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Format | Legality |
1v1 Commander | Legal |
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Duel Commander | Legal |
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Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rogue's Gloves
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
AstroAA on Choosing Equipment-based Card Draw in …
5 months ago
RiotRunner789, I do agree Mask of Memory is better because it's cheaper mana-wise and draws more than Rogue's Gloves. That might just be the winner.
plakjekaas, I've never seen that sword before. It seams neat, but personally I'm not a fan of exiling cards and then trying to play them, as if you don't end up playing them you can't play them after that turn. Not that it's a bad card, I just don't like those type of effects.
FormOverFunction, I ran Skeleton Key in my Brimaz, King of Oreskos deck for a bit, but don't really remember it all that much. Personally I think Mask of Memory is better in that regard as it's the same mana-wise and draws one additional card. Plus, with my commander being Giada, Font of Hope and a vast majority of the creatures in the deck being angels, it's likely I'll have the highest power on board.
Thank you three for your comments! I appreciate the input!
AstroAA on Choosing Equipment-based Card Draw in …
5 months ago
Greetings folks of the forums.
I come to you today asking for opinions in regards to card draw in mono-white. In particular, for my Giada, Font of Hope tribal angel deck found here: [EDH] Giada's Angel Harem
Now, specifically, I'm trying to decide between an equipment-based piece of card draw that is tutorable with Steelshaper's Gift, Open the Armory, and Stoneforge Mystic. Currently my options are Sword of Fire and Ice, Mask of Memory, Rogue's Gloves, and Infiltration Lens. However, if others exist that do similar effects I'd be open to considering them.
I really like Sword of Fire and Ice due to the added protection it gives to whatever creature in two removal-heavy colors. It also gives an added ping which can be useful in taking out hatebears and dorks.
I like Infiltration Lens because we can attach it to large creatures and force our opponents to block. However, at the same time, it's dependent on our opponents actually blocking, and since most of the creatures in this deck have flying I'm not sure how often it'd actually draw us cards.
I like Mask of Memory due to it being able to draw two cards, however, you also lose a card by being forced to discard a card. You cycle through your deck faster, but at the same time you lose a bit of card advantage at the same time since you have to discard.
I like Rogue's Gloves because it's arguably the most simple of them all - deal combat damage to a player, draw a card. However, it's four mana for this effect, and for one more mana Sword of Fire and Ice adds a lot more utility.
Which card should I go with? In addition, what card should I cut?
Nixcron on Scepter Shenanigans
10 months ago
Lastly if you need card draw Rogue's Gloves on the Invisible Stalker will make that happen.
Headers13 on
1 year ago
Cheap creatures with deathtouch:
Acidic Slime Ambush Viper Deathbloom Gardener Fang of Shigeki Gnarlwood Dryad Gorgon Flail Greater Basilisk Heir of the Wilds Ichorspit Basilisk Kessig Recluse Mirkwood Spider Moss Viper Narnam Renegade Oakhame Adversary Skullwinder Tajuru Blightblade Thornweald Archer Turntimber Basilisk Underdark Basilisk
Creatures with infect/toxic
Blight Mamba Core Prowler Corpse Cur Cystbearer Ichorclaw Myr Paladin of Predation Plague Myr Rot Wolf Spinebiter Tyrranax Atrocity Venomous Brutalizer Viridian Corrupter Carrion Call
Proliferate:
Adaptive Sporesinger Cankerbloom Carnivorous Canopy Copper Longlegs Courage in Crisis Evolution Sage Expand the Sphere Smell Fear Thirsting Roots Unnatural Restoration Urban Daggertooth
Equipment:
Grafted Exoskeleton Prosthetic Injector Swiftfoot Boots Fireshrieker Bladed Pinions Chariot of Victory Jousting Lance No-Dachi Peregrine Mask Sharpened Pitchfork Surestrike Trident Viridian Claw Livewire Lash Pathway Arrows Rogue's Gloves Sorcerer's Wand Thornbite Staff Viridian Longbow*
Instant kill:
Aggressive Instinct Ambuscade Animist's Might Bite Down Clear Shot Cosmic Hunger Devouring Tendrils Halana, Kessig Ranger Infectious Bite Nature's Way Rabid Bite Spinning Wheel Kick
Unblockable:
Access Tunnel Rogue's Passage Executioner's Hood Prowler's Helm Skeleton Key Wedding Invitation Whispersilk Cloak
kirbysan on [Primer] Helming the Host of Heaven *Update*
1 year ago
Now that the full card list is up and searchable I figured this is the current breakdown.
Invasion of Gobakhan Flip flips to Lightshield Array Flip
The front side of this battle card doesn't do much except maybe slow down the strongest player. We wouldn't necessarily play it on curve but flipping the battle would be pretty easy and its effects would happen the same turn we flip it. Not only does it grow the entire angel army with continued aggro it serves as a protection piece against single target removal or damage spells which is great. Also, when we sacrifice it the battle goes into graveyard which can then be recurred with Serra Paragon or Emeria Shepherd.
I fully suspect this card to be double digits on release as it does so much for white aggro decks. Getting card draw on an angel stick is great and it curves out perfectly. It also encourages others to aggro your opponents, usually the combo players.
There aren't many 3CMC angels and this one has a pretty useful ability. Unfortunately we don't have too many ETB targets for it. Typical targets would be Inspiring Overseer or Sanctuary Warden for the draw or a mana rock to drop more threats.
This enchantment has the same effect as Firemane Commando but lacks any other useful effects. It fits into the same category as Folk Hero as it'll essentially be a draw a card per turn. While Hero would require Giada to be out, Alliance would require 2 creatures to attack. I figure after a board wipe it would be faster to draw with Hero as you could drop Giada and another angel and draw. If you have Alliance then you could do the same but then need to wait a full turn to attack in order to draw.
This equipment is great for tribal decks and can serve as additional card draw for 3CMC total. I'd say it serves a better purpose than Rogue's Gloves as the total cost is 1 less and it provides a slight buff, provides vigilance, triggers on attack instead of combat damage and can pull threats from the deck. On the off-chance that it whiffs then it's obviously worse but with 29 Angels in the deck statistically there's 1.75 Angels out of 6 cards.
This was mentioned in an article as the best white card of the set. I think it serves as a decent protection spell for 1 but I'm not sure how many we'd actually want in the deck.
Invasion of Dominaria flips to Serra Faithkeeper
Apparently this card isn't in the database yet but gaining 4 life and drawing a card is OK for 3CMC. It'll help trigger the lifegain payouts when there's no lifelinker on board. It also flips into a Serra Angel which is decent although you need 5 damage to flip it. I also like how it's recurrable like Invasion of Gobakhan Flip.
5CMC for its effects just aren't that great.
No specific angel buffs :(
king-saproling on Mighty Manotaur
1 year ago
How bout these? Keen Sense, Rogue's Gloves, One with Nature, Mask of Memory, Destructive Urge, Latulla's Orders, Kusari-Gama, Scepter of Celebration, Umezawa's Jitte, Bloodforged Battle-Axe, Bloodthirsty Blade, Goblin Diplomats.
Just a heads up that the way The Reaver Cleaver is worded (gives the equipped creature the ability via "" rather than the equipment having the ability), if your opponent controls Tahngarth then your opponent will make treasure tokens. Similar issue with Snake Umbra and Popular Entertainer. Bear Umbra would also work this way except that Tahngarth doesn't "attack" when he is given to opponents, they just get him as an attacker. This means Frontier Warmonger will not trigger for Tahngarth when he is attacking during an opp's turn.
Optimator on FIGHT ME COWARD!
1 year ago
I don't love Explorer's Scope, Bearded Axe, Goldvein Pick, and Helm of Kaldra. If it were me I'd add more equipment that grant evasion or some more card-draw.
Rogue's Gloves, Outpost Siege, Zephyr Boots, Secret Rendezvous, and Bladed Pinions are all decent. There are tons of options out there though.
I second Bloodforged Battle-Axe. Used to be a $10 card! Seems perfect in this deck.
kirbysan on [Primer] Helming the Host of Heaven *Update*
1 year ago
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!
1x Snow-Covered Plains for Cavern of Souls
1x Snow-Covered Plains for Mutavault
1x Snow-Covered Plains for Crucible of Worlds
1x Snow-Covered Plains for Nykthos, Shrine to Nyx
1x Snow-Covered Plains for Path of Ancestry
Rogue's Gloves for Sword of Fire and Ice
Karmic Guide for Emeria Shepherd
Baneslayer Angel for Serra Paragon
Angel of Invention for Steel Seraph
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.
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.
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.
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.
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:
Seraph Sanctuary & a bunch of other lands
Angel of Vitality w/ 3 +1/+1 counters
Angelic Field Marshal w/ 4 +1/+1 Counters
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.
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:
Angel of Jubilation - just an anthem and would've shut down my fetches but I played it late game
Linvala, Keeper of Silence - didn't stop anything on my opponent's board because they were all triggered abilities
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.
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.
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.
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.
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.