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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Legendary Creature — Angel
Flying, first strike, lifelink
Other Angels you control get +1/+1 and have lifelink.
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1 day ago
2 months ago
I just wanted to respond to a few comments. Thanks for your patience!
True Conviction is a bit of a pet card for me, and I play it in a lot of decks, so its certainly a good suggestion. It's one of those cards that's always better than you expect it to be. The argument against it is that it is mana-intensive to cast and doesn't stick around too long as it is a target for removal. The weakness in this argument is that in decks where it is good you don't need it to stick around. As long as you can resolve it with a decent board, it will most of the time turn the course of the game and sometimes finish other players out of nowhere. It is a great card. I don't run it here because I have angels which do similar things. Sigarda's Vanguard, Lyra Dawnbringer, and Angelic Skirmisher do similar things while also being able to attack themselves and otherwise pump our team. In this deck we need as many angels as possible because we need to goldfish, and that limits our slots for enchantments that don't contribute to this theme. As such, I'm not playing it here, but those who are lacking some of the above angels may wish to. It's certainly good, I just feel in my case I need more synergy.
The Immortal Sun is, in my estimation, a pretty overrated card for most decks. It is at it's best as a hate card against super-friends decks which provides other benefits, so if that's a major thing in one's meta it is certainly worth considering. Aside from that, it does provide substantial benefits of course, serving as premium ramp, card draw, and an anthem to boot. That being said, doing too many things is not really an asset for a 6cmc card. It doesn't do any of these things at the point in the game where we need them (which is well before turn 6), and if we resolve it later, it will likely be removed before it can give us much benefit, leading to wasted turns. Compare that with True Conviction, which can immediately change the course of the game the turn it is cast, even if it is removed afterwards. I thought the card was cool when it first spoiled and I do have a former student who won a tournament because he used it to shut down and Atraxa player, but aside from cases where we are up against a powerful super-friends strategy and are fortunate enough to draw it, I think it just doesn't do enough at the time we need it to do the things it does.
You're welcome! Thanks for the kind words! You certainly can feel free to put fetch lands in. As you said, they would thin the deck. Even better would be to play lots of them with Crucible of Worlds and get all of your lands out! I just personally don't want to invest in fetch lands for that purpose in part because I don't want to spend the money on them and partly because philosophically I don't like playing off-color fetch lands in any deck, even though it currently still remains legal. That being said, if you want to, by all means do it! It will make the deck more powerful, particularly with Crucible.
I'm glad you are enjoying the deck! Too many lists for a deck like this tend to be good-stuff angels, or follow generic deckbuilding guidance that is misapplied here. Synergy is always the way to make a deck more powerful and consistent, and its actually even more important in aggressive decks than in control and combo decks.
In 1v1 I'm not sure this deck has ever lost. It's just very fast, and is hard for only a single opponent to keep under control. I had a colleague play it against me 1v1 while I piloted my best control-combo deck and I lost. As regards removal, if it's one specific deck you have in mind to destroy I can't comment with any authority without playing against that specific deck. I can give some general advice here, however, and that is that you don't want to play as much removal as you think you do. In general the pundits at the command zone would recommend somewhere around 10-12 pieces of targeted removal generally speaking, and by being in mono-white we have access to some of the best removal cards in the history of the game. This might lead us to believe that we should go all out here, but those same pundits would remind us that these are general guidelines don't apply to every deck, and that the deck's overall strategy needs to be weighed in. Though I am a control-combo player at heart I have built many successful aggressive decks here, and played elves pretty extensively in modern, and I can say that in good aggro decks we just can't afford to play too much removal. In order to win and remain viable we need to be able to goldfish very fast while also devoting a lot of space to hoarding cards and other resources to rebuild when we get blown out and play new threats when our current ones get removed. We just don't have the space to put in a lot of removal- if we make said space we'll run out of gas or options. Never forget that one of the best forms of removal is player removal. If we're worried about someone combo-ing off we'll kill them, and our other opponents will thank us for it. We also are happy to let them share some of the burden of removal. If someone is about to win with a combo and we don't have removal but an opponent does, they will certainly use it! We already are helping them out by having the target on our backs much of the time, so it is time for them to do their part. That's not to say that we won't remove things, and the best removal cards in white are indeed in this list! We just have to be willing to have a bit less than other decks since we have other means of dealing with opponents, and since we can't afford to sacrifice resources for more.
6 months ago
7 months ago
I must not have re-optimized mana well after the previous session because I only drew three lands over the course of the entire first game. That being said, I still won! Even with only three mana and Giada the curve allowed me to do most of what I wanted to do and put most of my angels out, so the curve and the deck's ability to put up a board state quickly even with limited resources is great. The all-star of the first game was Crashing Drawbridge, which, as I suspected, is great in this deck. I finished by playing out Serra Avenger and Angelic Curator (with plenty of counters) and then swinging with them and all of my other angels for lethal because of drawbridge. It helped me close out the game before my opponent could stabilize and hit me with a wipe, which would have set me way back due to my lack of lands. Another great combo was Righteous Valkyrie which is every bit the powerhouse you'd think it would be in this deck and Resplendent Angel, which ensured that tokens were bolstering my army and that my life total was more than padded.
The second game was much more evenly matched and could have gone either way, but I pulled that one out in the end as well. This would not have happened if Eerie Interlude hadn't saved my cast angels from Curse of the Swine, attesting again to the importance of board state protection in this deck. Quite critically, interlude was the only thing in my deck currently that would have saved me from that (other than Lapse of Certainty, so I was glad to have it! The absolute all-star in this game was Thorough Investigation. Wow! What a card! I thought it might be good, but the whole enter-the-dungeon mechanic seemed a bit cute to me and I was ensure if I would want to pay to sac clue tokens. The answer is yes! I amassed so many tokens from Investigation (as well as a couple from Angelic Sleuth when I blinked it with Interlude) that I knew I could refill my hand at any point, which I did! I'm going to put this card in all of my aggro decks- its a hidden treasure! Angelic Skirmisher is also a must-run in the deck. Everyone plays Lyra Dawnbringer but some don't play this card, which I feel like is better. While the life-link aura is the thing in this deck and two copies of it was great, I definitely experienced the utility of the first strike aura when I wanted to swing with Valkyrie Harbinger but was afraid to lose it to a large flying blocker. First strike made it so that he didn't want to block! Vigilance is also great, and Thraben Watcher was already making sure I wasn't in danger on the crack back in this matchup, but Skirmisher could situationally help with that as well. I finished it out by clearing away all of his blockers (including some absurdly large creatures) with Winds of Abandon. He put 13 lands onto the battlefield, but died to my Angelic Armada.
In both of these games, as with in the previous ones I've reported on, the life gain was real and powerful! I finished the second game with 98 life and the first one with life somewhere in the 70s, so this deck works amazingly well that way. I also played a turn one Soul Warden the first game and was quite thankful for it. I wasn't totally sure about the soul sisters in this deck, but I think I am glad for them. Another huge success in several games so far are the Angelic Accord effects. Having four of them makes it a consistent subtheme, and even a couple of free giant angel tokens goes a long way to killing opponents. I think my issues with card draw aren't that I don't have draw or that it doesn't work, just that this deck is hungry for more of it, which I will address in the first revision coming soon. I've already ordered some more cards based in part on suggestions I've received here from some of you, so thanks for those! I will post the revisions once they are made and my reasoning for them. I'll also update the primer and the acknowledgements to offer credit where credit is due!
7 months ago
7 months ago
Forkbeard glad some of my suggestions where useful. I agree Giada, Font of Hope is an auto include in any angel tribal deck. She might even do better as the commander. Honestly I had a Lyra Dawnbringer angel deck awhile back but it was to slow and it always struggled in most games so I took it apart. I recently made a Giada, Font of Hope deck Angels on High, which I am hoping to try out once I get all the new cards in but in play testing on here it is still running into consistancy problems. Issue I find with Giada, Font of Hope as the commander is a lot of the angel payoff cards require you to gain life (IE. Speaker of the Heavens, Angelic Accord, etc.) but, many games I would never draw into any of my lifegain cards so the payoff cards would either sit in hand or on the board doing nothing. I also still feel white is lacking behind on the card draw front as most of the card draw requires us to pay insane amounts of mana just to draw a single card (looking at you Dawn of Hope and, Endless Atlas). Thankfully it sounds like Wizards is slowly giving white mana free card draw abilities like the other 4 colors with new cards like, Mangara, the Diplomat, Welcoming Vampire and, Esper Sentinel. Who knows maybe in a few years white will be able to stand on its own two legs like the other 4 color and, not have to rely on janky artifacts for our card draw.
9 months ago
I've had several tribal decks in my life, namely being:
Brimaz, King of Oreskos tribal soldier. Many of the decks using him as the commander I've seen use him as a tribal cat general, but I think the soldier tribe fits him better because you can use anthem effects like Field Marshal, Auriok Steelshaper, and Knight-Captain of Eos to greater effect. I turned the deck into Adeline, Resplendent Cathar tribal humans/anthems, because I think she's a simply better Brimaz at being more aggressive.
Lyra Dawnbringer tribal angel. Angels are my favorite creature type in Magic, and I think she's easily the best general for the archetype outside of maybe Kaalia of the Vast. It wasn't very good, and I eventually took it apart because I never played it.
Celestial Kirin tribal boardwipe. It's technically tribal spirits, but I like to call it tribal boardwipe because it basically turns every spirit into a boardwipe. I built it on a $50 budget, so it's very unoptimized and pretty slow, but it's still fun to play in a more slower-paced setting. I still have it, and play it when my group does budget games.
Oona, Queen of the Fae tribal faerie. I built this deck to be more of a hybrid combo/tribal faerie deck, and it slaps. It's not as good as optimized Oona combo lists, but it still wins games. I still have it built.
If you couldn't tell I really like mono-white tribal decks.
9 months ago
I've had 8 tribal decks in my life . I'm down to 3 now. I've had Dragon tribal 2 times. The first was Atarka, World Render. This was a budget build. I once ko'ed someone there turn 3, my turn 4 with cmdr damage. The second tribal Dragon deck was a better Dragon deck. Lathliss, Dragon Queen was the cmdr. It was so much fun. I used this cmdr because I had so many mono red dragons in my binders. This cmdr was just obvious so building it was easy. I have a deck I call hydra fight club and it's really cool. I made a mono black vampire deck. It was my very first deck. Kalitas, Bloodchief of Ghet was the cmdr. 8 yrs ago. I've had a mono white angel deck that was life gain + enchantments for draw. It was surprisingly strong. Lyra Dawnbringer was the cmdr. This was such fun to play. Dropping a Sunblast Angel on all my opponents was brutal. These are all retired decks.
The tribal decks I still have are mono red goblins. Krenko, Tin Street Kingpin and uts made on a budget. My local lgs store owner dean made a budget Krenko, Tin Street Kingpin deck on a budget. Total cost of the deck was around 100$ so I bought it from him and made slight changes to the deck. It's value is now around 180$. Another triple deck I still have is Varina, Lich Queen. I had a mono black Zombie deck that was all the zombie lords it could fit Mikaeus, the Unhallowed was the cmdr. When Varina, Lich Queen was released. I ask the store owner if he'd like to build a deck with me. We used all the cards from my mono black Zombie deck and built Varina, Lich Queen Zombie lords edh. Pretty cool deck. Kinda strong too. The last tribal deck I still have is is mono white soldiers. Djeru, With Eyes Open is the commander because the real commander of the deck is Elspeth, Sun's Champion. I wanted to build a soldier deck around Elspeth, Sun's Champion's +1 ability. This deck is fun.
I've never had a Morophon deck.