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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Artifact Creature — Wall
: Creature you control gain haste until end of turn.
6 hours ago
All fair points on the cards listed. I think I'll need to keep test playing against more decks to see. I just had an issue of not having the specific hate-bear angel when I needed it and only hoping that I could draw into it. Also I never pulled Crashing Drawbridge in any game so hasty angels never happened for me. I did have Emergence Zone once but I was holding answers in hand rather than large angels.
I was perusing reddit to see how other people built Giada and came across an interesting synergy between Pyre of Heroes & Breathkeeper Seraph. We usually wait for a board wipe to cause our creatures to die and then spend the mana to recur them, but this is one way to abuse it. But sitting at 7/10 wins I'm not sure if it's worth trying to introduce another sub-theme just for the kicks.
Also, I was pondering the Together Forever slot because I feel like The Ozolith may be a better choice. While it doesn't save the angels that died, it does save the counters and that momentum. Also there are now quite a few board-wipes that are exile instead of destroy which would circumvent Together Forever whereas The Ozolith only cares if they leave the battlefield.
Between Pyre of Heroes & The Ozolith you could potentially sacrifice an angel that may not have an adequate body to grab one that helps with combat while not giving up the counters that you've already built on it. Also between Serra Paragon & Emeria Shepherd I'm not as scared when non-creature permanents go to the graveyard by way of Vandalblast or Bane of Progress. I know this would take up a bunch of slots but it's food for thought.
9 hours ago
Thanks for the input! I think I'll probably cut Sigarda's Splendor after all. I haven't seen Vanquisher's Banner be bad yet, so I'll keep monitoring things but it's probably better to go for the high ceiling low floor type cards when we get above 3 cmc. As for Darksteel Mutation, the key is simply having a removal place to take the spot of Harsh Mercy. I've found that several times when I had it in hand I didn't need a board wipe but did want a targeted removal. That card wasn't good for that since each player gets to pick a creature type to keep, so it went. Mutation is nice since it can sideline a commander at least temporarily, though there are ways around it. Another good option is Fateful Absence, which simply destroys a creature or planeswalker, but which can be done at instant speed. Either way, it doesn't have to be integral, we just want to up the efficient removal with this slot.
As for other cards, my thoughts are as follows. Linvala, Keeper of Silence is the easiest because this card has saved my bacon more times than I can recount, and has been a true all star for me. I expected her to be fine but she's been a real star. Angel of Jubilation is also solid. We're always happy to have the anthem and when her second ability comes into play we'll be very glad we have her as she shuts down some of the more degenerate shenanigans in the format. Search for Glory is another easy one, and is a very underrated card. We have a lot of amazing legends here, and she can tutor all of them. One which I have used multiple times is tutoring Sephara, Sky's Blade and then immediately playing her for .
Together Forever is a board protection piece and the theory on it is good. I haven't seen it as often as other cards, but when I have I've played it, used it, and been glad to have it. It doesn't stop our pieces from being destroyed per se, but it does preserve the cards themselves for the cheap cost of per card. The biggest danger in this deck is getting blown out with an empty hand, and this ensures that we can at least have a hand if we play carefully. It is also good in less dramatic situations though. When I've enjoyed it most is when I've used it to save Sephara, Sky's Blade only to immediately replay her for the next turn, something that vexed my opponents greatly. Now if I were putting Avacyn in I could consider cutting this card since it is in the same category (sort of), but I've found it to be good and plan on keeping it for the time being. Starnheim Unleashed in this deck is the sort of token splashy card that allows for a big play that can put us over the top. It's not critical to the function of the deck, but where it is good it is generally pretty great. The ceiling is to play it with Crashing Drawbridge on the board or to flash it out on the end step right before our turn with Emergence Zone, where the element of surprise can take over the game. That being said, if you wanted to slot Luminarch Ascension in, something I have thought about doing, it could go in place of this as it has a similar function in terms of being able to pump out a massive amount of angel tokens. Luminarch Ascension has added value as a permanent since it can generate angels repeatedly for small mana. It'd downside is that there is no element of surprise. Our opponents will instantly know the threat it poses and will likely work to remove it as quickly as they can, possibly before we get to activate it at all. I think both cards are good and can justify a place in the deck, though I wouldn't say either is essential.
Angel of Condemnation is a card that I have pondered cutting and haven't really used too much in my playtesting so far, though it's certainly not bad and the theory on it is good. It's one of those cards with a lot of utility. On the one hand it is a removal piece, and a think we can use extra mana on at instant speed to repeatedly disrupt our opponents. Often we shouldn't need to exert him. Just blinking our opponents degenerate piece on their upkeep will generally keep them from exploiting it during their turn. Of course if we do exert him we can sideline a piece until an opponent removes him, and usually only the opponent who owns the degenerate piece will be willing to do so. This card can also be useful on our own stuff. We'll be happy to blink Sanctuary Warden for an extra card sometimes, or maybe blink any of our creatures to gain life off of Bishop of Wings and make an angel token off of Resplendent Angel or put some counters on stuff with Archangel of Thune. I've played enough blink decks to know that we tend to find all sorts of synergies like this if we have a card like this one in the deck and are looking for them.
Needless to say I am pretty happy with the list in general, and most of the cards I haven't liked I've cut. This doesn't mean we can't cut these or any other cards, but the threshold of a new card needs to be high for me to consider it.
1 month ago
Hey, good changes so far. Looking nice with a really low avg. CMC.
Some budget defender upgrades to consider.
- Orator of Ojutai --> Hover Barrier
- Sunscape Familiar --> Gatecreeper Vine
- Wall of Roots --> Cathedral Membrane
- Shield-Wall Sentinel --> Geist of the Archives
- Wall of Stolen Identity --> Marble Titan
- Wall of Junk --> Fog Bank
- Walking Bulwark --> Consider
- Crashing Drawbridge --> Suspicious Bookcase
Orator of Ojutai is another two drop defender who can draw ETB if you control Arcades and it has flying. Sunscape Familiar and Wall of Roots are more defenders who ramp. Shield-Wall Sentinel is a defender tutor. Wall of Stolen Identity is good in multiplayer Commander and it ETB as the creature you choose with defender. Identity and Shield-Wall are some higher mana cost defenders, but their ETB abilities are worth it.
Wall of Junk has been errata to have defender, it can return itself to your hand if it blocks making it bonus good with vigilance. Walking Bulwark and Crashing Drawbridge are low mana cost defenders who can give other creatures you control haste.
- Tetsuko Umezawa, Fugitive --> Aegis of the Heavens
Tetsuko Umezawa, Fugitive makes your defenders unblockable. What makes Tower Defense good here is it gives all creatures you control the instant pump for two mana. Aegis of the Heavens only targets one creature for three mana.
Because Arcades triggers to draw when a defender ETB then blink can be a powerful effect. Blink can also enable an infinite turns combo where attacking Arcades and/or defenders are the wincon.
Eerie Interlude can protect all your creatures from a board wipe since your creatures return to the battlefield at the next end step. If Arcades is exiled along with defenders then when the creatures come back you draw. To price match for a possible cut, Eerie could replace Voidslime? Cutting Voidslime will also clear some budget to add some of the more price defenders I suggested above.
At your end step Soulherder can be repeatable blink of any creature you control. With Arcades blinking a defender is draw, if the blinked defender has an ETB ability it triggers again and gives the defender pseudo vigilance since it will ETB untapped. Blink can also reset Shield Sphere and Wall of Roots.
Cast Aeons and at your end step Soulherder blinks Mnemonic returning Aeons to your hand. On your extra turn cast Aeons and repeat. If you control Arcades then you also draw at your end step, but you only get extra turns equal to the number of cards in your library.
1 month ago
I've never thought about this synergy, but would Nyxbloom Ancient allow you to draw more cards with Gilanra? I think the "ability" she gives to her mana should also apply to the additional mana Ancient would give you.
2 months ago
Oh my! What a fun deck this is!! I recently acquired a shiny version of Giada and figured since I put down Kaalia a while ago I would have some angels to spare. I even found a quasi jank list and started compiling support from cards I had sitting around.
Then I looked at it and realized it had little synergy (and no soul sisters). I clicked on your deck and wow synergy galore and my favorite sisters!
I read through your primer and you make very good points. Going to make some changes to incorporate your engines and pair down my support spells to make room for tiny angel squad! Also, Crashing Drawbridge works so well here, practically and thematically!
I am going to be playing against a 5 color slivers deck in a few weeks, which was one of the biggest catalysts for me moving ahead with Angel tribal. I figured the lifegain and flying bodies will make a good matchup.. I am just trying to figure out if I should slot in more removal. Thoughts on how this runs 1 v 1 against an aggressive deck?
2 months ago
2 months ago
Hunger of the Howlpack, Crashing Drawbridge,Elephant Guide, Snake Umbra would be good in this deck. I would take out Oakenform and Hardened-Scale Armor for Snake Umbra and Elephant Guide. Muscle Burst won't really do anything for the deck. I'd cut that for maybe Whispersilk Cloak. Lead the Stampedeand You Meet in a Tavern would also be great for the deck.
2 months ago
44 lands are definitely too many. Even in a landfall deck like Omnath you wouldn't see that many lands. Start by reducing the land count by swapping for mana-tutoring cards like Farseek, Nature's Lore, and Three Visits. Naturally, this only makes sense insofar as you're playing dual lands. You don't have to play shock lands if you can't afford them; common cheap duals came out that enter tapped, and you'll be able to tutor them with those.
Much depends on your budget I guess, but I'm noticing you have few tutoring options. There are some cheap options out there you could explore, like Profane Tutor, Diabolic Tutor, or even Solve the Equation.