Battle Angels of Tyr

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Battle Angels of Tyr

Creature — Angel Knight

Flying, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

Whenever Battle Angels of Tyr deals combat damage to a player, draw a card if that player has more cards in hand hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player. (It's a colourless artifact with ", Sacrifice this artifact: Add one mana of any colour.")

Coward_Token on A Taste of the Divine

1 week ago

Kamber, the Plunderer, works for enemy creature tokens too

Battle Angels of Tyr myriad tokens can be sacced after they've dealt damage but before they're exiled

Master_J on Attack Attack!

2 weeks ago

OUT: Ankle Shanker, Brutal Hordechief

IN: Battle Angels of Tyr, Leonin Warleader

Taking out 2 creatures that never seem to help for 2 others that will hopefully have more impact in my group.

RiotRunner789 on Death by Tokens

1 month ago

Tainted Remedy was in because a deck like this wins after a cascade of opponent life loss triggers. This can be easily disrupted by lifegain on the opponents side. However, y'all are correct in that it doesn't advance my game plan. Chop chop.

Bloodchief Ascension is a pet card. It is also a card that has won me numerous games on its own. It would be easy enough to get 3 counters with Kambal's trigger but again, not directly tied to tokens. Good suggestion albeit a painful one.

Halo Fountain just seemed like a fun and wierd alt-win con but your right that it is slow. It also requires me to have tapped creatures.

Going to take a closer look at the aristocrats support. I cut a lot of the sac outlets earlier which was a good observation. Nadier's Nightblade and Mirkwood Bats will definitely stay but a lot of the others can go. Also, Ophiomancer and Dreadhorde Invasion don't work at the level they should without a sac outlet on the board.

Not sure about Battle Angels of Tyr just yet, since just attacking creates token copies of himself. But he'll be close to the cut list.

Part of the reasoning on the number of board wipes was the number of indestructible options for Kambal. Will cut at least one board wipe tonight.

Refering to Basshunter's commnent, I haven't put the final mana base in just yet but Forbidden Orchard will be in there. Mana bases tend to only take me 5 minutes to build. I have some effects that give tokens to my opponents but I'm leaning more heavily into Kambal's second ability. I've generally been looking at consistent token generation instead of one off effects aimed at my opponents. However, Curse of Disturbance will get another look.

Thank you for all of the comments. It definetly gets me much further to completion.

Abaques on Death by Tokens

1 month ago

Kambal is a pretty sweet design, though I think you're maybe trying to go in a few too many directions.

Since Kambal's second ability doesn't care how many tokens are created, I would consider cutting Mondrak, Glory Dominus and Anointed Procession even though they are both amazing cards otherwise. But if you really want to lean into Kambal they don't directly help your game plan.

In general you've got a sizable aristocrats package, but only a few sac outlets. If you want to go aristocrats I think you want to lean further into it. So either add some more sac outlets or dial it way back and focus on the other aspects of how Kambal works. Mind you a card like Suture Priest is probably good whatever route you go there.

You've got a couple of slower and not consistent token creators like Halo Fountain and Battle Angels of Tyr that I think could be cut.

I also think your protection package is too large. I think you'd be better off with maybe 3-4 protection pieces maximum, and ideally ones that synergize with the rest of your game plan like Grand Crescendo and Fanatical Devotion. I'd remove all the enchantment options you have there.

I'd also dial your board wipes down, though that could be meta-dependent, but 5 seems like 3-4 too many for your deck.

There are a handful of cards that probably aren't advancing your game plan too.

  • Bloodchief Ascension is a crazy powerful card, but you don't directly leverage it. That card also points a massive target on whomever plays it, so I don't run it unless the deck fully leverages it.
  • Cathars' Crusade is very powerful but slower and makes managing the board state a nightmare. I've actually taken it out of most of my decks just because I hate having to deal with all the different counters.
  • Tainted Remedy is an okay card in the right deck, but I'm not seeing what it's doing for you here unless your meta is filled with lifegain decks.

Good luck with your build!

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

2 months ago

AngelPrince13

When you drop Aurelia's Vindicator as a disguise you're paying 3 generic for a 2/2 non angel, non flying body. Then you flip it up for 4X to target X creatures. So at minimum you're paying 8 mana to disguise and flip to target 1 creature. If you're only looking for a stat line then sure it could beat Gisela, the Broken Blade  Meld but most people don't run it for the stats, they run it for the meld ability. The only real difference between the 2 is you're swapping first strike for ward 2. I've only melded Gisela twice and people see it coming a mile away so they use single target removal and prevent the meld from happening.

There have been quite a few 3 drop angels released in the past year so I've been pulling angels that are just bodies. I usually want them to have 1 extra ability. If you compare a 4 drop Aurelia to any of the following it pales in comparison due to the lack of extra abilities.

Archangel of Tithes

Battle Angels of Tyr

Firemane Commando

Linvala, Keeper of Silence

Serra Paragon

Angel of Jubilation

In the end it comes down to power level. My original list was close to this one and I won a ton of games when Giada was first released. Since then the store's power level has jumped several levels and you won't keep a board state past turn 5. Giada is also a lightning rod for cheap removal so you'll need some form of protection or be prepared to cast her for 8 mana. If you're still able to have good games with a basic angel aggro deck then that's great but if your pod begins the arms race then be prepared to be outclassed.

NV_1980 on Angel tribal EDH

3 months ago

Fun Angel-tribal deck! I like how you've gone all in with this strategy :) I have some suggestions but I'm not sure how much you want to spend on this, so just let me know if I'm going over the top.

Let's start with your mana. Right now, you've got 31 lands and one ramp-artifact. This is really on the low side, consdering the average amount of mana you need to spend for most of your creatures. I'd really recommend some mana-rocks like Arcane Signet, Caged Sun, Gilded Lotus, Pearl Medallion and definitely Sol Ring. Some more ramp like Archaeomancer's Map, Land Tax and Weathered Wayfarer. Lastly, I know it's expensive, but if you can get a cheap Urza's Incubator somewhere, go for it; would be awesome in here. Any of these suggestions (and there are cheaper alternatives to most) would increase the speed of your deck.

Next, let's talk opportunities this deck offers to draw additional cards. You've got five options, of which three are repeatable (because they're permanents :)). Some additional ideas on this: Archivist of Oghma, Endless Atlas, Mind's Eye and Smuggler's Share. Like with the stuff mentioned for mana, all of these would increase your deck's pacing.

To strengthen your angelic forces, you could consider Adarkar Valkyrie (which is awesome at resurrecting any Angels you lost during combat or even better, an opponent's creature lost in battle!), Angelic Arbiter (cast or attack, your opponents must choose), Battle Angels of Tyr (expensive card but insanely powerful balance-bringers in case you're behind with card-draw, mana or life) and Platinum Angel (as long as it's got indestructible and hexproof, opponents will have a very hard time snatching victory from you).

In case you're looking for more ideas, here's my Angel tribal deck, enjoy!

TheBestMagicCard on Hokori, Dust Drinker - Prison/Stax/Value Creatures

4 months ago

I realized that the most powerful thing Hokori can do is totally lock opponents out of playing anything, as long as there a couple support cards, mostly Mishra's Helix, God-Pharaoh's Statue, and maybe Kismet and Loxodon Gatekeeper.

This is more powerful then hate bears, and like "you can't do something" cards, as well as other cost-increasing cards. If I can just prevent opponents from casting anything by leaving them no untapped lands ever, it doesn't matter if the have a board wipe, or an enter-the-battlefield effect, or graveyard recursion, because they just can't cast anything...

Even if I could keep people from casting things for a few turns, if they gradually build their mana back up and could cast a threat that one of my dinky-conditional-hatebears didn't affect, then that sucked for me... Way better to just try and lock them down outright and not ever give them the chance...

I've decided to take out some more conditional/reactive cards for some better threats, so that I can have some recourse if opponents manage to cast a threat, and to try to close the game out a little faster. The deck also needs card draw to help stay ahead of opponents, and not stall out. I'm also realizing that removal is very powerful in this deck. Usually a one-to-one trade off for targeted removal can be questionable, but in this deck it's a little different. If I Swords to Plowshares a creature that cost 5 mana to cast, my opponent might have been saving mana up for a few turns to cast that card, now I just spent 1 mana to nerf it, and ideally Hokori is in play so now they will have to wait several more turns to cast something else, so spot removal turns into huge tempo advantage also. Even better than one-for-one spot removal is board wipe, and repeatable removal.

I've switched in new cards that present threats, draw cards, and remove opponent's cards, they include: Battle Angels of Tyr, Aerial Extortionist, Mass Calcify, Unexplained Absence, Magus of the Tabernacle, Champions of Minas Tirith, and Archon of Coronation.

Trouble in Pairs seems like it could be powerful, but it is also reactionary and conditional upon opponent's doing something advantageous.

Masterful on Necronomicon | Teysa Karlov | Primer

6 months ago

Pharac | Battle Angels of Tyr have been awesome so far. It's a must-answer threat that will draw us cards, give us treasures, gain us a ton of life with Teysa out, and kill the whole table. I find myself tutoring for it often in the early game to get into a dominant position. Sometimes we can play aggro in the early game and transition our lead into aristocrat-centric in the mid-lategame

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