Creature — Angel
Landfall — Whenever a land enters the battlefield under your control, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
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|Commander / EDH||Legal|
Latest Decks as Commander
Emeria Shepherd Discussion
1 week ago
I'd probably start with replacing Oreskos Explorer with Archaeomancer's Map , and cut Oketra's Monument for something of your choosing. I'd also cut a couple basics for some fetchlands if you can afford them, Windswept Heath , Flooded Strand , and Prismatic Vista are all relatively cheap and have synergy with Mistveil Plains , Scroll Rack , Emeria Shepherd , and Altar of the Brood .
2 weeks ago
gavriel1136 I had it in for a while but eventually removed it due to it's high CMC. Great when it's out but getting it out either means hard casting it or bringing it back with Emeria Shepherd which is unrealistic most of the time. With all of the other combo-dependent pieces I have in the list, the fewer clunky cards the better ;;
1 month ago
Hey, well done on a budget. Nice Aurelia, the Warleader :)
Phyrexian Reclamation can be a repeatable source of recursion for Kaalia or any other creature, even at instant speed. Let Kaalia die, put her into your graveyard not the Command Zone; recur her to your hand which bypasses Commander tax. Dragon Tempest is a source of haste for Kaalia and any flying creature you cast or reanimate. It has the bonus of being able to do damage if the creature is a Dragon.
Dragon Mage pairs well with Emeria Shepherd . Mage discards the permanents that you then reanimate with Shepherd and Mage refills your hand to keep doing it. Nahiri, the Harbinger can be reanimated by Shepherd and her -8 in two turns can tutor for any creature or artifact including Shepherd. -8 Nahiri, tutor for Shepherd, play a Plains and reanimate Nahiri. Nahiri has other uses besides her -8 she can be repeatable discard/draw for reanimation or even repeatable removal that exiles.
Rakdos, Lord of Riots is a Demon who can reduce the casting cost of all other Angels/Demons/Dragons. If he or other creatures are attacking and doing combat damage to opponents then he's ramp to cast high CMC creatures which helps if Kaalia is disrupted. Arcane Signet is a staple mana rock in Commander. Orzhov Signet and Rakdos Signet is more two drop ramp.
Some changes to consider, with suggestions of cuts close to or equal in price:
- Phyrexian Reclamation --> Phage the Untouchable
- Dragon Tempest --> Sigarda's Aid
- Dragon Mage --> Hero's Blade
- Nahiri, the Harbinger --> Sword of Vengeance
- Rakdos, Lord of Riots --> Akroma, Angel of Fury
- Bloodgift Demon --> Demanding Dragon
- Arcane Signet --> Exquisite Archangel
- Orzhov Signet --> Avarice Amulet
- Rakdos Signet --> Chancellor of the Annex
My advice is cut the majority of the equipment theme for more ramp since ramp is going to help more to cast Kaalia and high CMC creatures. Phage the Untouchable and Sigarda's Aid are two expensive price cards for your budget that aren't doing much in your deck. You can't cheat Phage onto the battlefield with Kaalia or reanimation which makes it pretty useless. Aid is a good card, but not taking enough advantage of equipment and I don't think you need to since the most important equipment you want to play Greaves/Boots are low mana cost to cast and equip.
If interested I offer more advice. Good luck with your deck.
1 month ago
In the past few years, there have been a lot of nice new angels. Archangel of Tithes , Lyra Dawnbringer , and Emeria Shepherd are some of them. Smothering Tithe is a fantastic newer card. Generous Gift is a great piece of interaction. Hour of Revelation is a strong boardwipe that we got a few years back. I like Ondu Inversion Flip, too, since it's a land and doesn't take up deckspace if you replace a plains. Akroma's Will can be a great finisher. Urza's Incubator and Herald's Horn are great ramp for an angel tribal deck, if that's what you want to go for. If you're not hung up on angels, I'd say Elesh Norn, Grand Cenobite fits the stax theme well.
2 months ago
Hey, nice version of Kaalia, lots of interesting card choices.
You're playing a lot of lands that you only see in low budget decks. White is the primary color as there's more white then both red and black combined, but this is not shown in the manabase where there's more red than white. By cutting several lands that always ETB tapped you can improve the manabase to speed up your deck.
On your budget there's only a few exceptions I would make Nomad Outpost , Path of Ancestry and the three Bounce lands. All other lands should be able to ETB untapped. Because you have Bloodstained Mire then Savai Triome would be an upgrade for any Bounce land.
- Exotic Orchard --> New Benalia
- Battlefield Forge --> Boros Guildgate
- Caves of Koilos --> Rakdos Guildgate
- Needleverge Pathway Flip --> Scoured Barrens
- Brightclimb Pathway Flip --> Wind-Scarred Crag
- Path of Ancestry --> Karoo
- Dragonskull Summit --> Bloodfell Caves
- Smoldering Marsh --> Sulfurous Mire
- Ash Barrens --> Great Furnace
These are some land upgrade suggestions based on a $300 deck budget. Of course there's many other better/ more expensive price upgrades to consider such as the Shock lands, Battlebond lands and Filter lands.
Nahiri, the Harbinger is good in multiplayer Commander. Having a potential repeatable removal exile effect and with strategies where you want to cheat creatures onto the battlefield. Returning the creature you tutor for back to your hand is nice interaction with Kaalia. She's especially good with Rune-Scarred Demon and Emeria Shepherd . Phyrexian Reclamation and Karmic Guide are both helpful repeatable recursion/reanimation effects with Kaalia. Karmic because it's an Angel.
- Nahiri, the Harbinger --> Serra's Guardian
- Phyrexian Reclamation --> Walk the Plank
- Karmic Guide --> Chancellor of the Annex
Good luck with your deck.
2 months ago
Hey, making an Angel deck on a budget is not easy, well done.
My advice is to cut several high CMC cards for more low CMC ramp, more lower CMC Angels and repeatable draw sources. Some cards to consider adding, in order of best to worst and then I'll explain my suggestions.
- Righteous Valkyrie : three drop Angel, repeatable life gain and a +2/+2 anthem effect.
- Court of Grace : can be repeatable draw, 4/4 Angels or 1/1 Spirits.
- Boros Signet
- Talisman of Conviction
- Valkyrie Harbinger : it's less than $1, not $7.
- Youthful Valkyrie : two drop Angel who grows.
- Emeria Angel : four drop Angel, repeatable 1/1 Birds with landfall.
- Knight of the White Orchid : two drop ramp for a Plains.
- Oketra's Monument
- Palace Jailer : can be repeatable draw, creature removal.
- Ghostly Prison : $2, helps to keep the monarch.
- Resplendent Marshal : three drop Angel.
- War Room : repeatable draw for 2 life.
- Nahiri, the Harbinger : repeatable draw, can be repeatable exile, can tutor for and cheat an Angel onto the battlefield.
- Endless Atlas
- Solemn Simulacrum
- Commander's Sphere
- Needleverge Pathway Flip
- Alpine Meadow : cards that can search for a Plains can search for this land.
- Boros Garrison
- Temple of Triumph
Aurelia and Avacyn are the high CMC Angels you want to play more then the rest therefore consider cutting several other high CMC Angels? Emeria Shepherd 's repeatable reanimation by playing a Plains makes other Angels who reanimate less needed. You want more of an established battlefield of Angels before you play Aureila to take advantage of her haste and extra combat. There's a new Magic set called Kaldheim and in the set are many Angels for Boros with Righteous Valkyrie as the stand out.
Consider cutting some high CMC Angels for more ramp to help to cast Aureila and the other Angels quicker? An example is cutting Akroma, Angel of Fury for a two drop ramp Boros Signet . Signet helps to cast Aurelia or any other Angel way before you can cast Akroma. For the same amount of mana you could cast Avacyn therefore you don't really need Akroma.
In Commander you want repeatable draw sources, but Boros has an overall problem with drawing cards. A mechanic called the monarch helps and it's fun in multiplayer Commander. Court of Grace when you have the monarch creates a 4/4 Angel at your upkeep. If not it creates a 1/1 Spirit no matter what it's creating a flying creature.
When you have the monarch at your end step you draw a card. Any opponent who does combat damage to you then becomes the monarch. Once any player is the monarch then it can change who's the monarch throughout the game. Your goal however is to keep the monarch because then it becomes a repeatable draw source for no additional mana to draw.
An advantage that Angels have with the monarch is their flying and vigilance. If you lose the monarch it will be easier to get it back with flying creatures by doing combat damage to the opponent who's the monarch. Vigilance lets you attack and then keep your creatures back on defense making it more difficult for an opponent to do combat damage to you. Any player can play a card that makes them the monarch which means you will lose the monarch, but you can get it back.
I offer more advice including cuts to consider. Good luck with your deck.
3 months ago
First off, I always love to hear people discuss synergies and such about the decks they cherish, please go into as much detail as you'd like on my wall!
Now. Onto the combo explanation.
The Zacama combo is definitely not one I get every game, but it's pretty explosive and hard to stop once it's rolling. My opponent kind of has to get rid of Emeria Shepherd to stop the train--and given how unthreatening it is without support, even people who know what it can do in my deck usually don't want to waste a Swords or Path on it.
If I get just Nyxbloom Ancient and Nylea, Keen-Eyed out I can usually abuse the fuck out of her ability enough to draw into the other pieces, and given those are both enchantments I can get em with any of the tutors in the deck.
Sometimes I get the combo, spin the wheel a million times, generate a bucketload of mana... and whiff on getting another piece I need to win and have to settle for gaining some life and killing some shit with Zacama.
And sometimes I don't get the combo at all. As you guessed, a lot of the time I don't. It's not that I never win those games, or even usually don't--but they're a little less reliable. I do have the backup plans of
A. using Kodama of the East Tree and one of my guys that draws cards when things enter to (as I put it so elegantly in my primer, "spam permanents")
B. hit a billion landfall triggers with Moraug and Pathbreaker Ibex in play. Those happen just as frequently as the Zacombo... but they're a little more fragile and less fun to talk about. I should totally update my "How we win" section to include more about the other wincons, it totally does seem like I mainly use the Zacama loop.
I win about 58% of the time with this deck (my playgroup is very balanced)--unless I get the Zacemeria synergy, in which case the number rises to about 70%. TBH, I usually don't ever end up playing out the entire turn when I get it, it would take about 15 minutes on average if I did, but given the efficacy of the (I'm running out of synonyms for "combo" here) wincon I wouldn't say that I'm missing out on a whole lot of games where I would lose if I played it out.
Thanks for reading my primer and asking such a great question! I do love this deck with a passion, you can tell by my million-page long answer ;)