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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Marble Diamond enters the battlefield tapped.
: Add .
3 weeks ago
One easy upgrade for the mana base is Charcoal Diamond + Marble Diamond + Fire Diamond -> Rakdos Signet + Boros Signet + Orzhov Signet. Also, Shimmerdrift Vale and Uncharted Haven can be replaced with Thriving Bluff and Thriving Heath for a direct upgrade.
2 months ago
2 months ago
I rebalance the number based on the pie chart. depending on the number of colors I run, I switch out for dual lands (preferably that don't enter tapped), command tower, whatever else I feel may fit. If my costs are roughly even, I add my basic mana rocks (Sol Ring, Marble Diamond, Azorius Signet).
usually though my distribution is 80% 1 color, 20% another (on my 2 colored decks) so I will not run a rock for the larger color, I will run more cycle lands, if my overall costs are lower, or if I don't have many creatures with multiple pips in their casting cost, I will be more willing to run a lifegain land or a scry land, even though they enter tapped.
3 months ago
Hi AaKkisa! I've written a primer on this deck and we have some discussion on that page which I'll link below. In the meantime, I'll give some thoughts!
I think you have a lot of things right here. You have a lot of good weenie angels, which is key. You have some good draw engines, though in my opinion leaning a bit more into lifegain and playing Well of Lost Dreams is really good. I might also cut one of the more pricey draw engines like The Immortal Sun in favor of something more synergistic like Sigarda's Splendor, but that's just me. Thorough Investigation is also a great draw engine in my experience that costs only three. I'd also add The Book of Exalted Deeds so as to complete your angel token making suite. I also think you could afford to drop a board wipe, particularly Wrath of God which hits your own stuff. There is at least one good angel I don't see in Angelic Sleuth, which gives you lots of draw in a wipe or mass blink situation. The biggest thing I would change is ramp. Since you always have Giada turn two, one and three mana ramp pieces are often better than 2cmc ones, and you don't need as much ramp as in another deck. Some of the colorless 2cmc cards like Mind Stone or ones that enter tapped like Marble Diamond are lesss ideal. Cards like Herald's Horn, or land fetchers like Sword of Hearth and Home and Dowsing Dagger Flip are better.
At any rate, I hope that's of help, but you can also check out my approach here in the below primer if you are interested!
Commander / EDH
SCORE: 22 | 24 COMMENTS | 740 VIEWS | IN 9 FOLDERS
3 months ago
Most of the folks in the comments above have already proposed a lot of good cards.
In terms of ramps, some that I use in my mono-white angel tribal deck that also focus on lifegain are:
- Arcane Signet (thank you, captain obvious)
- Marble Diamond is a reliable 2CMC rock producing . It enters tapped, but it still the best you can get for cheap.
- Tooth of Ramos is helpful if you need to accelerate one turn.
- Heraldic Banner I find great in decks that are focusing on attacking, which is something your commander wants.
- Mind Stone only produces , but for mono white the card draw ability is a precious plus.
- Pearl Medallion is not the cheapest card to acquire, but the discount on casting cost is incredibly useful, especially later in the game
- Wayfarer's Bauble is still land rampt that can be used in white.
Other cards I found useful in my deck and I could recommend:
- Treasure Map Flip: the card selection ability can be useful to optimize your draw, then it becomes and additional land that gives you either extra ramp or card draw with the treasures.
- Oath of Lieges is a simmetrical effect, but in mono white you'll be likely to benefit from it the most, especially if there are greedy Green and Simic players at the table.
In terms of win conditions other than combat, in my deck I used an older card called Test of Endurance, an alternative of which could be Felidar Sovereign. The big problem is that they are very much telegraphed, so you'd have to be able to protect both them and your life total until the following turn. Since you will be playing a lot of spells and gaining a lot of life, an unoriginal card that could help you close the game is of course Aetherflux Reservoir.
4 months ago
MuricanSheepdog Np, just trying to help out someone starting. The main things to focus on are the cards with effects that won't help towards the main strategy. Some cards to replace would be, CREATURES: Arborea Pegasus, Dire Wolf Prowler, Elturgard Ranger, Hill Giant Herdgorger (The problem with him is that even though it does get you 3 life, for 6 mana and a creature with no other abilities is a bit too much mana to cast compared to some others cards that can gain life), Planar Ally (not sure how much you want dungeon crawling to play into the deck, but with most of these cards, you could honestly build another deck centered around it instead of putting it into this deck), INSTANTS: You Hear Something on Watch, Plummet, Repel the Vile(even if these are removal for cards, some other cards do what they do better and are still less than a dollar in price), SORCERIES: Compelled Duel, ARTIFACTS: Delver's Torch,Treasure Chest(This may seem like a really good card, but for 3 to cast and 4 to activate, making it essentially 7 mana to either gain 3 life and draw 3 cards, or lose 2 mana in total, the card seems like it has more of a chance to whiff rather than help in its effect,((don't worry, I would have fallen for that too))). Since you said your struggling to get mana, some "ramp" I would put in the deck would be Rampant Growth, Reclaim the Wastes, Roiling Regrowth, and Crop Rotation. Those should get you lands out quickly to play your commander sooner. Some artifacts I would also put in would be Commander's Sphere, Sol Ring, Moonsilver Key (this can search out Sol Ring from your deck), Moss Diamond, and Marble Diamond. Those are the ones off of the top of my head. Sorry if it's a bit long, I didn't want to make it 2 comments. If you still have any questions, feel free to ask away again, and I'll be happy to help out. :]
6 months ago
I like and hate alot of what I see here. Land destruction is difficult to play unless you tell people before a game "o hey I run some Armageddon effects" but it is also one if whites way to win by resource denial.
I think you need to focus on your mana curve. You have many impactful 6 drops. Which can help only if you get there. Replacing some with ramp could help.
Marble Diamond I have come to believe is a bad card there are so many 2 mana rocks that this can easily be upgraded with a cheap Alternative.
Magus of the Disk board wide every turn with your commander.
You should probably designate some targeted removal for artifacts as Shadowspear is your biggest concern.
Crescendo of War helps end games you can block for days not your opponents.
A sac outlet for when you may need to wipe without avacyn. Altar of Dementia Perhaps.
I'd look into 1 or 2 indestructible creatures so you can wipe without needing avacyn to break the Symmetry. Besides Stuffy Doll I don't run alot but it's something to look at maybe.
6 months ago
MilkBreath56 I've been experiencing a similar problem in that the deck has too many high CMC cards that can clog our hand. Now that the format is speeding up, we can't afford to play as many big creatures with redundant effects. For example, Luminous Broodmoth and Nightmare Shepherd are probably not both needed, and neither are both Pitiless Plunderer and Sifter of Skulls. I used to prioritize the infinite combo a lot more back when the format was slower, but now, cheap fodder and card draw are king. The combo should still be accessible with our many tutors even though we'd have less redundancy. I'm working on an update to overall lower the curve of the deck, introduce more cheap fodder and card draw, and cut down on redundant 4+ CMC cards.
Despite the potential of lowering the curve, Teysa will never be as fast as the likes of Lathril, Blade of the Elves who can rely on tons of cheap mana dorks, or Magda, Brazen Outlaw who generates fast treasure from the command zone. Teysa's advantage is that she's a lot more resilient. Aristocrat boards will get a ton of value even if they're destroyed and can sometimes be brought back while elves or Magda just lose everything to a wipe. And if your Magda player is winning too consistently on early turns, their deck might be too strong for your meta.
The balance of death triggers to fodder to sacrifice is definitely a tough one. Thankfully many cards do multiple jobs. I'm glad you've been able to adjust the power level using the tutors. Another easy way to cut power would be cutting cards like Necropotence or Bolas's Citadel or fast ramp like Chrome Mox or Mana Crypt. Even cutting Skullclamp reduces power by a ton. Cards like Sign in Blood (or Marble Diamond/Charcoal Diamond for the ramp) are great replacements. If you ever need to increase power, stax cards like Opposition Agent and Dauthi Voidwalker could do a lot, but it's at the cost of making the deck more oppressive. If you ever find yourself up against precons, this list would need a lot of down-tuning, and some easy downgrades might be to remove Reassembling Skeleton, take out all the ramp, take out all the control cards, etc.
To answer your question, I agree with you that running out of fodder is probably this deck's #1 problem. It's mostly the same as our high CMC problem. We don't have enough cheap fodder, and too many of our creatures are 4+ mana. The update I'm working on should hopefully solve some of those problems. If you want to do some tuning yourself, I recommend trying different 1-2 drop creatures with useful death triggers, especially ones that create tokens.
Glad you're enjoying the deck and cheers again!