Artifact Creature — Angel
You can't lose the game and your opponents can't win the game.
|Have (6)||Morpho-peleides , , abritt , CompleteWaste , GuNDanU , gildan_bladeborn|
|Want (2)||Cliper51 , TrevStar7|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Platinum Angel Discussion
2 weeks ago
It would not.
Unless something is specifically stopping it (like a Platinum Angel), players lose the game from having 0 or less life as a State-Based Action. These are checked basically every time the stack is empty or something resolves, and cant be responded to.
The defending player in your scenario would lose the game while Piru's ability is on the stack, before it gets a chance to resolve. (Then Piru's ability would be exiled from the stack because its controller left the game.)
3 weeks ago
Aquatic Incursion provides Hexproof creatures to prevent removal on them.
Boseiju, Who Shelters All also can make your combo uncounterable.
I don't think you need the 4 Emrakuls... only 2. Unless you intend on playing Through the Breach MD or SB.
I see the Mass Polymorph in there. Have you tried making a deck dedicated to it instead? (A deck that doesn't necessarily brings ONLY JUST Emrakul). Mass Polymorph has the potential to win the game on the spot withXenagos, God of Revels, Iona, Shield of Emeria, Archon of Cruelty, Blazing Archon, Platinum Angel entering the board on the same time :V
1 month ago
Sorry I haven't been on to respond in a while. I've been busy with work and haven't been playing much as my LGS still hasn't opened tables up to Magic players. I may not know much about some of these new cards, but I'll still offer some advice on running artifacts in EDH. (Most of my experience is with Sydri, Galvanic Genius in A Pile of Cans so feel free to check that out.) First, I'd try to narrow down to a particular approach to build around. Osgir, the Reconstructor offers a range of options in this regard. Then, you can make swaps for cards that synergize more with that chosen approach.
One option I see is running as many low-cmc artifacts as possible to minimize how much you have to spend on your commander's activated ability. The best bet for this might be the new modular cards. They have small bodies that can be buffed by Osgir after combat and give extra benefits on being killed off themselves. Bonus points if you can afford Arcbound Ravager. Modular is not actually a triggered ETB so you can't get more benefit from Panharmonicon, but I'll touch on that more later. Other options include Bomat Courier, Epochrasite, Gingerbrute, and Sorcerer's Broom. Making lots of token creatures makes a go-wide plan with Steel Overseer, Chief of the Foundry, Signal Pest, and the like more viable. Anything else that produces thopters or servos fits too. Untapping Osgir is probably more mana efficient than copying his ability with this approach.
The exact opposite gameplan is also possible. Run plenty of ramp artifacts like Basalt Monolith, Thran Dynamo, Blinkmoth Urn, and Hedron Archive to play and duplicate overwhelming threats. Darksteel Forge, Soul of New Phyrexia, Platinum Angel, Platinum Emperion, Spine of Ish Sah, Bosh, Iron Golem, Phyrexian Triniform, and Summoning Station are the first options I can think of. Unfortunately, such cards do tend to be less budget friendly. I think it would also be worth distinguishing between a plan using death and entry triggers and one using taps and untaps. The former is where Panharmonicon comes back into play along with Mirrorworks, Prototype Portal, and the refurbish-ers like Goblin Welder. The latter is where Unwinding Clock is king along with its little brothers Clock of Omens, Voltaic Construct, and Voltaic Key. (Both choices can also apply to a more aggressive approach of course.) Here, copying Osgir's ability is likely to be more efficient than untapping him.
Some other artifacts I'm a fan of that are always useful are Mirage Mirror, Kuldotha Forgemaster, and Scourglass. Let me know if you have any questions and I'll try to get back as soon as I'm able. I apologize in advance if that means a few days.
1 month ago
Hey Gsanna, thanks for stopping by. Really appreciate the comment/ upvote and all the nice words. Happy to hear you enjoy playing the deck. It's definitely one of my personal favorites at the moment.
To answer your question, I do not play Zirda, the Dawnwaker as a companion. Reason being it would be way too difficult to meet the requirement in order to play it as a companion. It's mainly in the deck for the infinite mana combo with Basalt Monolith, but also to help reduce the activation cost on Osgir, the Reconstructor's second ability.
I do really like the idea of using Metalworker in place of Dockside Extortionist. I honestly didn't even noticed either of those combos, so thank you for bringing that to my attention. I avoided using Metalworker and Phyrexian Dreadnought in my original draft of the deck because of their high price tag, but now the more I think about it, the more I think they may be worth it.
I am currently playtesting Recruiter of the Guard and Imperial Recruiter in place of Swiftfoot Boots and Platinum Angel based off another suggestion, and have been quite happy with the results. I may look into playtesting Metalworker and Phyrexian Dreadnought in place of Dockside Extortionist and either Recruiter of the Guard or Imperial Recruiter.
Thanks again for the contributions, much appreciated. Cheers.
2 months ago
peixinhor, there are built in redundancies to be able to continue on after losing specific creatures and the primary combos can go off with totally different cards for the most part. Eternal Witness can also be used to recover lost components. Mostly though, you deal with them by just being faster than they are lol. Many decks run a bunch of graveyard return cards or spot hexproof and stuff like that in normal EDH decks, but the mentality behind this deck, is to just keep on ramping as hard as you can. Every card slot or draw or mana you spend NOT ramping like a cyclone, is helping to defeat yourself.
If somebody drops a super early board wipe, that's unfortunate, but there really isn't a whole lot that can be done about board wipes anyways, and they are generally high cost spells. Also a lot of people see you have several creatures on T4 or whatever, but when they see they are mostly just threatless mana dorks, they tend to get ignored. Also outside of CEDH, people are generally focused on building up their own board state in the first few turns, as opposed to spending mana on removal, or holding back mana for counters, or planning on using their board wipes. So while everybody else is trying to do their own thing, your comboing out on T4 or 5. Lose a piece? Find another one. Once players really catch on to what kind of a threat the deck really is, then you force everyone else to play in a defensive position, at which point you can slow things down and ramp less to try to draw out all the removal and wipes. If your consistently playing with the same people, once you've won a few times and they see what's happening, you could even switch out some of the lower value mana dorks for some key cards to mess with your opponents removal strategies or their own combos. The biggest threat with this deck, is against players who have never played against it before because outside of CEDH people aren't prepared for decks that combo out so consistently so early.
Counterspells would really slow the deck down because not only is it eating up card slots and worsening the quality of every hand you draw by not having enough stuff to cast, but you also are having to hold back mana for the counterspells as well, which means you weren't getting the most out of your own turn. So instead of trying to respond, just ramp as fast as possible. If they kill a creature, play another one. They ruin a combo with properly timed removal? Good, they probably don't have any left for your next attempt at comboing out.
Lastly, a lot of the time the cards that get killed are ones that got played while trying to combo out. However most of those cards got pulled from the deck by momir vig's tutor ability and then drawn or played straight out of the library by something like Vizier of the Menagerie, so most of the cards that you lose in failed attempts, are cards that you didn't actually draw during your draw step in the first place. So you aren't losing as much card advantage as you might think.
Momir Vig getting removed by people who have seen the deck in action can get annoying if they do it over and over with targeted hate, but on the plus side, a lot of the time, people might think that Vig is a required piece in the combo, but past a certain point, he actually isn't required at all. He is just an engine for finding different pieces. Plus if you aren't getting wiped, you are pretty guaranteed to have more mana than anybody else, but if for some reason you get into a longer game, those wipes will most assuredly hit you harder than others, because this deck is so creature heavy.
I'm happy to answer any questions you might have :)
2 months ago
Ok, so a couple of things if you're being targeted. First off, lifegain. It will help you stay alive longer. The other is politics. Your control/theft style is not going to make you any friends. When you target others, they're going to come for you. Your options are to do things that target equally or politically (will of the council type cards) or to lock down so you can't be attacked with pillowfort cards like Blazing Archon, Platinum Angel, etc.
Side note, Zirda, the Dawnwaker is incredible with Kenrith.
2 months ago
Archangel of Tithes and Windborn Muse both have similar effects that make easier to attack someone else, while Michiko Konda, Truth Seeker and Phyrexian Obliterator drive that point home even further.
But if you want the carrot rather than the stick, there's Edric, Spymaster of Trest and Karazikar, the Eye Tyrant to offer up cards for attacking your opponents instead. And related to Karazikar's goading ability Grenzo, Havoc Raiser can help you keep your opponent open if you're going wide, and Marisi, Breaker of the Coil is that same ability but even stronger as you only need to connect with one creatre.
2 months ago
Doubling Cube - I would agree Doubling Cube can be slow sometimes, but I've really enjoyed using it. This deck can ramp pretty hard and being able to double up on that mana has proven more than useful quite a few times. The last game I played I was able to make 20 copies of Lotus Bloom , sac them all for 60 mana, and then use Doubling Cube to make over 100 mana. Which then allowed me to make 20 Platinum Angel 's and 20 Lightning Greaves , winning me the game through combat damage. It can also be used as a janky combo piece to create infinite mana. It may not be well suited for a deck that tries to win by turn 5/6, but for a deck that aims to win turns 8/9/10 it's worth the slot in my opinion.
Stoneforge Mystic - I'm not entirely sold on this one, but I'll add it to the maybeboard and keep it in mind moving forward.
All in all I'll probably keep the cube but cut Platinum Angel / Swiftfoot Boots for Recruiter of the Guard / Imperial Recruiter . Or maybe keep Swiftfoot Boots and cut Pyroblast , but I'm curious to hear your thoughts on that?