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Vintage | Legal |
Baneslayer Angel
Creature — Angel
Flying, first strike, lifelink, protection from Demons and from Dragons ((Remember the acronym debt.) This creature can't be damaged, enchanted, equipped, blocked or targeted by Demons or Dragons.)
DiscoPanda1803 on I... Cry... When Angels Deserve to DIEEEEEEE!!!!
8 months ago
Thanks DemonDragonJ, they are my favorite as well, it's always great meet another angel enthusiast.
Regarding your considerations:
For Deathbringer Liege, he is in a very crowded slot, the five mana spot have a lot sweet angels, if you put him next to Baneslayer Angel, he is strickly a better creature, but again... ANGELS. Also still hurts me take Witch of the Moors out, if a could fit her back in, i probaly will. But is something to consider, the removal built in is very intresting.
As for Thought Vessel and Reliquary Tower, i din't feel the need for expand my hand size, never really bothered me. Aside from the moment that i put in Necropotence for a little while, than i needed those cards kkk, but i moved to another deck.
As for Greed, i whanted to put it, in a early version of the deck, but i alredy own Arguel's Blood Fast Flip, so used insted, and it put a lot of work, that i decide to stick with it. When Black Market Connections realease, i make the change for that. I personaly believe that you can't have such think as "too much draw", so i don't know what i take it out for put Greed in, but i not shure if is that much better than Arguel's Blood Fast Flip.
As for Debt to the Deathless, i don't think is that much efficient, the way i see it, you have to sink in a lot mana to make count, the only way my deck can make that much mana is with Nykthos, Shrine to Nyx, so i don't know if is a good idea dedicated a slot for that card, with a small chance to make a splash.
As for your question regarding Fellwar Stone it never was a problem to me, it fix my mana somethimes, but most of the times i alredy have the lands to do that, it is in there mostly because of the limited amount of mana rocks that exists for only 2 mana, but if i feel the need, Thought Vessel is a solid replacement, as you suggested.
Sorry for the long ass response. Again, i appreciate the love for the deck, feel free to give more suggestions, flavor choices are welcome too.
Delphen7 on Does *Protection from creatures* prevent …
1 year ago
edit: I just tested it on Arena. It does not equip
Arena has no pro creatures, so I used Blade of the Oni and Baneslayer Angel for the same thing. Oni's equip couldn't target Angel, and an outside effect could not equip Oni to Angel. As soon as I moved Oni to a different creature I could equip it to Angel.
Guerric on [Primer] Helming the Host of Heaven *Update*
1 year ago
1) Harsh Mercy OUT Darksteel Mutation IN
Harsh Mercy seemed like it would be amazing, but I find I don't often need to wipe the board in this deck, and usually when I considered using Mercy it was to deal with one or two problematic creatures. Unfortunately, they get to pick what they keep and can always keep something, so this turns out to be not as good as we'd think, particularly as we don't really need it to clear blockers since we fly. More targeted removal seems to be what the doctor ordered, and Darksteel Mutation can sideline problematic combo commanders. I may switch this to Fateful Absence eventually, but for now we'll go for the more durable if less flexible answer.
2) Serra Paragon IN Baneslayer Angel OUT
It should be fairly clear why this card belongs in, as it is amazing and adds on the recursion in the deck for the low cost of 4 mana. We can get her going as early as turn three! Baneslayer is iconic and fun to play, but it is higher on our curve and has never been too synergistic, so it gets the axe.
3) Karmic Guide OUT Emeria Angel IN
I was always nervous about the cmc on the latter, but others have assured me it works great, and this update is lowering my curve across the board so I can afford to raise it two for a far superior version of Guide. Emeria Angel lets us get back whatever we want turn after turn, and is a must answer value piece that can do work in the late game.
4) Angel of Invention OUT Steel Seraph IN
This change is more experimental, but the latter costs three when we cast it here, which lowers our curve by two. Its ability is really relevant and synergistic, and allows us to have lifelink the turn we cast this. I do like what I can cutting though as anthems are good here, so there is a chance I go back or re-add it down the road, but for now we are cutting the curve.
5) Sigarda's Splendor OUT Smuggler's Share IN
Smuggler's Share will no doubt be good in this deck and we need to cut a draw piece for it. I agonized on what to cut as Splendor is better in the early game and less likely to be removed, but is bad late game when it won't give us value. Vanquisher's Banner is amazing in the late game but is a bit more of a high risk, high reward sort of card here. I opted to keep banner because I feel like we need more of the latter category than the former. We'll see how it goes, though others have assured me that banner works well in the late game, and it has indeed done that where I've used it in other decks.
6) Ghost Quarter OUT Mutavault IN
While I like having the extra answer to lands, we can't afford too many colorless lands in this deck and I think this is the least needed as we also have Generous Gift. Mutavault is great obviously for the combo with The Book of Exalted Deeds, but it is also a great way to upper our counters with spare mana. If we activate it on our turn before casting any angels we'll get extra counters on said angels when they ETB. This utility can definitely make a difference over the course of the game even without making it into a Platinum Angel land, and the latter is amazing.
7) Eerie Interlude OUT Guardian of Faith IN
Interlude was always bad because you lose all of your counters on the blink since Giada would re-enter at the same time as them. Guardian is awesome because by phasing out they never leave the battlefield and thus keep all of their counters. Of course if you have Teferi's Protection do feel free to play that in place of either this or Cosmic Intervention
kirbysan on [Primer] Helming the Host of Heaven *Update*
1 year ago
My typical decks are Muldrotha, the Gravetide recursion, Teysa Karlov aristocrats and a Shorikai, Genesis Engine mechs. Those three usually have big flashy plays for instant wins so this deck definitely plays different. I looked over your whole primer and took your advice to heart to reduce the number of changes and focus only on your new additions and lands. I ran a few games using your methodology for mid-range aggro decks and listed how the deck performed. Let me know if this helps helm the host!
1x Snow-Covered Plains for Cavern of Souls
1x Snow-Covered Plains for Mutavault
1x Snow-Covered Plains for Crucible of Worlds
1x Snow-Covered Plains for Nykthos, Shrine to Nyx
1x Snow-Covered Plains for Path of Ancestry
Rogue's Gloves for Sword of Fire and Ice
Karmic Guide for Emeria Shepherd
Baneslayer Angel for Serra Paragon
Angel of Invention for Steel Seraph
Starting hand was very strong, I held a Youthful Valkyrie, Bishop of Wings, Righteous Valkyrie, Vanquisher's Banner as my draw card and 3 lands which included a fetch and Nykthos, Shrine to Nyx.
T1 - Fetch to Plains
T2 - Nykthos, Shrine to Nyx + Giada, Font of Hope
T3 - Plains + Bishop of Wings + Youthful Valkyrie
T4 - Plains + Using Nykthos, Shrine to Nyx to cast Pearl Medallion & Mangara, the Diplomat which I had drawn into.
T5 - I drew 1 off Mangara, the Diplomat. Jhoira had played a Words of Wind forcing us to bounce Pearl Medallion. Yuriko saw our scary board state and hit us with a few unblockables but we still remained above 40 life.
Land + Pearl Medallion + Smuggler's Share (drew) + Starnheim Aspirant (drew) + Righteous Valkyrie.
T6 - I drew 1 off Smuggler's Share and 2 off Mangara, the Diplomat. Jhoira started building their boardstate with their commander out and a bunch of rocks. Yuriko had a few creatures out and was chipping away at our life totals.
At this point I could've slow played it further but with 2 draw engines out I felt comfortable in restocking my hand.
I played Vanquisher's Banner + Archangel of Thune + Valkyrie Harbinger drawing 2 and swung in for a bunch bringing both of them to their low 20's while I shot up to 60+ life.
I drew 1 off Smuggler's Share and 1 off Mangara, the Diplomat but Yuriko played a Toxic Deluge for 11 wiping our creatures and bringing their life total into the low 10s.
T7+ - At this point my memory is foggy, I replayed Giada and a few low cost angels with Vanquisher's Banner which refilled my hand a bit. But Yuriko miracled a Devastation Tide and played an overloaded Damn. Eventually Jhoira got knocked out by Yuriko after trying to rebuild their board state twice. By the end I had whittled Yuriko down to lethal and played Bruna, the Fading Light Meld reanimating Gisela, the Broken Blade Meld from the graveyard but never got to swing with it as Yuriko conceded.
Starting hand was decent but I don't remember much of it since it got wheeled away with a turn 3 Windfall.
T1 - Fetch to Plains + Soul Warden
T2 - Seraph Sanctuary + Giada, Font of Hope
T3 - Plains + Crucible of Worlds
Lost 5 cards in hand to Windfall and drew a new 5. Jhoira played a Winter Orb and Yuriko played a Null Rod to shut down Jhoira's mana rocks. It also shut down my equipment in hand which was a Sword of the Animist and Mask of Memory. I stopped keeping track of the turns and cards played since the whole game slowed to a crawl. The one saving grace was that I never missed a land drop with the fetch land in the graveyard.
Yuriko kept playing Thieves' Guild Enforcer and changelings to try an alternate mill win strategy. I was hit with a board wipe and Giada was targeted twice. I overloaded Winds of Abandon which left the Jhoira open to be killed. I attempted to cast Emeria Shepherd which would've been perfect with my fetch land and 20+ cards in the graveyard but it was removed after it hit the board. Yuriko played 4 extra turns spells to try and whittle me down from high 30's to 8 but they ran out of answers and were dead on the crackback.
I should've mulliganed this hand as it didn't have a draw spell but I didn't want to hold up the table and the curve looked good.
2x Plains, Teferi's Protection, Angel of Condemnation, Starnheim Unleashed, Resplendent Angel, Herald of War
I was able to build up a decent board state and there were no wipes all game. However, Faldron played a Wand of Wonder and began using my removal spells against my angels. Marneus dropped a Divine Visitation mid-game and started pumping out 4/4 Angels w/ Vigilance which stalled my attacks towards him signifcantly.
Towards the end of the game I was able to tap Starnheim Unleashed for 9 creating 4 Angels with Giada on the board pumping them to double digit beasts. Marneus had the scariest board state but only 4 Angels at the time so I figured I could swing wide and knock them out.
Unfortunately the Ulamog player attacked with a single unblockable voltroned Wurmcoil Engine against Marneus who cast an Entrapment Maneuver netting 10 4/4 Angels.
In the end Marneus had 16 Angels attacking me and I tried to buy time with a Teferi's Protection which got countered with a Dovin's Veto.
Starting hand was great against these commanders:
4x Plains, Dowsing Dagger Flip, Battle Angels of Tyr, Smuggler's Share
T1 - Plains
T2 - Plains + Giada, Font of Hope
T3 - Plains + Smuggler's Share
T4 - Plains + Dowsing Dagger Flip & equipped, swing and flip to Lost Vale, cast Battle Angels of Tyr with Giada and Vale.
Mid-game Shorikai played an Organic Extinction doing a one-sided board wipe and started hitting for double digits with vehicles. I tried to rebuild with Emeria Shepherd but she was countered by Aesi. Fortunately, Shorikai ended up scooping to play Warhammer making it a 3-man pod and all our board states were pretty even. I had drawn a card on each of his turns due to their Shorikai ability. Aesi had provided me a couple treasures but wised up and started dropping lands on opponents turns with Burgeoning.
This game lasted quite awhile so there was plenty of back and forth and a lot of answers were used on my board. Both Muldrotha and Aesi had an Unnatural Growth and were staring down each other. I patiently waited until they were both tapped out and had no answers to pull off this sweet combo:
I had Bishop of Wings & Giada, Font of Hope on the battlefield and tons of mana. I cast Bruna, the Fading Light Meld into Emeria Shepherd. Cracked a Myriad Landscape for 2 Plains bringing back Righteous Valkyrie & Gisela, the Broken Blade Meld. Since they had no responses I was able to merge to Brisela, Voice of Nightmares Meld Meld. Due to all the Giada triggers and lifegain I shot up from 20 life to 62.
Aesi was hamstrung due to Brisela's static ability and their creatures weren't big enough to swing into my massive angels. Muldrotha on the other hand attempted to swing in for a massive 59 damage due to Unnatural Growth but I used Teferi's Protection and won the game on my turn.
Starting hand had no draw again but did have lifegain synergies so I decided to keep.
2x Plains, Cavern of Souls, Windswept Heath, The Book of Exalted Deeds, Archangel of Thune, Angelic Field Marshal.
I was only able to get one use out of The Book of Exalted Deeds trigger before Archangel of Thune was blown up and The Scarab God exiled it and copied it for their board. I actually drew a Mutavault and decided to do the combo of putting the Enlightened Counter on it. However when we got to the mid-game I felt like that was the wrong move to do so early.
Late game I had the following:
Seraph Sanctuary & a bunch of other lands
Angel of Vitality w/ 3 +1/+1 counters
Angelic Field Marshal w/ 4 +1/+1 Counters
4x Clue Tokens
Between the Soul Warden, Angel of Vitality and Seraph Sanctuary I was gaining 2 life whenever they cast a creature and 3 whenever I cast an angel. If I'd let the book stay on the battlefield longer I could've had a free 3/3 angel on each of my turns. Instead I cracked clues rather than play out my hand to draw into more answers and win the game. The Enlightened Counter never came into play, but I reminded the table at the end that without any land destruction, I could've gone to negative life and still not lose.
Forgot to take a picture of my hand this game but I kept Smuggler's Share as my draw card which ended up doing nothing. The Faldron player had already played a few games against the Giada deck so purposely missed double land drops to not give me a treasure.
Faldron cast an Etali, Primal Storm turn 6 with no haste enablers so I blew it up my turn. However, Lazav decided to copy it and the board had no answers. Lazav began swinging and got 2 rounds of Etali triggers which was pretty brutal. Since Lazav became archenemy, we teamed up to take him down bringing his life total to 4.
Perhaps the most memorable moment this game was that Faldron had suspended a Wheel of Fate so the whole table was playing out their hands for 4 turns, completely expecting to draw 7. When he went to removing the last suspend counter, Lazav cast Notion Thief so instead of us each drawing 7, he drew 28 cards. Unfortunately for him, he didn't have any way to use those cards to stop the flood of salt from the table and was killed shortly after by a pissed angel.
I was able to clean up the table after a few rounds with this final board state:
Angel of Jubilation - just an anthem and would've shut down my fetches but I played it late game
Linvala, Keeper of Silence - didn't stop anything on my opponent's board because they were all triggered abilities
Starting hand was top heavy but decided to keep:
Plains, Nykthos, Shrine to Nyx, Pearl Medallion, Sword of Hearth and Home, Well of Lost Dreams, Sword of the Animist, Archangel of Thune
I figured with 2 ramp equipments and lifegain comboed with the well I'd be setup for mid-game pretty nicely. What I didn't plan for was missing land drops for 2 turns and having Giada blown up twice. By this time, the Aesi/Faldron player had figured out that Giada was consistently winning and decided to put a stop to it.
However, that let Ydris really take the game away. By the end I only had 4 lands, Archangel of Thune equipped with Sword of Hearth and Home and a Pearl Medallion. Aesi died to a single 30+ swing from Ydris leaving myself and Lazav to deal with the massive board state.
I thought I slowed him down by playing Darksteel Mutation on Ydris when he had no cards in hand but he topdecked Sakashima's Protege to copy Ydris and start the pain all over again. With Ydris having lethal on board next turn the only way to stop it would be to top deck the one board-wipe in the deck. But Lazav shot himself in the foot by playing Gyruda, Doom of Depths tossing my top 4 cards into the graveyard. The top card was Winds of Abandon and Lazav whiffed on the Gyruda trigger much to his chagrin.
Starting hand was decent: Plains, Plains, Thorough Investigation, Thraben Watcher, Search for Glory, Dowsing Dagger Flip, Sword of Fire and Ice
T1 - Plains
T2 - Plains + Giada, Font of Hope
T3 - Plains + Thorough Investigation
T4 - Plains + Thraben Watcher
T5 - Nykthos + Dowsing Dagger Flip & equipped, flipped to Lost Vale, Sword of Fire and Ice
On turn 6 I was able to knock out Ghyrson Starn, Kelermorph with the sword setting him back a turn. He responded the next turn by blowing up my sword. After a 2 board wipes Ghyrson was back in a threatening position. I cast Darksteel Mutation on Ghyrson which completely shut down his strategy.
Closed out the game with an overloaded Winds of Abandon and swung lethal at Roon. I was also able to hardcast Sephara, Sky's Blade which would've stopped any board wipe coming from Ghyrson. Nykthos, Shrine to Nyx was amazing yet again this game. I was able to tap it for 10 white using 8 to pay for the Winds and God-Pharaoh's Statue tax.
Starting hand was strong if a little slow: Fabled Passage, Windbrisk Heights, Eye of Vecna, Sanctuary Warden, Pearl Medallion, Battle Angels of Tyr, Serra Avenger
Ramp wasn't ideal and I saw the limitations of having too much colorless sources. The Plains, Windbrisk Heights and Giada, Font of Hope were the only 3 sources of white most of the game.
There were some pretty wild swings this game as Jared got all 5 colors turn 4 with some ramp and started dropping Kavu's. He played Knight of New Alara turning them into 8/8 tramplers and started swinging in for 24 damage each turn. Isshin dropped a Tectonic Giant, Fervent Charge & Aurelia, the Warleader to swing in with 21 damage each combat & an additional 6 to the face. With so much damage flying around, the loss life from Eye of Vecna was actually pretty annoying. I used it 4 times during the course of the game when I probably should've played the bigger threats since a board wipe seemed unlikely.
Battle Angels of Tyr was blown up immediately but I was able to drop a Angelic Skirmisher & Righteous Valkyrie mid-game. If I had attacked more early game with Skirmisher out I could've had this one but I made a huge misplay. Jared swung in with everything at me after pumping 2 Kavu's up to 13/13's. As I was only at 46 life, I didn't get the anthem off Righteous Valkyrie so I had to take 26 bringing me down to 20. Isshin swung in everything at Jared knocking them out and on second combat came at me when I was at 8. As Righteous Valkyrie was only a 6/7 blocking into their 7/8's I figured I could survive the turn with one unblocked and just gain the life back next turn. Isshin was tapped out but had 2 treasures that I forgot and used a Boros Charm to get lethal.
Starting hand was ok, no draw engine but great lifegain:
Flooded Strand, Secluded Steppe, Emergence Zone, Soul Warden, Starnheim Aspirant, Angelic Skirmisher, Segovian Angel
T1 Soul Warden netted me a ton of life over the course of the game as Jared & Isshin did not play any board wipes. After playing Angelic Skirmisher as well and a couple angels, I was developing an oppressive board state.
Tevesh/Arminx drew a lot of hate early game because they played a strong ramp turn with a bunch of expensive mana rocks but then durdled for most of the game. Jared played a Two-Headed Hellkite that they pumped to 10/10 and just started swinging. Isshin tried going wide with Adeline, Resplendent Cathar and a few combat tricks but with Soul Warden on the field I ended up always being net positive after thier attacks.
Eventually the board grew massive and any one of us could've knocked out Tevesh/Arminx as they were wide open. I was sitting comfortably at 60+ life due to Soul Warden and Angelic Skirmisher. Tevesh/Arminx ended up playing Ugin, the Spirit Dragon and wiping all our creatures.
We all rebuilt our boards pretty quickly with Tevesh only having Armix, Filigree Thrasher and a couple equipments. Isshin tried going for the combo and knock out 2 of us with Godo, Bandit Warlord & Helm of the Host but misplayed and couldn't equip Godo.
Jared and I knocked out the Isshin player because of the obvious combo but Tevesh/Arminx equipped their commander with Commander's Plate, Cranial Plating, Skullclamp and swung 17 commander damage at Jared. I blew up their Cranial Plating with a Generous Gift and brought them down to lethal. The game ended next turn like dominoes, Arminx killed Jared and I killed Arminx.
Game 3 loss was due to Marneus just having the better plays here. Even if I were able to prevent some of their bigger combos, they could've won off straight value. Removal and threat assessment by the other 2 were pretty light towards Marneus which definitely helped them win.
Game 7 loss was due to 2 players getting mana screwed. After not being able to curve out with Giada it was almost impossible to come back. Top-decking that Winds of Abandon may have helped but they were so far ahead it's doubtful.
Game 9 was a misplay. Playing against the Isshin deck I should've known that there would be combat tricks but I was used to slow battlecruiser decks and not 2 mid-range aggro decks.
Smuggler's Share has been hit or miss. If I'm playing against blue, I'll typically get the draw, if I'm playing against green, I'll get the treasures. However, if the opponents aren't playing either of those colors and/or play smart, they can often get around it and it's a dead enchantment on board. I'm still leaving it in because when it does work, it works very well.
Nykthos, Shrine to Nyx has been great overall. Early game it may not do much but mid to late game it really shines. I usually leave 2 lands and Nykthos up after T5/6 fully expecting a board wipe and using it to activate abilities or crack clues. I'd highly recommend this land over a basic plains.
Crucible of Worlds was a powerhouse in Game 2. Unfortunately I only ever drew it in 1 other game and it was immediately blown up after I used it once. I think it's worth it because if left unchecked provides you tons of ramp and if it draws out a threat then our draw artifacts or equipments live.
Emeria Shepherd is a bomb. 2 games it was instantly blown up because of how big a threat it was. When it was left unanswered, it absolutely carried the game. I think it's a definite swap for Karmic Guide to get that last push end game.
Darksteel Mutation was great the 2 times I used it. I think there's a need for another one-sided board wipe against decks that go wide and have flyers. In game 3 Marneus out angeled the angel deck and we simply didn't have enough token generation to get through.
Folk Hero wasn't mentioned in the gameplay reviews but I did draw and play it a few games. Unfortunately it was played later in the game when I already had other draw engines on board so its impact was minimal. However, it's definitely an improvement over Dawn of Hope as I didn't have to pay mana for the few cards I did draw.
You've mentioned that Avacyn, Angel of Hope deserves a place in this deck and I wholeheartedly agree, mostly because I bought the new borderless version from double masters specifically for this deck. However, her close cousin Sephara, Sky's Blade almost accomplishes the same thing except she only protects creatures. I think the only reason to end up running Avacyn is to lean into the land destruction that she's known for.
Guerric on [Primer] Helming the Host of Heaven *Update*
2 years ago
Dawn of Hope OUT Folk Hero IN
Card draw piece out (I've considered Sigarda's Splendor, Thorough Investigation, Mangara, the Diplomat or even Vanquisher's Banner) Smuggler's Share IN
Baneslayer Angel OUT Serra Paragon IN
Eerie Interlude OUT Guardian of Faith IN
Harsh Mercy OUT Darksteel Mutation IN
Colorless Land (either Ghost Quarter, Emergence Zone, or Scavenger Grounds) OUT, Mutavault IN
I may also add in either Steel Seraph or Inspiring Overseer and take out Angel of Invention
Let me know if you have any thoughts on these changes. I'll post full justifications once they are complete.
multimedia on Giada, font of hope budget …
2 years ago
Hey, build your deck here at TappedOut and link to it? Linking to your deck at Moxfield while asking for help here is disrespectful.
Sanctuary Warden is a good budget Angel, for it's low price there aren't many other six drop Angels that are better. Bruna is not worth adding, you can get better reanimation with Karmic Guide or Emeria Shepherd.
Well of Lost Dreams is reliable draw when your Commander can gain life, but it loses a lot of effectiveness when it can't. When your Commander has flying, playing lot of other fliers and you want to be attacking than Mask of Memory can be nice budget repeatable draw.
Palace Jailer and/or Court of Grace can be powerful effects when you can defend to keep the monarch. The monarch is helpful for repeatable draw in mono white. Angels are good defenders, Giada gives them high toughness and there's many budget vigilance sources: Thraben Watcher, Loyal Unicorn. These could replace Seraph of Dawn, Stalwart Valkyrie, Light of the Legion
Consider finding room/budget for Sephara, Sky's Blade and Serra's Emissary? Either one of these Angels can enable attacking Angels to win. If matching price is a concern for cuts then they're better than Youthful Valkyrie or Righteous Valkyrie.
Angel tribe as a lot of budget Angels who are also removal sources. Get more value out of Angels other than attacking effects? These could replace Angel of the Dawn, Baneslayer Angel, Patron of the Valiant.
legendofa on We should create a point-buy …
2 years ago
This sounds like it would need a lot of guesswork for original abilities. It would probably work well for setting mana costs and/or stats for French vanilla creatures, or something like Landfall--gain 1 life, but I'm not sure how much further you can take this.
As one example, what would the point difference between Serra Angel and Baneslayer Angel be? Either of those and Akroma, Angel of Wrath? And then add in something unique like Giada, Font of Hope...
When designing Horde decks, I assume something like double strike and deathtouch are roughly equal to +1/+1, first strike and flying are roughly +0.5/+0.5, and so on. (I don't have my notes in front of me at the moment.) That seems to work well for a balanced creature token base for these specialized decks, but I haven't tried anything more advanced.
Most of the balancing can be done in creature stats and mana costs. The rest is more art than science, and even the people paid to do it sometimes get it wrong.
MeatTornado on Angels
2 years ago
Hey, it's Dylan's friend, Justin. He asked me to weigh in on the list. So... Hello! The list looks very good, especially if it's your first time building a deck. Plus, Angels are always cool and fun.
If I was to offer any criticism, well, first even before I talk cards and strategy, I noticed the deck is labelled as being *Standard. It's not, but it is very close to being so. So you get to make a choice here. Do you want a deck that you could play against other people in a friendly, competitive environment or do you want just a fun deck to play casually that you wouldn't need to update? You are so close to the former, that I might just recommend that. But if you didn't want to do that, that's fine, too.
If you wanted a standard list you just need to replace the cards marked in red text. there are not many of them and some, I would recommend cutting altogether anyway. For instance, the one mana cards could go. Segovian Angel is an angel, but it's not very impactful and won't be worth the card if you draw it early or late. Soul Warden is an amazing card, but it only really excels when a lot of creatures are entering the battlefield (which your deck doesn't really support) or when cards are triggering by gaining any amount of life - Archangel of Thune is a great example of this, but your deck only has one. AND at that point, we might as well cut the non-standard cards. I would replace the Go for the Throat with Infernal Grasp and Vanishing Verse and I might go as far as playing 4 copies of each of those. I would play 4x Skyclave Cleric Flip or Ambitious Farmhand Flip (just to add some consistency with hitting land drops. Speaking of lands, definitely add some duals and maybe some utility lands. Emeria's Call Flip Great Hall of Starnheim Brightclimb Pathway Flip Scoured Barrens Shattered Sanctum Shineshadow Snarl Silverquill Campus Snowfield Sinkhole Are all in standard and you can choose how much $ you want to spend. I would settle on x8 dual lands and 0-2 utility lands from among those. I would also just play x4 Righteous Valkyrie, that to me looks like your best card and has the best synergy with the rest of the deck. The deck also looks soft to early aggressive decks... so I might consider adding in 1-2 Doomskar to help with that. Lastly, I might try to find room for a few of these cards, but they are more preference-based as I think they deck looks very playable already. I would try to jam maybe a few of these cards: Enduring Angel Flip Starnheim Unleashed Haunting Voyage.
If you didn't want to worry about standard legality, I would find someway somehow to find room for some amount of Baneslayer Angel. Maybe a Linvala, the Preserver as a cool one-of and if you wanted to spend the $, Resplendent Angel seems like a perfect include as x1-x4 of.
Hope that was helpful! And... take what I say with a grain of salt, I'm not exactly what you would call an active Magic player.
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