Create a 4/4 white Angel Warrior creature token with flying and vigilance. If this spell was foretold, create X of those tokens instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
|Want (2)||CurlsCoffeeCards_ , Auriel|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Starnheim Unleashed Discussion
1 week ago
Cyb3rguerrill0 I have a lovely FTV Foil Entreat the Angels and it was in my original draft of the deck, but I cut it before the final list for space. It would be better if I had some topdeck manipulation and could feasibly cast it for the miracle cost often. I judged Starnheim Unleashed the better card, but I'd prefer to play both. I'll probably try it out soon though. I do think the upside of these cards is as finishers, even if they can just be used on the low end as a over-costed angel "creature" cards. I do suppose the upside of white never being a card draw monster could be that casting it for the miracle cost would be more normal. In this case such would be an especially good play with Crashing Drawbridge out.
2 weeks ago
Wow! I didn't know about Harsh Mercy, and I love one-sided board wipes. I'll definitely find some place to put that one. I also had planned to put Vanquisher's Banner in only to forget it again, so thanks for reminding me! Serra the Benevolent is one I thought about too since this is the natural commander deck to put her in, but it also slipped my mind. And Finale of Glory could be good. I was originally going to run Entreat the Angels and Starnheim Unleashed, and this is a third effect for those though we only get the angels at twelve mana, which is a lot. Thanks foe some great suggestions!
3 weeks 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:
- Speaker of the Heavens Not an angel but a really strong one drop in a deck like this.
- Serra Avenger is a super strong two drop angel and would help to lower your overall curve.
- Angel of Finality is really good graveyard hate against graveyard decks.
- Angel of Jubilation is not only an anthem for this deck but will shutdown any aristocrats strategy.
- 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.
- 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.
- Angelic Skirmisher is better than she looks because you get to choose which ability you give your creatures each combat.
- 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:
- 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.
- Bonders' Enclave basically a second War Room in your deck.
- Path of Ancestry you are in a tribal deck so why not scry when you play your angels?
- 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.
- Sword of the Animist is a really strong card in general but, in this deck it can become consistant ramp.
- 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.
- Mangara, the Diplomat is really good white card draw plus he has the bonus of having lifelink which is useful in this deck.
- 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.
- 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.
- 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!
2 months ago
How about instead of Renewed Faith you add Chaplain's Blessing? Much cheaper MV, and almost as good. Also, Chaplain's Blessing gives just enough life to trigger Resplendent Angel. I would also get rid of Emeria's Call Flip as it's mana prohibitive, and replace it with Angelic Accord; Angelic Accord is useful with Chaplain's Blessing and Bishop of Wings. When you use Angelic Accord, then trigger it with Chaplain's Blessing, And, Righteous Valkyrie is another with Angelic Accord, considering that the token's toughness is 4, and even with Bishop of Wings it adds 4 more life, which makes for triggering Resplendent Angel. Also, I would definitely exchange Lyra Dawnbringer with Shalai, Voice of Plenty. The latter protects with hexproof, which is great against many types of threats, especially counter/burn decks. I would also get rid of Starnheim Unleashed with Starnheim Aspirant.
3 months ago
Hey, it's Dylan's friend, Justin. He asked me to weigh in on the list. So... Hello! The list looks very good, especially if it's your first time building a deck. Plus, Angels are always cool and fun.
If I was to offer any criticism, well, first even before I talk cards and strategy, I noticed the deck is labelled as being *Standard. It's not, but it is very close to being so. So you get to make a choice here. Do you want a deck that you could play against other people in a friendly, competitive environment or do you want just a fun deck to play casually that you wouldn't need to update? You are so close to the former, that I might just recommend that. But if you didn't want to do that, that's fine, too.
If you wanted a standard list you just need to replace the cards marked in red text. there are not many of them and some, I would recommend cutting altogether anyway. For instance, the one mana cards could go. Segovian Angel is an angel, but it's not very impactful and won't be worth the card if you draw it early or late. Soul Warden is an amazing card, but it only really excels when a lot of creatures are entering the battlefield (which your deck doesn't really support) or when cards are triggering by gaining any amount of life - Archangel of Thune is a great example of this, but your deck only has one. AND at that point, we might as well cut the non-standard cards. I would replace the Go for the Throat with Infernal Grasp and Vanishing Verse and I might go as far as playing 4 copies of each of those. I would play 4x Skyclave Cleric Flip or Ambitious Farmhand Flip (just to add some consistency with hitting land drops. Speaking of lands, definitely add some duals and maybe some utility lands. Emeria's Call Flip Great Hall of Starnheim Brightclimb Pathway Flip Scoured Barrens Shattered Sanctum Shineshadow Snarl Silverquill Campus Snowfield Sinkhole Are all in standard and you can choose how much $ you want to spend. I would settle on x8 dual lands and 0-2 utility lands from among those. I would also just play x4 Righteous Valkyrie, that to me looks like your best card and has the best synergy with the rest of the deck. The deck also looks soft to early aggressive decks... so I might consider adding in 1-2 Doomskar to help with that. Lastly, I might try to find room for a few of these cards, but they are more preference-based as I think they deck looks very playable already. I would try to jam maybe a few of these cards: Enduring Angel Flip Starnheim Unleashed Haunting Voyage.
If you didn't want to worry about standard legality, I would find someway somehow to find room for some amount of Baneslayer Angel. Maybe a Linvala, the Preserver as a cool one-of and if you wanted to spend the $, Resplendent Angel seems like a perfect include as x1-x4 of.
Hope that was helpful! And... take what I say with a grain of salt, I'm not exactly what you would call an active Magic player.
4 months ago
First of all thank you for that overwhelming and constructive post! And its surely not to late, as I still play this, my first commander deck often. But I didnt like it that much recently, as it felt super strong, with good draw, and exceptional weak on the other side, or strong start and no power mid/late. Your Suggestions are top and really good improvements, from which I will take many into the deck.
I changed this deck so often, but never was really happy. Cards like Starnheim Unleashed
4 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)