Creature — Angel
When this enters the battlefield, destroy all tapped creatures.
|Want (2)||TrevStar7 , Ghave_Guru_of_Gonads|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Sunblast Angel Discussion
3 months ago
Oooooh, just thought of another good one: Blinding Light. I love it in conjunction with Sunblast Angel, but also, I have a vicious streak lol. It's great if your meta is not super heavy on white, and it gets you a free shot a lot of times.
6 months ago
As a baseline, you'll need to add lands, which I'm sure you know. Since you're making Treasure and Gold tokens in this deck you'd probably be good with roughly 34-36 lands, leaning more to the most mana color you'll need, say like a 25/25/50 split if thats what you're going for.
While I do like Gisela, Blade of Goldnight and Tariel, Reckoner of Souls they have a high mana cost as most good Angels do, while Tariel synergizes well with your strategy she does have that randomness factor and would advise a more reliable and consistent option. Gisela speeds up the game. As a player this is good and accelerates the game, but as an opponent my first priority would be to get rid of Gisela and that paints an even bigger target on your back.
Restoration Angel is fantastic for your edict effects, at face value. You'd need to run flicker effects to really make it shine. Basandra, Battle Seraph seems really good, forcing people to attack is nice and it prevents players from casting anything in combat, however it means instant speed removal will be used before the combat step. This also stops you from casting spells in combat.
As for Human synergy, I really like Teysa Karlov , Thalisse, Reverent Medium , Queen Marchesa , General's Enforcer and Fain, the Broker . All of them work very well with the token strategy, especially Teysa and Thalisse
Things I wouldn't necessarily include are cards like Juri, Master of the Revue (as good as she is with Fling ), General Kudro of Drannith (incidental unless you go all in on the Human tribal strategy), Devout Chaplain (same reason for Kudro), or Dire Fleet Hoarder (basically a one time effect unless you jump through the Teysa hoop, yes it does give you a Treasure token, but at a cost of 2 mana and the creature dying).
As for Demons I really like the Archfiend of Depravity and Rakdos, the Showstopper , their mass sacrifice effects are wonderful, however Rakdos does effect your board heavily unless you play to his synergies, you wouldn't want Negan to die to his effect would you?
-When it comes to your Dragons, I think you hit the nail on the head, nothing I would really change or take out. Allows for Magda, Brazen Outlaw to have a decent outlet if you don't want an artifact.
-Finally, the other things you've got going. Dockside should just be an auto-include, albeit a heavy price tag, but if you can get one you should definitely include it.
Dark Impostor , while mana intensive is still a decent mana sink that can function effectively as targeted removal. Definitely keep your edict creatures, they are super useful and trigger Negan, and thats what you want.
Starnheim Aspirant is useful if you go super heavy into the Angel theme, but if you skimp on the Angel theme this could very often be a dead card.
Storm-Kiln Artist , I like this a lot for this deck, can be a beater, and generates value.
Vault Robber , seems bad, and bad to do. Synergizes with Magda and makes Treasure tokens, but thats really it... PLUS it requires you to have a creature in YOUR grave. I'd cut this, but if you have a reason to play it I'm not seeing immediately play it in your deck.
Viscera Seer , good card, good sac outlet, not much else to say.
Creatures I'd include based on what I've seen: Solemn Simulacrum , Burnished Hart and Mayhem Devil . Some good ramp and a decent damage dealer if you'd like to play a cheap one. Plus the Devil is great at just 3 mana.
Angelic Renewal is basically a one time effect. While good, there are better recursion spells out there, but this one does fit the Angel theme so thats really cool. :D
Aside from that, I think that's a decent spread of enchantments. Nothing to add really, love the inclusion of the Sagas and Revel in Riches .
- Shiny Impetus is good for token generation, but don't play a sacrifice creature to have that player just get rid of it, deceptively good and bad.
The Eldest Reborn is also another good saga to include if you want another edict type effect, and when it does go off you can get what you want from players' graveyards.
The three signets for your colors, Arcane Signet as well.
Panharmonicon to double up on edict effects.
- Approach of the Second Sun : Does provide you an effective way to win, very good card for a deck like this especially if the game goes long.
- Brass's Bounty . Love it, not much else to say.
- Contract Killing fits the theme and the flavor. Love it.
- Damnable Pact is good card draw for you, and useful against someone who flies too close to the sun.
- Debt to the Deathless / Entreat the Angels . While both good, is not something you want to draw into early game or open with. I would highly suggest playing less finisher cards like these, but if you wanna play em don't let me stop you.
- Killing Wave . Love it, super good.
- Necrotic Hex . Expensive, but great effect.
- Excavation Technique is actually a really good spell. Synergizes with Magecraft like WoTC intended and is deceptive for your opponents.
- Increasing Devotion / Finale of Glory . One of these is better than the other. I'll let you decide which is which.
- Heartless Pillage / Seize the Spoils . I really like both of these cards as spells and thematically. They work well for Negan and as spells for you to Pillage and Loot with as you please.
- Ruinous Ultimatum / Tragic Arrogance : Both are fantastic, especially as finisher spells. I'd make a point to include both so you have an option when you're ready to win(IE: Revel in Riches in play with a ton of creatures on board, its akin to vandalblasting with a lettuce on board).
6 months ago
Gatherer search of all etb modern legal angels (also landfall sorry): https://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[angel]&type=+[%22Creature%22]&text=+[enters]+[the]+[battlefield]&format=+[%22Modern%22]
6 months ago
I would heartily NOT recommend Armageddon . You can check out the thread in the Forum on MLD (mass land destruction) from this week. It is NOT generally considered polite in casual circles, and generally frowned upon overall. Social Contract and LD Discussion
As to the Planeswalker question, looking at the options, I would front the extra money and buy Sorin Markov , as he fits well here. The others don't seem like they would add a lot of value. Overall, though, I usually don't run Planeswalkers. I have a few here and there that I like in certain decks, but overall, I find they aren't really worth it to me. They just put a target on my head, and unless they significantly advance my strategy, they're not worth the slot. Now I have a deck that does some Druid tribal, and Freyalise, Llanowar's Fury is awesome. I love Nissa Revane in an elf tribal deck. I like Teyo, the Shieldmage because he's a cheap option for personal hexproof, which can be very annoying. But overall, a Planeswalker is optional unless it really helps you.
Sunblast Angel and Blinding Light is a fun combo, but you need to be running multiple copies of each, and possibly some blink, to actually make it work. I had a deck that abused that, running Astral Slide , Rune of Protection: White et al, Auramancer , Momentary Blink , Cloudshift , Sunblast Angel , Subjugator Angel , Blinding Light , and Resolute Archangel . Yes, I am awful. It eventually became Hoofprints through the Galaxy, but that didn't last long, as all my friends hated playing against it. Basically, I just stopped them from attacking me by preventing damage from their sources until I could start dropping my big angels and swing for the kill. Still trying to come up with a deck for Hoofprints of the Stag that doesn't piss everyone off. Also, Sunblast Angel won't work if you're running Hushwing Gryff , FYI.
6 months ago
libraryjoy i got a lot of the suggestions that you made and I am already enjoying the new deck! I was wondering if you could also take a look at my sideboard. These are other cards that I own. Some of them are a little extreme, like Armageddon for a mana - ramp deck, but should I put any of these in my main deck? Or leave them in my sideboard depending on the opponent? Another card I am considering is Sunblast Angel . Its ability to destroy all tapped creatures could be used with Blinding Light , but I feel like that would not happen enough to make it worth it.
What are your thoughts on Planeswalkers? Some that I am considering that are on the more affordable side but still good cards are Sorin, Solemn Visitor , Liliana, Waker of the Dead , Ajani Goldmane , and Ajani, Caller of the Pride . I would consider getting two of these because they are only about $4 each. Or should would it be worth it to buy only one PlanesWalker and get Sorin Markov ?
Again, I really appreciate all the help! MTG is a lot more fun when your deck works well!
8 months ago
I play Kathril myself, but I focus entirely on the unbeatable Voltron strategy. However I'd lose Harmonize for Return of the Wildspeaker , and not just for this deck but in general. It offers so much better value in Commander for the extra mana. Also Underworld Dreams seems a bit out of place even if accounting for Sanguine Bond . I'd lose it alongside Wood Elves and Sunblast Angel . For those I'd add Underrealm Lich , he's great in pretty much any graveyard themed deck (I run him a bunch and he's always well worth his mana cost) and Perpetual Timepiece . It rarely gets targeted and keeps milling you constantly most of the time. Just my two cents :) for this fun commander.
8 months ago
Generally, the abilities of sagas are intended to synergize with each other. For instance, Chainer's Torment raises your life total to give you a larger token, History of Benalia creates knights that it can buff, and The Binding of the Titans puts cards in the yard so it can interact with them later. Thus, it stands to reason that The Akroan War was designed to force your opponents' creatures to attack specifically so it can then damage them on your next turn.
At the beginning of your next first main phase after you play The Akroan War , you'll put a second lore counter on the enchantment, causing the second chapter ability to trigger. This forces opposing creatures to attack each combat if able. However, attacks can only be declared during the combat phase of the player controlling those creatures. For example, in a 3 player game where you have 2 opponents, the first opponent will be forced to attack with all of their creatures (that are able) during their combat phase. That opponent doesn't have to attack again on the second opponent's turn or your turn since that would violate the rules of combat. Then, the second opponent is forced to attack during their combat phase. If your opponents gain extra turns or extra combat phases, they will be forced to attack then as well. Finally, it will be the start of your turn again and the effect will no longer apply.
Once you move to the precombat main phase of that turn, you'll again put a lore counter on the saga and trigger the third chapter ability. This will cause all tapped creatures to damage themselves by the relevant amount. This will probably include many of your opponents' creatures that were forced to tap on their turns because of the prior ability. If they tried to dodge the forced attack by tapping their own creatures before combat, they will still get hit by the Solar Blaze effect. However, if the creatures had vigilance, summoning sickness, were untapped by something like a Savage Surge , or were otherwise unable to attack and/or remain tapped, they won't get hit. Note that your creatures are also subjected to the effect, although they'll likely be untapped at this point. If you can find a way to tap down the creature stolen by The Akroan War 's first ability before your first main, you might be able to kill it before you're forced to give it back. Once the final chapter ability has resolved, you will sacrifice the saga.
TLDR: Creatures tapped during attacks provoked by the second chapter ability will usually be victims of the third chapter ability. Sleep effects are not required, although they could still be useful if you're trying to build a deck around Sunblast Angel effects like this.
I'd normally include the relevant rulings here, but I find the saga rules text needlessly hard to parse. If you're still confused about any of the rules, let me know.
9 months ago
Mcat1999: Thanks for the Comment and Upvote!
I was actually looking at Sunblast Angel in my binder yesterday and thinking that it would be good with Marisi! I'm not sure if it will make the final cut in the end as my opponents having creatures can often be beneficial to me, but definitely a great suggestion either way! =)