Vault of the Archangel

Vault of the Archangel

Land

: Add to your mana pool.

, : Creatures you control gain deathtouch and lifelink until end of turn.

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Legality

Format Legality
Commander / EDH Legal
Block Constructed Legal
Unformat Legal
Vintage Legal
Leviathan Legal
2019-10-04 Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Oathbreaker Legal
Highlander Legal
Custom Legal
Tiny Leaders Legal
Legacy Legal
Limited Legal
Casual Legal
Canadian Highlander Legal

Vault of the Archangel occurrence in decks from the last year

Latest Decks as Commander

Vault of the Archangel Discussion

bignickenergy7 on Edgar, his goth girlfriends, and Cousin Vito

1 day ago

carpecanum Those are some great suggestions. I’m definitely going to put Vault of the Archangel and Palace Siege in there, and the the others are also very interesting. Thank you kindly good sir

carpecanum on Edgar, his goth girlfriends, and Cousin Vito

1 day ago

Thief of Blood, Vault of the Archangel, Demonspine Whip

Anything that lets you recast your vampires would be good. Palace Siege etc.

Depending on who you play you might need a couple things to give your boss hexproof or shroud. maybe protection from a color.

KibaAlpha on Liesa's L.E.G.S

1 month ago

[email protected]_only

Erebos, God of the Dead is a solid recommendation especially now that I've removed Tainted Remedy.

Bloodchief Ascension would be a good consideration if I had ways to force discard and a lot of destroy effects. As it is the only ones I have are No Mercy and Vault of the Archangel.

I'd put in Oath of Kaya if I had more than just the one Planeswalker.

Yogei on Immortal Knights

1 month ago

Hi osiczym, thanks for the comment and sorry for my late reply. I haven't been active on tapped out as much lately.

Totem armor is a great idea and I think I'll buy a few the next time I'm ordering cards. I've looked at totem armor for another one of my decks (Bestowing Auramancer) but I never thought of playing those cards in this deck. Sadly, Felidar Umbra isn't modern legal which is something we're trying to stick to in the group I play with. (Gift of Orzhova is, however, a very powerful lifelink-card as an alternative). Mammoth Umbra is also great, but as you've already said, its CMC is probably too high to really work in this deck. So I think I'd go for either Hyena Umbra or Eland Umbra, not sure which one yet though. Frist strike is good but not as necessary when your creatures are indestructible. The +4 to toughness is probably the best choice since it can help with survival if you don't draw an indestructible card.

Paladin en-Vec is a good card, I'm personally not very fond of playing protection from color, especially in multi-coloured decks as I sometimes accidentally misplay. But that's just my personal preference. I play Knight of Grace and Knight of Malice because I love how their card art matches up, but they could easily be changed for other knights. Vault of the Archangel is a good card and it fits the deck well. Land cards are something I need to get better at overall when it comes to my own deck building skills. I usually just throw in a bunch of basic lands together with a few dual lands and then leave it at that.

Thanks again for taking a look at my deck and for offering suggestions!

Ahdor on Edgar Markov - Blood on the Table [EDH]

2 months ago

Change Notes:

Out: Cabal Coffers & Urborg, Tomb of Yawgmoth
In: Brightclimb Pathway  Flip & Savai Triome
The Cabal Coffers + Urborg, Tomb of Yawgmoth combo is really hard to pull off in a 3 color deck. Especially, with this mana base in mardu. Therefore, I decided to cut both lands and replace them with some newer which are a great addition to this deck.

Out: Merciless Eviction
In: Kindred Dominance
Even though this board wipe will cost one more mana, it will be worth it, since it's going to be totally one sided for the most part. I'll also add more single target removal for other permanents, to make up for this change. I decided on this swap, since I tend to not use Merciless Eviction, because it will wipe my board and exile my great vampire lords aswell.

Out: Sorin, Imperious Bloodlord
In: Nighthawk Scavenger
This plainswalker didn't do much in the last games for me. Most of my vampires are so cheap, that his ult didn't help me mana wise at all. His other effects are nice, but not particular amazing. The newly printed Nighthawk Scavenger on the other hand is going to be a real powerhouse. It's a better version of Vampire Nighthawk, 90% of the time and I really like both of them.

Out: Vito, Thorn of the Dusk Rose
In: Eldrazi Monument
Vito didn't help this deck much at all. I think he is a trap. I also noticed, that I don't run Exquisite Blood anyway, so this combo isn't an option currently, either. This deck's biggest problem are boardwipes, so I think Eldrazi Monument will be a great addition in order to protect my army of bloodsuckers.

Out: Fellwar Stone
In: Idol of Oblivion
Ramp isn't as big of a problem. Even though we are in Mardu, most of the cards are low costed. So I can efford to take out one piece of ramp. Card Draw on the other hand is often a problem. Therefore, I'll test Idol of Oblivion, since it only costs 2 mana and can draw you one additional card each turn, most of the time.

Out: Slayers' Stronghold
In: Myriad Landscape
I noticed that I might cut some utility lands aswell, because sometimes I only draw those and I'm stuck with colorless mana. Since I prefer Vault of the Archangel's effect over Slayers' Stronghold, I'll cut the later one. Myriad Landscape can function as ramp and help me to get more basics out of my deck, which can be nice if I'm in topdeck mode.

Out: Sorin, Vengeful Bloodlord
In: Nullpriest of Oblivion
Another plaineswalker I'm going to cut, since it doesn't help me with my gameplan, most of the time. The only thing I use is his ult, to recure one vampire at best. Nullpriest of Oblivion can do the same, but is a vampire on it's own and can also come down way earlier if we need damage or more tokens.

Out: Battlefield Forge & Swamp
In: Spectator Seating & Vault of Champions
Not much to say, changing two lands for probably better ones who came in recent months.

osiczym on Immortal Knights

2 months ago

Very nice deck! Very original and has a main interesting theme that looks like working well!

My suggestions: I would definitely swap Demonic Vigor for any enchantment with Totem Armor. I’d say preferably Felidar Umbra since lifelink is very powerful addon, but also Eland Umbra to make knights even more though or Hyena Umbra if you really need it for 1 mana (cause you already have fs in most creats). I don’t think you have mana for Mammoth Umbra but if so it really fits your deck giving vigilance and +3 buff. Anyway - totem armor is much better than Demonic because the enchanted creature remains on the table instead of going back to your hand.

Other interesting cards: Paladin en-Vec (I played it couple times and it is just a good card but not sure if it fits your deck well), Vault of the Archangel (you are looking for a good land and combo lifelink + deathtouch (from land) + first strike + vigilance (from your cards) sounds awesome

MagicMarc on None

5 months ago

Last two, I promise: Kessig Wolf Run and Vault of the Archangel for aggro deck strategies.

slashdotdash on 5 color no theme deck

8 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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