Herald of War

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Vintage Legal

Herald of War

Creature — Angel

Flying

Whenever this attacks, put a +1/+1 counter on this creature.

Angel spells and Human spells you cast cost less for each +1/+1 counter on this.

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

2 weeks ago

Perilous_Percival

I saw that too and was at first excited for a new angel BUT it's 5CMC so it's tied for Archangel of Thune, Herald of War, Lyra Dawnbringer and Sigarda's Vanguard. It doesn't gain life, cost reduce or finish the game. While it does increase the number of counters it's only once per our turn and only by a power of 1 per angel.

If we're trying to bring back Giada late game then we'd already need counters on the board to proliferate. If we're attacking it's not providing the same power as Vanguard which is essentially double. At most it'd be an 4-5 additional power? Nothing to write home about.

If we had other types of counters it could be interesting but at most it'd be an additional enlightened counter off The Book of Exalted Deeds or an extra quest counter for Luminarch Ascension. Neither of which are great choices.

As a body it holds up well enough, 5/4 flying first strike but at that cost we're looking more towards abilities and less at bodies.

If it's cheap and you want to test it out I'd say go for it but I'm personally passing. Also, it's phyrexian, and not pretty so ew. :)

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

2 months ago

Guerric

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!

Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow

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.

Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow

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.

Opponents: Marneus Calgar, Ulamog, the Ceaseless Hunger & Faldorn, Dread Wolf Herald

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.

Opponents: Shorikai, Genesis Engine, Muldrotha, the Gravetide & Aesi, Tyrant of Gyre Strait

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.

Opponents: Isshin, Two Heavens as One, The Scarab God & Aesi, Tyrant of Gyre Strait

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:

Giada, Font of Hope

Soul Warden

Seraph Sanctuary & a bunch of other lands

Angel of Vitality w/ 3 +1/+1 counters

Angelic Field Marshal w/ 4 +1/+1 Counters

Thorough Investigation

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.

Opponents: Lazav, the Multifarious, Delina, Wild Mage & Faldorn, Dread Wolf Herald

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:

Giada, Font of Hope

Angel of Jubilation - just an anthem and would've shut down my fetches but I played it late game

Serra Avenger

Angelic Skirmisher

Angelic Sleuth

Linvala, Keeper of Silence - didn't stop anything on my opponent's board because they were all triggered abilities

Smuggler's Share

Thorough Investigation

Opponents: Lazav, the Multifarious, Yidris, Maelstrom Wielder & Aesi, Tyrant of Gyre Strait

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.

Opponents: Ghyrson Starn, Kelermorph & Roon of the Hidden Realm

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.

Opponents: Jared Carthalion & Isshin, Two Heavens as One

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.

Opponents: Jared Carthalion, Isshin, Two Heavens as One & Tevesh Szat, Doom of Fools partnered w/ Armix, Filigree Thrasher

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.

Out of the 10 games played, I won 7 so those odds are pretty good and I'm happy with the result.

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.

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

2 months ago

Guerric

I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):

Mana Crypt - What's better than a Sol Ring? A free Sol Ring. Life loss is not concerning.

Mox Amber - With Giada on our board turn 2, this is like an additional land drop.

Mox Opal - I'm currently running 19 artifacts so hitting metalcraft isn't hard.

Land Tax - This card is just straight up good in mono-white. Not so much for never missing a land drop but also so we don't draw into lands on later turns.

Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.

Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.

Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.

Sensei's Divining Top - Helps keep tempo in the game for the cost of 1.

Scroll Rack - Wheeling away a mediocre hand for 1 is strong. Particularly good with Land Tax or Windbrisk Heights.

Lotus Field - I loved Lost Vale so much I wanted another one, especially when someone blew it up.

Flagstones of Trokair - Comboes with Lotus Field.

Thespian's Stage - Copy Lotus Field or Lost Vale.

Vesuva - Copy Lost Vale or Flagstones of Trokair or Myriad Landscape.

Nykthos, Shrine to Nyx - Value with a strong board presence.

Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.

Cavern of Souls - I hate when blue counters our big angels, so this stops it.

All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.

Enlightened Tutor - I swapped out Search for Glory as it can hit my rocks early game or stronger equipments mid-game.

Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.

Weathered Wayfarer - Comboes well with the newly added lands. Fetching Lotus Field helps guarantee activation while keeping pace with the ramp.

Recruiter of the Guard - Prime targets would be Stoneforge or Wayfarer but can also hit Starnheim Aspirant or Karmic Guide. Also gets the cost reduction from Herald of War which is nice.

Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light  Meld to bring out Brisela, Voice of Nightmares  Meld  Meld

Sword of Feast and Famine - This card is probably the best addition to the deck so far. Having the pro green & black which are both popular colors in Commander usually lets us have a free target. The resource denial isn't super relevant but getting an extra untap for lands is super strong. It's even better if we drop a tapped land before attacks and getting all that value on second main phase. It does draw a lot of hate, but even getting 2 swings off is well worth it. We can also recur it with Serra Paragon or Emeria Shepherd.

Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.

Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.

Angel of Destiny - Needed an alt-win con option and this can provide a way out to knock out combo players. The double strike is also relevant as most of our equipments are based on combat damage so we get 2 triggers.

Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.

Serra Paragon - Doubles as a Crucible of Worlds and can grab our swords back when destroyed, and it's an angel to boot. Definitely an auto-include.

Steel Seraph - Haven't playtested this one yet but I like that it's a 3 drop with relevant abilities. The dream is to cheat out Emeria Shepherd with Pyre of Heroes as a turn 3-4 play.

Max_Hammer on These silly hoomans - Need Help

3 months ago

Well hello there! I had way too much time on my hands, so here’s this. By the way, it’s all ordered best to worst. (:

Pay less to play more.

  • Circle of Dreams Druid is going to drop loads of mana, assuming you can pay the three green.
  • Fallaji Wayfarer is going to give all of your stuff (including your commander) convoke! Not all, but a lot.
  • Hamza, Guardian of Arashin is going to make a lot of your creatures cost a lot less.
  • Herald of War makes all of your humans dirt cheap if he gets counters. But, oh, what’s that? This deck loves making counters for creatures? Perfect.
  • Nissa's Expedition is just Cultivate but it potentially costs a lot less.
  • Gaea's Cradle is perfect if you have a small fortune laying around and you’re in need of mana.
I need more! More!!!

  • Bennie Bracks, Zoologist every time you make a token? So every turn? Alright, sick.
  • Ulvenwald Mysteries lets you investigate the murder of your entire army. A board wipe kills this deck, but this (plus loads of mana) could help bring it back.
  • Season of Growth lets you scry a lot, letting you look for pretty much whatever and just pull it out.
No, you’re not allowed to have that! Because I said so! Exile it! Now!

  • Devouring Light, Conclave Tribunal, Hour of Reckoning are all removal spells but if you’re on a mana budget with a lot of 1/1’s.
  • Elspeth Tirel is a board wipe, if you manage to keep her around for long enough. If that’s not what you need, though, she’s got plenty of utility otherwise.
  • Coordinated Barrage, Kabira Takedown  Flip, and Outflank aren’t super powerful, but can destroy pretty much anything that comes your way. If it’s not hexproofed, shrouded, or indestructible, it will be killed.
  • Devout Chaplain says “The power of Christ compels you! Begone!” but this time it actually works.
  • Sanctuary Lockdown lets you say “Not this combat phase, Satan,” and if you have enough mana, you can do that again and again and again. Plus, if you decide you can’t, then it’s still a big boy.
  • Kamahl's Will will destroy just about anything in sight and can give you extra attacking force, if you can manage a way to keep all of your lands safe.
Gotta keep your stuff safe, yeah?

  • Loxodon Hierarch is going to save your deck (which is very sensitive to board wipes) from a board wipe, judy once. Use wisely.
  • Scapegoat won’t save your tokens, but it will save everyone else, commander included.
  • Kindred Boon can slowly but surely make literally every creature you own indestructible.
  • Ephemeral Shields is extra protection that can easily be pulled out of your back pocket.
  • Basri's Lieutenant isn’t going to save your deck, but it will buy you time or give you a chance next turn at a kill, if the board wiper was low.
Make all of your stuff bigger!

Make more stuff! The theme of these suggestions is Give me more, if you couldn’t have guessed.

Might of the Masses is always fun in a creature deck, one green for a massive “Fuck you” at instant speed is great. Now here’s a bunch of Might of the Masses style cards.

I was looking for cards with the keyword “Human” and a million Gideon cards came up, so here’s all of the Gideon Planeswalkers. None of them are bad, per se, but all Gideon cards are not made equal.

  • Gideon, the Oathsworn just happens to slip and give all of your creatures an absurd number of counters. Not to mention the big body (noticing a pattern yet?) and the one-sided board wipe! He’s got a weird face again, sadly, pass.
  • Gideon, Champion of Justice is a board wipe and a big, bad creature all wrapped into one. 7/10, he can dominate me.
  • Gideon Jura can goad and destroy stuff. Perfect for removal and instigating fights when you know you’ll win. Not to mention the big scary 6/6 lurking beneath. Also a weird face, pass.
  • Gideon of the Trials reads “Fuck your biggest creature, he’s not going to do anything, and also, as long as I’m around, fuck you more.” Nothing crazy, but can definitely make you public enemy #1 for having an effect like that. Pretty normal face, but that ability makes him a dick. 3.4/10
  • Kytheon, Hero of Akros  Flip is just some kid. Ignore him. This is a child, pass.
  • Gideon, Battle-Forged!? Where did you come from? Nothing super interesting here, but for one mana not bad. Weird face, pass.
  • Gideon, Martial Paragon can give buffs to all of your stuff, which is definitely not bad at all, and your opponents are automatically dead if he gets that ten ability off. That said, this Gideon can get it. 10/10.
  • Gideon Blackblade is eh. He’s okay. He can get it, though. 7/10.
  • Gideon, Ally of Zendikar can do some generic Gideon stuff. Make tokens, give buffs, be a 4/4. Eh. 6.7/10.
This is just stuff I couldn’t find a specific panel for, so yeah.

Your deck is pretty spotless, so unless some of these are direct upgrades or you know what you want to take out, then this is all I have for you here.

  • Thraben Doomsayer’s first ability can be easily beaten by other cards, and his second ability is mostly useless, since you’re pretty screwed at 5 HP either way.
  • Heron's Grace Champion Lifelink is cool, but not something you super need. It’d be worth it if it was permanent, but it’s not, so pass.
  • Maja, Bretagard Protector just feels a little expensive for such a lackluster ability, Idunno.
  • wallisface on

    7 months ago

    Feridia Some decks can justify running cards above 4-mana, but it's not super common - you need a good reason to justify it. I would say Herald of War doesn't help your curve at all because its own mana cost is already 5, so its not actually helping you play threats any faster. Starnheim Aspirant might help you play slightly above curve, although I wouldn't say by much, as you realistically can't rely on drawing it in a game (and because it costs 3 mana, it's kindof an awkward card to cast, as it applies no pressure on its own) - generally speaking if you're wanting to run a higher mana-curve, you want a bunch of very-low mana cards (1-mana, sometimes 2) provide you some kind of mana acceleration.

    Feridia on

    7 months ago

    wallisface Thank you for the advice! So anything over a 4 drop is out in modern? Even with the cost reduction abilities of Herald of War and Starnheim Aspirant? Would it work better if I removed some of the higher drops for more price reduction lords?

    LB0818 on Angel's n Clerics (Liesa)

    8 months ago

    Got my hands on Giada, Font of Hope removed Herald of War. Like it but to slow IMO and Giada is a Beast!

    raspberryfish25 on Lyra Dawnbringer: Seek & Destroy

    9 months ago

    So I am really digging this deck but, I see you have the same issue that most mono white decks have which is card draw. A few cards that you might want to consider to help on the draw front are, Sigarda's Splendor, Cosmos Elixir, Rogue's Gloves and,Mask of Memory. I have personally found the last two equipments work really well in my angel deck as your creatures already have evasion.

    From the creature front here are a few creatures I would condsider adding:

    1. Speaker of the Heavens Not an angel but a really strong one drop in a deck like this.
    2. Serra Avenger is a super strong two drop angel and would help to lower your overall curve.
    3. Angel of Finality is really good graveyard hate against graveyard decks.
    4. Angel of Jubilation is not only an anthem for this deck but will shutdown any aristocrats strategy.
    5. Herald of War can be a good option to help lower your mana cost in this deck if you can find ways to reliably give it +1/+1 counters.
    6. Radiant, Archangel don't sleep on this card because she get +1/+1 for each other creature with flying on the battlefield. Radiant can quickly become a 10/10 or bigger with little effort from you. The vigilance is icing on the cake.
    7. Angelic Skirmisher is better than she looks because you get to choose which ability you give your creatures each combat.
    8. Angel of Vitality would be a really strong angel in your deck. Not only will she be a 3 mana 4/4 angel most games but she also will make every source in your deck that gains you life gain you an additional life. That extra lifegain will add up really fast.

    A few other cards you might want to consider:

    1. Basilisk Collar is a cheap equipment that gives Lyra Deathtouch. Deathtouth and First Strike are a really good combo and would stop people from attacking into your board if Lyra is untapped.
    2. Bonders' Enclave basically a second War Room in your deck.
    3. Path of Ancestry you are in a tribal deck so why not scry when you play your angels?
    4. Ajani, Strength of the Pride don't think of him as a planeswalker in your deck, most cases he is going to be a 4 mana onesided boardwipe. Even if you can't ultimate him as soon as he comes down the other two abilities are still very relevant in your deck.
    5. Sword of the Animist is a really strong card in general but, in this deck it can become consistant ramp.
    6. Keeper of the Accord if you have never played with him he can quickly pull you back into the game if you have been missing land drops. I have had games where I play him and by my next turn I have 3 additional plains in play. Plus the first ability that makes tokens can make relevant blockers.
    7. Mangara, the Diplomat is really good white card draw plus he has the bonus of having lifelink which is useful in this deck.
    8. Eiganjo, Seat of the Empire replace a plains with this card. At worst it is a plains but, othertimes it can become a clutch removal spell.
    9. Emeria's Call  Flip I would replace one of your plains with this card as well. At worst it is a plains that you have to pay 3 life to have it come in untapped but, when you don't need the land it is a 7 mana make two 4/4 angels which is pure upside in this deck.
    10. Starnheim Unleashed at worst this is a 4 mana Serra Angel which is already a better rate than a lot of your angels in this deck but, if you Foretell it then this card can single handedly win you the game.

    Lastly you have a lot of 7 and 8 mana drop angels in this deck and unless they are actively winning you the game as soon as they come down then I would consider removing them. Think about it, for the same mana as Akroma, Angel of Wrath I could play Insurrection which can win me the game as soon as the spell resolves. That being said Insurrection is not even a spell that I actively play due to it costing so much mana. Just food for thought as I would personally consider removing some of your bigger angels for some of the lower costed angels I listed above as it would help to smooth out your curve and make your games more consistent.

    Still really cool deck!

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