Winds of Abandon

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Winds of Abandon

Sorcery

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle their libraries.

Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)

kirbysan on [Primer] Helming the Host of Heaven: A Giada Guide

3 days ago

Guerric

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!

Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow

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.

Opponents: Jhoira, Weatherlight Captain & Yuriko, the Tiger's Shadow

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.

Opponents: Marneus Calgar, Ulamog, the Ceaseless Hunger & Faldorn, Dread Wolf Herald

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.

Opponents: Shorikai, Genesis Engine, Muldrotha, the Gravetide & Aesi, Tyrant of Gyre Strait

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.

Opponents: Isshin, Two Heavens as One, The Scarab God & Aesi, Tyrant of Gyre Strait

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:

Giada, Font of Hope

Soul Warden

Seraph Sanctuary & a bunch of other lands

Angel of Vitality w/ 3 +1/+1 counters

Angelic Field Marshal w/ 4 +1/+1 Counters

Thorough Investigation

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.

Opponents: Lazav, the Multifarious, Delina, Wild Mage & Faldorn, Dread Wolf Herald

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:

Giada, Font of Hope

Angel of Jubilation - just an anthem and would've shut down my fetches but I played it late game

Serra Avenger

Angelic Skirmisher

Angelic Sleuth

Linvala, Keeper of Silence - didn't stop anything on my opponent's board because they were all triggered abilities

Smuggler's Share

Thorough Investigation

Opponents: Lazav, the Multifarious, Yidris, Maelstrom Wielder & Aesi, Tyrant of Gyre Strait

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.

Opponents: Ghyrson Starn, Kelermorph & Roon of the Hidden Realm

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.

Opponents: Jared Carthalion & Isshin, Two Heavens as One

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.

Opponents: Jared Carthalion, Isshin, Two Heavens as One & Tevesh Szat, Doom of Fools partnered w/ Armix, Filigree Thrasher

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.

Out of the 10 games played, I won 7 so those odds are pretty good and I'm happy with the result.

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.

DreadKhan on Chun-li Spell Pump

2 months ago

It's not really cheap, but I suspect Mystical Tutor would be pretty good in a deck that cares about instants and can recycle the effect for U each time. If you can get a spell like Brainstorm Kicked, you can use Long-Term Plans, it's not as good at finding Instants as Mystical, but it can find literally anything in your deck for 3 mana.

Perhaps over Wrath of God you could run Tragic Arrogance or Winds of Abandon? Both protect Chun Li. There is also Promise of Loyalty, which prevents those creatures from swinging at you after.

A nice way to protect Chun-Li and get instants into the bin might be Stronghold Machinist, or even the super-specialized Diplomatic Escort, which can also counter abilities fwiw. You might want a Homeward Path at some point (I suspect you struggle if someone can permanently steal Chun-Li?), but it's really $$$ still, I'm sure they'll reprint it someday!

DawnsRayofLight on But, it's no sacrifice No sacrifice

2 months ago

With your mana curve being so low, 38 lands seems like WAAAAYYYYY too much. I think you can get away with 33. Killing Wave is really good for suicide/aristocrats lists. Serra Ascendant could be really strong. It would also be good to consider removal, since you have some of the best colors for it:

Despark

Anguished Unmaking

Damn (just noticed you had it but still good to note it should stay)

Winds of Abandon

Damnation (might as well run board wipes)

Vanishing Verse

Fracture

Fateful Absence

Generous Gift

Westvale Abbey  Flip is another good sac outlet, maybe consider some more token generators like the various X token spells like Secure the Wastes and the like to help give more fodder for the large sac outs.

DawnsRayofLight on Ur Mama, Mother of Dragons

5 months ago

I definitely think Ancient Brass Dragon has a spot, it could help you reanimate your dragons (as well as whatever you grab from your opponents), I would maybe add that and maybe Goldspan Dragon

Three Visits and Nature's Lore over Cultivate.

Damn over Toxic Deluge

Augur of Autumn might be better than Realmwalker

Drop Aggravated Assault, Aura of Silence, Stinging Study (you have a good chunk of draw as it is), Imposing Grandeur, Spit Flame (there are better cards)

Mana Drain is nice, but I am usually not a fan of it in a deck with 4 or more colors

With this being 5 color, I am trying to debate the best early game package

maybe:

5 counterspells (from below)

An Offer You Can't Refuse, Swan Song, Wash Away, Dovin's Veto, Counterflux, Render Silent, Disallow

4-5 board wipes

Damn, Cyclonic Rift, Winds of Abandon, Supreme Verdict, Crux of Fate

7 2 drop ramps (need all)

Arcane Signet, Fellwar Stone, Farseek, Three Visits, Nature's Lore, Bloom Tender, Coiling Oracle,

4 spot removal

Anguished Unmaking, Assassin's Trophy, Despark, Beast Within, Generous Gift, Fracture, Bedevil, Abrupt Decay

DemonDragonJ on Pursuit of Happiness

6 months ago

Somehow, the average converted mana cost of this deck had increased to 3.64, and I do not recall what change that I made to the deck that caused it to increase, but it does not matter, since I have replaced Ring of Three Wishes with Sevinne's Reclamation, which reduced the average converted mana cost of this deck from 3.64 to 3.58, which is very nice. Some of the other cards that I considered were Mystical Tutor, Galvanic Iteration, Increasing Vengeance, and Winds of Abandon, but I ultimately chose the reclamation, since this deck does not have much recursion, otherwise. I admit that I am strongly tempted to instead put Mystic Retrieval in the deck, but I shall see how well the reclamation works, before I put a card into the deck that shall increased its prevalence of blue even further.

lhetrick13 on Titania lands

6 months ago

Shadowdragonlink - I really like the concept of this deck as it is pretty easy to get lands into the graveyard and yank them back out and if doing so creates a nice 5/3 elemental, that is pretty neat.

Take any of my feedback with a grain of salt as I a a bit of a newer player but when I look at this build I feel like it would struggle against most modern decks. Mostly due to the fact that Titania, Protector of Argoth is pretty expensive and you do have not way to force her into play so you are kinda left hoping you can stall long enough to find/play her, hope that the opponent does not just immediately remove her, and then deck really hits its stride.

You are running Lightning Bolt, Prismatic Ending, and March of Otherworldly Light for some low cost/lower CMC removal which will likely helps you get to the mid game against most decks. The fact that some of the the creatures give you life when you play a land is really nice as that will continue to buy you time but I feel as though this deck might benefit from some board wipes. It looks like you have plenty of ramp so mana should not be an issue and with most your creatures costing 3+ CMC anyways, not exactly like by turn 4-5 you are going to have lots of creatures out but a well placed Wrath of God or Winds of Abandon would likely buy you and extra couple turns to let this deck hit its stride. Just my two cents though.

brianguy132 on One Sided Board Wipes Collection

6 months ago

Thanks for putting a list together. Noticed you are missing Winds of Abandon. Great work!

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

6 months ago
I got in two more games today as part of a club I lead. 1v1 unfortunately, but it was up against a fairly controlling Ranar the Ever-Watchful deck with flyers and was a good matchup, and I still feel like I learned a bit about how the deck works and what some key cards are.

I must not have re-optimized mana well after the previous session because I only drew three lands over the course of the entire first game. That being said, I still won! Even with only three mana and Giada the curve allowed me to do most of what I wanted to do and put most of my angels out, so the curve and the deck's ability to put up a board state quickly even with limited resources is great. The all-star of the first game was Crashing Drawbridge, which, as I suspected, is great in this deck. I finished by playing out Serra Avenger and Angelic Curator (with plenty of counters) and then swinging with them and all of my other angels for lethal because of drawbridge. It helped me close out the game before my opponent could stabilize and hit me with a wipe, which would have set me way back due to my lack of lands. Another great combo was Righteous Valkyrie which is every bit the powerhouse you'd think it would be in this deck and Resplendent Angel, which ensured that tokens were bolstering my army and that my life total was more than padded.

The second game was much more evenly matched and could have gone either way, but I pulled that one out in the end as well. This would not have happened if Eerie Interlude hadn't saved my cast angels from Curse of the Swine, attesting again to the importance of board state protection in this deck. Quite critically, interlude was the only thing in my deck currently that would have saved me from that (other than Lapse of Certainty, so I was glad to have it! The absolute all-star in this game was Thorough Investigation. Wow! What a card! I thought it might be good, but the whole enter-the-dungeon mechanic seemed a bit cute to me and I was ensure if I would want to pay to sac clue tokens. The answer is yes! I amassed so many tokens from Investigation (as well as a couple from Angelic Sleuth when I blinked it with Interlude) that I knew I could refill my hand at any point, which I did! I'm going to put this card in all of my aggro decks- its a hidden treasure! Angelic Skirmisher is also a must-run in the deck. Everyone plays Lyra Dawnbringer but some don't play this card, which I feel like is better. While the life-link aura is the thing in this deck and two copies of it was great, I definitely experienced the utility of the first strike aura when I wanted to swing with Valkyrie Harbinger but was afraid to lose it to a large flying blocker. First strike made it so that he didn't want to block! Vigilance is also great, and Thraben Watcher was already making sure I wasn't in danger on the crack back in this matchup, but Skirmisher could situationally help with that as well. I finished it out by clearing away all of his blockers (including some absurdly large creatures) with Winds of Abandon. He put 13 lands onto the battlefield, but died to my Angelic Armada.

In both of these games, as with in the previous ones I've reported on, the life gain was real and powerful! I finished the second game with 98 life and the first one with life somewhere in the 70s, so this deck works amazingly well that way. I also played a turn one Soul Warden the first game and was quite thankful for it. I wasn't totally sure about the soul sisters in this deck, but I think I am glad for them. Another huge success in several games so far are the Angelic Accord effects. Having four of them makes it a consistent subtheme, and even a couple of free giant angel tokens goes a long way to killing opponents. I think my issues with card draw aren't that I don't have draw or that it doesn't work, just that this deck is hungry for more of it, which I will address in the first revision coming soon. I've already ordered some more cards based in part on suggestions I've received here from some of you, so thanks for those! I will post the revisions once they are made and my reasoning for them. I'll also update the primer and the acknowledgements to offer credit where credit is due!

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