Archangel of Thune
Creature — Angel
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever you gain life, put a +1/+1 counter on each creature you control.
Printings View all
|Double Masters (2XM)||Mythic Rare|
|Iconic Masters (IMA)||Mythic Rare|
|Magic 2014 (M14)||Mythic Rare|
Combos Browse all
- Archangel of Thune + Resplendent Angel
- Archangel of Thune + Fathom Mage + Horizon Chimera
- Archangel of Thune + Spike Feeder
- Archangel of Thune + Spike Feeder + Walking Ballista
- Archangel of Thune + Kitchen Finks + Viscera Seer
- Archangel of Thune + Scavenging Ooze
- Archangel of Thune + Brutal Hordechief
- Archangel of Thune + Sage of Hours + Spike Feeder
- Archangel of Thune + Walking Ballista
- Archangel of Thune + Horizon Chimera + Sphinx's Revelation
|Commander / EDH||Legal|
Archangel of Thune occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.03%
Archangel of Thune Discussion
5 days ago
Avenger of Thune
Creature - Angel
Whenever you gain life, ~ deals 3 damage to up to two targets.
My take on a colourshifted Archangel of Thune. Make a tribal Angel Instant.
1 week ago
King_marchesa, Renata, Called to the Hunt is nice, but it is not wise to have a create the relies upon devotion to a single color in a four-colored deck, and her ability provides only a single +1/+1 counter, whereas Archangel of Thune can repeatedly place +1/+1 counters on creatures, and I specifically have True Conviction in this deck to grant lifelink to all of my creatures.
As for Evolution Sage, that is a very nice card, so I may possibly experiment with it, to see how well it performs.
1 week ago
I don't think Walking Ballista is a good card for this deck mainly because you can't go infinite. Also, I would take out Archangel of Thune and replace it with Renata, Called to the Hunt mainly because Renata is cheaper cmc wise and you don't have many creatures with lifegain besides atraxa. My other suggestion is to add in Evolution Sage and take out Guildpact Informant because with 40 land you are bound to consistently be able to proliferate.
1 week ago
Mana Reflection is being reprinted, which now means that three out of the five cards in the reflection cycle shall be in this set; I am maintaining hope for the final two.
Reprints of both Sen Triplets and Archangel of Thune are very welcome, as those cards currently are both close to $30 in price, and I also will be glad to have a copy of the triplets with the new wording and frame.
I am not at all pleased that Blood Moon is being reprinted, again, because of how horribly oppressive that card is; non-basic lands are a staple in many decks, so a card that renders them useless is certain to draw great amounts of hatred from all other players in the game. At least the alternate art for that card looks very impressive.
Basalt Monolith being reprinted is very nice, and I am glad that it was kept as an uncommon, rather than wasting a rare spot on it. On that subject, Goblin Guide really should have been downgraded to an uncommon and Avenger of Zendikar should have been downgraded to a rare, since both of those cards are occupying spaces that could be better used for other cards.
2 weeks ago
Splash blue for just the lands and a few counterspells so you also have reliable (though costly) draw, too.
So like Jeskai lands but a Boros frame with incredibly minor blue support for countering and draw.
3 weeks ago
Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.
So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.
Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.
So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.
Alright, same drill but I wish to offer some substantiation afore I denunciate these.
Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.
Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.
Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.
Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.
Lovely! Now upon what I would add.
Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.
Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.
Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.
I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.
Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.
Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.
That's all from me! Have a lovely day.
Thank you and farewell.
1 month ago
linkzero thanks for the comments and suggestions. I have definitely considered all of these suggestions, so let me give you my thoughts on them.
With Cathars' Crusade, I decided not to run it because it can't be brought back with Tayam, which was something I sought to limit as much as possible. The only cards that cost more than 3 are creatures.
Pir, Imaginative Rascal is fine, but Winding Constrictor is cheaper to cast and has a bigger body, while doing the same thing. I didn't feel like running both, or the more limited +1/+1 counter ones. I'm really not focusing on +1/+1 counters here.
Evolution Sage was in my deck list until I realised I didn't have one available. I made due without, and it was one of the things that led to me building a more defensive type deck, which my playgroup appreciated. Additionally, I limited the fetch lands because I didn't want to be searching and shuffling all the time for a tapped land. I did get a Fabled Passage with M21, so I'll probably throw that in soon.
My Nikara is tied up in another deck, and its not all that great a fit here, really.
All the rest, the enchantment removal cards, I had to wittle out of my deck and have ready to swap in if a card doesn't really seam to be working out. Its kind of tough to make swaps at the moment. One thing I can say is that I use Mark of the Oni to steal threats, which is often more effective than removal. A big part of the deck revolves around using Tayam's ability to bring aura's out, and because this happens while Tayam's ability resolves and without targeting, opponents can't respond to the aura stealing their creature. It's kind of brutal.
Archangel of Thune is a powerhouse and with 14 cards that can gain life, I usually do just fine with getting it to trigger. You mentioned Skola Grovedancer triggering off of fetch lands, but it also triggers off of Tayam's self-mill, which means it triggers frequently. If nothing else, it can trigger itself with lifelink.
Elesh Norn, Grand Cenobite being an anthem effect means devoted druid can get more -1/-1 counters.
I run the deck as a pillow fort and usually try to focus on protecting my own field before messing with someone else's. I hope that explains my reasoning behind card choices a bit. I would like to fit in Song of the Dryads and Darksteel Mutation, but there really hasn't been a great need with my playgroup.
1 month ago
Hey there, I understand you are trying to keep in mind the balance between maintaining a constellation theme, but the synergy of +1/+1 counters would allow you to use Tayam's ability more often.
Cathars' Crusade - If you bring a creature back, Cathar's would trigger and get you at least 2, if not 3 more +1/+1 counters to then use Tayam's ability again, limiting you only to mana.
Pir, Imaginative Rascal - Doubles the amount of counters (any) on your permanents, giving you more activations.
Evolution Sage - The landfall proliferate again really helps add counters. Especially if you add back the sacrifice lands, like fetches, Evolving Wilds, Terramorphic Expanse, and Fabled Passage. (Those lands synergise with Skola Grovedancer too.)
Rishkar, Peema Renegade - Turns all your creatures into mana dorks.
Nikara, Lair Scavenger - Turns your creatures dying into card draw.
Grasp of Fate / Banishing Light / Oblivion Ring - Personally I would at least add Grasp of Fate, because 3 for 1 removal which can be reused through your commander's ability if it gets dumped to graveyard is very good.
Personally, I don't feel like there's enough lifegain to make use of Archangel of Thune, and Elesh Norn, Grand Cenobite is a good finisher but is an anthem effect (not counters). Good luck with tuning the deck!