing to knock out Muldrotha first.

kirbysan on [Primer] Helming the Host of Heaven *Update*

3 months ago

Guerric

Buddies cancelled so I played 3 pub games instead:

Opponents: Esix, Fractal Bloom, Captain N'ghathrod, Sigarda, Host of Herons

Starting hand: Emeria, The Sky Ruin, Plains, Plains, Path to Exile, Angelic Page, Archangel of Tithes, Sanctuary Warden

As we played through the game it became clear that Esix was the big threat. The board was wiped twice, once with N'ghathrod's Hex and a second time with Sigarda's Day of Judgment. Archangel of Tithes helped get a few early attacks in against Esix as they usually tapped out to play some bigger spells.

I was able to keep Esix in check a few times by using Path to Exile on their commander when they were about to pop off. I also used Oblation again on Esix when they cast a Pest Infestation destroying my Crucible of Worlds and Vanquisher's Banner but netting 12 pests. Finally, I had a Kabira Takedown  Flip but only 2 creatures on the field so it couldn't deal with anything on Esix's board so I used it on Sigarda's Soul Warden.

At the final turn I had Sanctuary Warden equipped to Sword of Feast and Famine, Righteous Valkyrie and Angelic Field Marshal. In my hand I had Avacyn, Angel of Hope, Emeria Shepherd, Sword of Hearth and Home and a Seraph Sanctuary. Giada had been removed 3 times this game so she cost 8. Esix was at 6 but also had a Sublime Epiphany with open mana and a Craterhoof Behemoth in hand with 19 creatures, mostly 1/1 tokens on board.

As I'm writing this I realized I had the answer but didn't realize it at the time. If I had casted Sword of Hearth and Home Esix would have countered it and bounced my Sanctuary Warden forcing it out of their hand. I could then equip the Sword of Feast and Famine to another angel and swung for lethal since they had no flying blockers. I could have also moved to equip Sword of Feast and Famine to another angel which they could've countered once, but I had open mana to do it again. Despite losing this round let's count it as a win due to my misplay.

Opponents: Tevesh Szat, Doom of Fools, Kraum, Ludevic's Opus, Captain N'ghathrod, Sigarda, Host of Herons

Starting hand: Windswept Heath, Sol Ring, Pearl Medallion, Angel of Vitality, Mangara, the Diplomat, Soul Warden

Perhaps this was a risky hand to keep but with the Sol Ring and Pearl Medallion I could literally play everything in my hand if not disrupted so I kept it.

Kraum also kept a risky hand but it paid off for them in the short term. They cast a Show and Tell which let me only drop Angel of Vitality but they dropped an Omniscience and proceeded to play out their hand giving themselves an immense board state on turn 3.

Kraum made a serious misplay here as they used a Cyclonic Rift on my Sol Ring and a bounce spell that returned all creatures with power less than 5. This was supposed to wipe the board but Angel of Vitality was a 5/5. They followed this up with a Wheel of Misfortune paying 35 life expecting us to bet high life totals so they wouldn't get the wheel. Unfortunately for them we bid pretty low numbers and Kraum took the full 35. With no flying blockers on board they were dead next turn.

With Kraum out of the game and a fresh 7 card hand I ended up dominating the board. Some nice synergies were using Sword of Hearth and Home on Sanctuary Warden to 2 cards a turn, one for ETB, one for swinging. Bishop of Wings with Resplendent Angel and Angelic Accord gave me double angels on my end steps. Finally, having Emeria, The Sky Ruin and 7 plains let me fill my boardstate quickly. While the game took longer I never hit another board wipe and closed it out with 64 life.

Opponents: Kykar, Wind's Fury, Atraxa, Praetors' Voice & Sigarda, Host of Herons

Starting Hand: Flooded Strand, Path of Ancestry, Soul Warden, Luminarch Ascension, Pyre of Heroes, Folk Hero, Angelic Curator

I was excited about this hand because it had 2 new cards that hadn't come up in the last couple games I played so I wanted to test it out. While it should have curved out pretty nicely, having only Folk Hero as the draw card with a single angel should've been a warning sign. My early board state included Giada, Font of Hope, Soul Warden and Luminarch Ascension. As predicted, Luminarch Ascension was able to get 3 counters on it after a single turn.

However I was hit by a board wipe early on and had to decide whether to use Luminarch's ability or recast Giada. I foolishly recast Giada only to have her removed again with Skysovereign, Consul Flagship. When Sigarda went to blow up Luminarch I produced 3 4/4 angels with 6 mana to give me some blockers. I had also drawn into The Ozolith but it was only able to add 1 counter on it.

For the rest of the game Kykar solely targeted me with their growing vehicle board state. Since Giada now cost 6 and Skysovereign was pinging for 3 every turn I couldn't waste the mana to recast her which turned off Folk Hero. I cast Angelic Curator just for a blocker since it would be hugely advantageous against vehicles but it was promptly removed with Dispatch by Kykar. I was also able to draw into a Mask of Memory but was stalled out since Kykar had Spirit token blockers, Atraxa had their commander and Sigarda also had their commander. I was the first to be knocked out and this was a definite loss. I did cast Pyre of Heroes but didn't draw into any angels until late game so it had no effect.

Archangel of Tithes is actually pretty great but probably more effective as a late game play when board states are bigger. Battlecruiser decks will typically tap out to get the edge and will not hold up mana for tax effects which will help in getting damage through.

Luminarch Ascension is a great card but also a lightning rod. In the third game it presented a threat early on and if Giada hadn't been removed twice so early it could've helped end the game. Not getting those +1/+1 counters on the angels hurt my game plan quite a lot.

The Ozolith saw play but had little impact. Again, if Giada hadn't been removed early I could've dumped all those counters onto it and preserved threats.

Pyre of Heroes also saw play but had little impact. The overall flow of the game meant I was essentially stuck. Eye of Vecna would've been more impactful here but since Kykar had such an oppressive board state I would need to play much bigger threats to make a difference.

While Giada may not always be necessary to our gameplan, not having her and being unable to cast her slows us up so much that opponents can just out ramp or out threaten us pretty quickly. Dodging an entire table's board wipes and single target removals is pretty tough and makes me consider Lightning Greaves or Swiftfoot Boots again.

kirbysan on [Primer] Helming the Host of Heaven *Update*

3 months ago

Guerric

I wasn't able to play a multiplayer game this weekend but ran 9 games of 1v1. I won 7/9 games as unblocked angels seems to be consistently good. 6 games were against Necron Precron, 2 games against Faldorn Exiles & 1 game against Aesi Landfall. Made a couple swaps to give Pyre of Heroes a shot. Didn't touch the lifegain package but messed with the protection one. Since all 9 games were duels, some of the changes weren't great.

Eye of Vecna for Pyre of Heroes

Cosmic Intervention for The Ozolith

Angel of Condemnation for Karmic Guide

Angel of Jubilation for Inspiring Overseer

Starnheim Unleashed for Luminarch Ascension

Search for Glory for Enlightened Tutor

I notably left in Together Forever and didn't put in Breathkeeper Seraph because I wanted to see if there were synergies between Together Forever and Pyre of Heroes.

Lost 1 game against Necron Precon due to a combination of things. I missed 2 land drops early in the game and was forced to use Enlightened Tutor for a Sol Ring so I could play my hand. Later in the game Ioverplayed the hand and got hit by Shard of the Nightbringer followed by Their Name is Death on the next turn. I was definitely kicking myself at the end because I had Emeria Shepherd and played it when I should've held it. Necrons actually did pretty well against this deck overall as they had fliers which stopped some early attacks. In the end though, as with most precons, they ran out of gas while Angels could keep chugging along and beefing up.

Lost 1 game against Faldorn Exiles due to Food Chain & Eternal Scourge with Faldorn, Dread Wolf Herald producing a million wolves on turn 4. With no answers in hand, it was a quick and clear loss.

I was able to get Pyre of Heroes out in several games. One of my favorite combinations was using it on Inspiring Overseer to drop in Serra Paragon and then recasting Inspiring Overseer for the extra life and draw. On the following turn I sacrificed it again to grab Battle Angels of Tyr and hit for even more draw.

During the final game against Aesi Landfall I wanted to see how much value I could get out of Pyre of Heroes so I kept an obviously risky hand. My starting hand consisted of Arid Mesa, Plains, Fabled Passage, Emergence Zone, Mutavault, Pyre of Heroes, and Path to Exile. Aesi had a pretty slow start without much ramp but dropped Aesi, Tyrant of Gyre Strait turn 5 which I promptly pathed. The only Angel I drew was Angelic Curator which I pyred into Inspiring Overseer. I also had Together Forever on the board so when I pyred Inspiring Overseer into Serra Paragon I was able to bounce it back to hand and recast Angelic Curator on the same turn. Next turn I cast Inspiring Overseer and pyred that into Thraben Watcher and started swinging for lots of damage.

In a multiplayer game other players would've had more answers for our board and Pyre of Heroes may not stick around. However, I don't think it seems threatening on its own and most times it's just a value engine. I think there may be a case for swapping it out for Eye of Vecna. They cost the same for 2 colorless. Their activations are also the same at 2 colorless. The differences are the 2 damage we take for Vecna and also that the draw occurs on upkeep before our draw phase and we have to pay the 2 and life if we want the card. If we drop Vecna early game and we're looking for something key, usually a land or a low cost angel and there's no guarantee that we'll get it. So if we're on turn 4, we've expended 2/3 available mana on drawing either a land or a 2cmc angel because we can't play anyting else. If we aren't dropping Vecna early and instead on turn 6-7 then it's pretty slow compared to its counterparts. Yes it replaces itself but nothing else we do will give us cards the turn we need it. All the other draw cards play into our strategy of either playing angels, attacking or gaining life. Also, the ones we pay into can be done on opponents turn when we're holding up answers, so there's no "wasted mana".

Out of the current swaps The Ozolith and Luminarch Ascension were very mediocre. This is likely due to the duel format and will need more testplaying in a 4-man setting. I was able to get The Ozolith up to 18 counters one game but it didn't matter since I was dead the next turn.

I think just based on this trial run that Pyre of Heroes deserves a strong consideration especially with Inspiring Overseer. Let me know your thoughts!

Guerric on [Primer] Helming the Host of Heaven *Update*

10 months ago
I've made it clear at several points that I am not a big fan of changelings in this deck, my main argument being that while they are angels and benefit from Giada, they don't fly and are thus subpar. Some of this was a reaction to constant suggestions on the forums and online deck techs of subpar changelings like Impostor of the Sixth Pride. As a result many lists were running this card over Angelic Page, Angelic Curator, or Segovian Angel, all of which are strictly better in the context of an angels deck and far more on theme. I also did try and immediately disliked Mirror Entity in my early trials, further souring my mood towards the untribe.

That being said, some helpful pushback and discussion here are leading me to qualify my thoughts that there are some changelings which can be good in this deck and be correct play options, so I wanted to talk about which ones and why.

The first of these and the clear strongest option is Metallic Mimic. The reason for this is because it is a 2 drop "angel" that anthems every other angel you cast by increasing the number of counters that are put on it. This is amazing because unlike a Thraben Watcher whose anthem leaves the battlefield when it is removed, the extra counters will remain unless a board wipe happens. Regardless of whether I end up playing this card or not I think it is probably "correct" to play it in an optimal list.

The second of these cards is Irregular Cohort. Phule451 made a good point that this card is a two-for-one that we can cast turn three consistently. If we cast it then from turn four on we are putting at least three counters on everything, which is pretty great. Two-for-ones are great for goldfishing and provide efficiency, so this does that. There are still some downsides to this card since the angels don't fly and as four cmc is the slot where we need to get more choosy since there is more competition for slots, but I think it is a valid and very playable choice in this deck.

The third card is the weakest but is still playable and that is Universal Automaton. The "sole" reason for this is that it costs solely to cast it, and there is only one other angel we get for that rate. Again, low cmc angels don't have to do as much to justify their slot in this deck- cmc is almost good enough on it's own!

Any of the above cards can be "correct" to play in this deck, so if you want to play them, by all means do! All of that being said, I don't think that I personally will be playing any of these cards for two main reasons. The first of these is pretty much what I said before about the flying piece, but perhaps I should elaborate more. I have a lot of experience playing flyer decks across multiple formats in magic and it's something I have a strong feel for. When I've had non-flyers in decks that are built around flying, they've always felt bad, and I've wished they weren't in my deck every time. This already happened to me with Mirror Entity in this deck, and I don't want to really have much of a desire to experiment with them more. The only card I could maybe see myself playing is Metallic Mimic, but if I did play that card it would take the place of a support piece and not an angel, and I would justify it by considering it a support piece and not take a slot from an angel proper. The other reason I don't see myself playing these is more about flavor. This is an angels deck, and I want to play big flying angels with cool art, not creepy shapeshifters masquerading as the real thing. Changelings may be considered angels mechanically, but they also are not truly angels, and it feels wrong for the angel tribe in particular. I love some of the changelings I play in my Yuriko, the Tiger's Shadow deck because it seems like ninjas and changelings go together perfectly, but not so much here. Of course, this latter reason is entirely subjective, and in general I try to build my decks as optimally as possible, but where it doesn't hurt the deck's strategy I like to keep my decks as flavorful as possible as that makes it more fun in my book! That being said, I don't want to rain on anyone's parade who likes these cards and prefers them to other angels, as I think they are all playable here. I hope this helps some of you as you plan and play the deck!

Guerric on [Primer] Helming the Host of Heaven *Update*

10 months ago
New cards an en route in the mail, and I think I know how I am planning to update the deck. In the meantime, I'll continue to play as it is, but I can announce final plans later this week when the cards arrive. As of now, here is what I am planning, please let me know if you agree or disagree with any of my thinking as it could help me avoid errors.

1) Cosmos Elixir OUT Vanquisher's Banner IN

Elixir works in this deck but is my worst draw piece in that it only gives life if I don't draw, I have to have over 40 life to draw, it costs 4 colorless mana to cast, and it at most can net me one card per turn. The all star draw pieces so far are those that allow burst draw such as Well of Lost Dreams and Thorough Investigation. Banner allows for this burst draw as every angel replaces itself with a new card, and tokens net us free cards. Its one mana higher but the upside makes it a far superior card. The anthem is just gravy really.

2) Disenchant OUT Tome of Legends IN

I think there is sufficient removal in this deck, so I can afford to cut my worst piece. This deck needs more draw and better draw, so adding a card that can consistently net me an extra card most turns is great.

3) Welcoming Vampire OUT Eye of Vecna IN

Even though many of my angels are weenies they don't ETB that way. As such, vampire is subpar card draw here, whereas normally it is premium for white. Eye may only get me one extra card per turn but it is cheap, fairly unconditional, and I'll have plenty of life to power it. The only downside is that Angel of Jubilation shuts it down, but I think that in most cases I'll be glad to have the option to draw.

4) Mirror Entity OUT Sanctuary Warden IN

I can't believe I missed Warden on the first round. It is unlimited draw in this deck stapled to an angel which has quite a bit of built in protection due to the shield counters (which we won't have to use to power it thanks to Giada). I'll confess I've never liked Entity, though in this deck it has some additional upsides and additional downsides. As for upsides, the counters help it a lot. One reason I feel like Entity is weak normally is that it often dies to ping effects if you don't reserve mana to pump it. I've seen this over and over again over the years, but the counters Giada gives it here mean we can rest easy. Another advantage is that it is an angel here, so the deck supports it well. A disadvantage, however, is that it is less useful and necessary. It is most powerful when it turns 1/1 tokens into 4/4 threats and provides a massive swing. It does little in this deck unless we pump at least 5 mana into it, and even then the improvement is marginal. A second disadvantage is it doesn't fly. Even an Angelic Page is a huge threat in this deck that can go over a defensive line, whereas Entity can be chump blocked easily. Thirdly, it can't enabled combos in this deck because of Giada. We are playing Karmic Guide, so a thought might be to add Reveillark and enable the combo so we can gain infinite life and do other recurison shenanigans. The problem is that this approach relies on paying zero into Entity to kill the board, but the board won't die to counters, so Giada shuts the combo off. Overall I think this isn't worth it, I sentiment I feel about pretty much all of the non-flying changeling cards that we might think would be good to put in.

5) Plains OUT Together Forever IN

I think with enhanced card draw of the update and Giada's ramp ability I can afford to go down to 35 lands, something I have done successfully in other low-to-the-ground aggro decks. Together Forever is premium protection here that also allows Giada to give herself some protection. What I especially like about this card is that it can serve as protection from both targeted removal and board wipes. The deck has done well so far, but well-played protection is key, and this is one of the most flexible pieces there is.

6) Archaeomancer's Map OUT Mask of Memory IN

This is likely to be my most controversial change as Map is a good card that fetches some lands and can ramp over the course of the game, provided we have the lands in hand. It may be bad! That being said, ramp is less of a problem here because of Giada and because of our curve. Map is bad turn three play where we sometimes want to ramp, because it leaves us often having to discard on our end step. I think with our curve and Giada what is important is simply to draw into our land drops, and extra ramp is gravy. That means more draw is better than more ramp, and between Map and the swords/dagger I think the latter are better land fetching/ramp pieces in a deck with evasive creatures. Mask is great because we can see two cards every turn and discard whatever is least relevant in our hand. It can also go down on turn three and be immediately attached to Giada and used right away to get things going.

7) Angel of Finality OUT Angelic Curator IN

Finality isn't great here, as the body doesn't matter too much and cmc is less conducive to a go-wide and high theme than a 2-drop. I think more turn 2 angels has some advantage here, and this is the best of the bunch (other options would be changelings that don't fly). 2-drop angels allow us to play an angel and a support piece like Tome of Legends on turn three, or even play two angels. Four drops can also be good turn three if they are high impact, which Finality is not. It was only in to be an anti-graveyard piece, but is just bad when there are no serious graveyard threats. As such, I'll address that by putting Scavenger Grounds into the mana base and drop the curve to a better place.

8) Mana Base Changes- I'm going to cut two of three cycling lands as this deck really doesn't want lands coming into play tapped, especially early in the game, and the cycling option just isn't worth it. I'll keep Secluded Steppe for now on account if its efficiency, but the others are gone. They'll be replaced with War Room and Bonders' Enclave, which tap for colorless but come into play untapped and give us additional card draw options that we need. Since we are only in one color we can afford more colorless lands than other decks, but we want as many to come untapped as possible due to the fact that we always have stuff to do early. I'll also add Seraph Sanctuary for more life gain and Scavenger Grounds to deal with problematic graveyards.

Those are the proposed changes. Let me know what you think!

Guerric on [Primer] Helming the Host of Heaven *Update*

10 months ago

Hi king-saproling! Thanks for the suggestions! I guess I'll give some thoughts in as orderly a way as I can.

1) Coat of Arms I love this card and play it in a couple of my decks. My thoughts are that, though a great tribal card, it caters more to pumping weenies. In this case Giada pumps our weenies just fine, and the card is a bit redundant. At 5 mana in mono-white its also a bit high for this deck, but it is a great card and I could see maybe someone having success with it.

2) Icon of Ancestry I really like this card on release, but didn't enjoy it too much in other decks in commander (it was a decent Brawl card when that was a thing). 3 mana is a lot to look for a card that you might never draw, and it can be unsatisfying to play it. The anthem could be good in other context, but this deck doesn't really need it.

3) Adaptive Automaton and other changelings. My general thought on these is that I'd rather just play real angels. While they changelings get counters, they don't fly, and flying makes them way more threatening. If there were a shortage of angels I'd consider putting them in, but I'd rather add Angelic Curator than Impostor of the Sixth Pride. That being said, Giada is weenie angels, and I could see a case for Universal Automaton and Metallic Mimic based on cmc value alone. I'm not sure I could fit them in here, but they are the better options of this group!

4) Slate of Ancestry is a really interesting draw option. Its a bit mana intensive to get going, but it could provide the burst draw this deck needs more of. I'll definitely consider it!

5) Urza's Incubator is a great card, there's no doubt about it. I wouldn't question it in anyone's list! As for me, three of my ramp cards discount creatures, and Giada can only ramp angels, so I need more ramp that can put lands in play or at least help me cast non-creature, non-white stuff. If I already had this in my binder and it wasn't $50 in real world money (I own all my decks in paper), I might consider it. But I think my ramp is working now. That being said, by all means play it because its great!

6) Cauldron of Souls This is good protection from sweepers, and the counters are effectively negated. Nice! I'll definitely consider it.

7) Adarkar Valkyrie This is a good effect, but Cauldron does it better, and Twilight Shepherd is probably a better option. That being said, its a halfway decent angel but I probably won't do it myself.

Guerric on [Primer] Helming the Host of Heaven *Update*

10 months ago
I got in two more games today as part of a club I lead. 1v1 unfortunately, but it was up against a fairly controlling Ranar the Ever-Watchful deck with flyers and was a good matchup, and I still feel like I learned a bit about how the deck works and what some key cards are.

I must not have re-optimized mana well after the previous session because I only drew three lands over the course of the entire first game. That being said, I still won! Even with only three mana and Giada the curve allowed me to do most of what I wanted to do and put most of my angels out, so the curve and the deck's ability to put up a board state quickly even with limited resources is great. The all-star of the first game was Crashing Drawbridge, which, as I suspected, is great in this deck. I finished by playing out Serra Avenger and Angelic Curator (with plenty of counters) and then swinging with them and all of my other angels for lethal because of drawbridge. It helped me close out the game before my opponent could stabilize and hit me with a wipe, which would have set me way back due to my lack of lands. Another great combo was Righteous Valkyrie which is every bit the powerhouse you'd think it would be in this deck and Resplendent Angel, which ensured that tokens were bolstering my army and that my life total was more than padded.

The second game was much more evenly matched and could have gone either way, but I pulled that one out in the end as well. This would not have happened if Eerie Interlude hadn't saved my cast angels from Curse of the Swine, attesting again to the importance of board state protection in this deck. Quite critically, interlude was the only thing in my deck currently that would have saved me from that (other than Lapse of Certainty, so I was glad to have it! The absolute all-star in this game was Thorough Investigation. Wow! What a card! I thought it might be good, but the whole enter-the-dungeon mechanic seemed a bit cute to me and I was ensure if I would want to pay to sac clue tokens. The answer is yes! I amassed so many tokens from Investigation (as well as a couple from Angelic Sleuth when I blinked it with Interlude) that I knew I could refill my hand at any point, which I did! I'm going to put this card in all of my aggro decks- its a hidden treasure! Angelic Skirmisher is also a must-run in the deck. Everyone plays Lyra Dawnbringer but some don't play this card, which I feel like is better. While the life-link aura is the thing in this deck and two copies of it was great, I definitely experienced the utility of the first strike aura when I wanted to swing with Valkyrie Harbinger but was afraid to lose it to a large flying blocker. First strike made it so that he didn't want to block! Vigilance is also great, and Thraben Watcher was already making sure I wasn't in danger on the crack back in this matchup, but Skirmisher could situationally help with that as well. I finished it out by clearing away all of his blockers (including some absurdly large creatures) with Winds of Abandon. He put 13 lands onto the battlefield, but died to my Angelic Armada.

In both of these games, as with in the previous ones I've reported on, the life gain was real and powerful! I finished the second game with 98 life and the first one with life somewhere in the 70s, so this deck works amazingly well that way. I also played a turn one Soul Warden the first game and was quite thankful for it. I wasn't totally sure about the soul sisters in this deck, but I think I am glad for them. Another huge success in several games so far are the Angelic Accord effects. Having four of them makes it a consistent subtheme, and even a couple of free giant angel tokens goes a long way to killing opponents. I think my issues with card draw aren't that I don't have draw or that it doesn't work, just that this deck is hungry for more of it, which I will address in the first revision coming soon. I've already ordered some more cards based in part on suggestions I've received here from some of you, so thanks for those! I will post the revisions once they are made and my reasoning for them. I'll also update the primer and the acknowledgements to offer credit where credit is due!

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