Welcome to Deep Halo Impact !

Hi there! Welcome to the primer of this mono-white, Angel-tribe, destruction deck; commanded by Avacyn, Angel of Hope. The protectress of the righteous has arrived and spreads her wings to cover all of this deck’s permanents with her indestructible aura, before raining down some indiscriminate smiting and destruction upon her opposition. Once the bright, white light of such attacks dims, a detachment of divine avengers appears from above and moves in to finish off whatever survived this destructive onslaught. This deck is played in casual formats. It’s not meant to be used in a competitive fashion, but of course anyone is welcome to try! Feel free to comment on anything you (dis)like throughout this primer; hopefully you will enjoy it!

With the abilities that she has, one cannot help but think of Avacyn as the commander of all Angels; no other should be the herald of these resplendent warriors. She protects everything in this deck from harm and is therefore the ultimate guardian Angel. This feature makes her wielder, as well as the compatriots (s)he summons, feel very safe. So safe in fact, that one is encouraged to blow up everything they see; including oneself. Creating such fireworks gives great advantages over opponents. Aside from that, the Angel of Hope is a spectacularly strong warrior. It takes just three thrusts of her spear to end an opponent.

The following ten parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck (maximum score is 50 points).

  • Mana: indicates the availability of mana sources within the deck.
  • Ramp: indicates the speed at which mana sources within the deck can be made available.
  • Card Advantage: indicates availability of filter- and draw resources represented within the deck.
  • Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
  • Combo: indicates the measure of combo-orientation of the deck.
  • Army: indicates the deck’s creature-army strength.
  • Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
  • Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
  • Resilience: indicates whether the deck can prevent and take punches.
  • Spellpower: indicates the availability and strength of high-impact spells.

Mana: 4

Casting Angels is expensive, so this deck offers seven direct mana resources as well as three cards that enable the casting of white/Angel spells cheaper. Last but not least, the deck features two enchantments that can yield mana in the form of tax.

Ramp: 2

Three options have been included that specifically allow for the search of lands in the deck. Only one of them allows play of an additional land during a turn (unfortunately, white just won’t allow that kind of advantage generation).

Card Advantage: 3

This deck includes eight cards to provide additional spells/resources, out of which five are direct-draw, one is a tutor and two should be considered filters. A few additional of such resources have been added to the deck’s sideboard, in case the deck is played in a faster meta.

Overall speed: 3

As its main power resides in expensive-to-cast cards, measures have been taken to make such casting easier. Its mana-, ramping and card-advantage abilities are decently average, and this is reflected in its overall velocity.

Combo: 4

Avacyn represents half of the deck’s main combos, which is therefore easy to obtain provided circumstances allow for her summoning. If this is made impossible, the deck still features two permanent as well as two temporary back-ups to turn its entire battlefield presence indestructible. Combined with eight wipe enabling cards/spells, it can seal opponents’ fates.

Army: 4

A host of fourteen Angels makes up this deck’s main army; not to mention three cards that allow for the creation of Angel tokens. In terms of numbers this is not much, but this is made up for in quality. Each Angel summoned has a high impact on the battlefield’s state.

Commander: 4

Though Avacyn is ridiculously strong, she’s not required to pull off a win for two reasons. First off, because of some built in redundancy (less likely to be countered) that allows all the deck’s permanents to become indestructible. Second, the Angel army by itself can kick some major ass.

Interaction: 5

Half of this deck’s strategy involves the destruction of all opponents’ permanents. More than half of the cards required for this, can only be activated during the wielder’s own turns. The same applies for most options included to exile opposing permanents. That’s ok though, because during opponents’ turns there are other means of interaction available to make their lives more difficult. Eight cards can either have permanents enter the battlefield tapped, tax attacks or prevent/tax spell-casting. On top of that, five cards provide significant bonuses whenever my opponents play (multiple) lands, draw (multiple) cards or tutor.

Resilience: 5

Avacyn provides indestructibility to everything on the wielder’s side of the battlefield, but in case she’s unavailable, some redundancy has been built in. Several cards have been included to grant important creatures hexproof or protection from opposing colors. As for protecting the wielder, options that allow for the redirection of damage to (indestructible) creatures, as well as nine cards that grant life are available.

Spell-power: 3

Most of this deck's spell-power is focused on removal, though some capacity has also been reserved for damage redirection, damage increasing and mechanics to slow down the opposition.


Total power score: 37

In summary, this deck has a strong army, is great at interacting (especially for mono-white) and is pretty resilient. Its speed could be improved upon through the addition of resources, at the cost of reducing the previously mentioned strengths. If it manages to survive the starting phase of a match, it will become increasingly hard to get rid of, which makes the transition from mid- to end-game easier to reach and execute.

The deck’s ultimate goal is to create a state in which it can wipe the board indiscriminately, without having to worry about its own board-state. While setting up for this, its intent is to slow down opponents’ game plans and summon a powerful Angel-army for defensive/offensive purposes. The wielder’s posture ought not be overly aggressive; they just need to survive in order to setup the game’s desired end-state. Of course, opportunities to score some hits should not be passed up on. Generally, game phases should look something like this:

  1. Focus on initial resource gathering.
  2. Set-up inhibition and gather defensive/control pieces that will ensure Avacyn makes it onto (and stays on) the battlefield.
  3. Summon Angel army and Avacyn.
  4. Wipe all opposing forces off the board.
  5. Use Angel army and Avacyn to crush opponents.

The summoning of Avacyn needs to be timed carefully. She is obviously recognized as being immensely powerful. Players using counterspells or targeted removal, will keep spells in reserve to prevent Avacyn from making her appearance. Always keep this in mind; as re-summoning her from the command zone becomes very expensive very fast.

At least three cards in your starting hand ought to be lands (or two lands and a Mox Opal, Sol Ring, Land Tax, Weathered Wayfarer, Giada, Font of Hope or Pearl Medallion). It is recommended not to start a game without this hand (even if one has to mulligan down to three cards). The ideal hand would also contain some additional rock/ramp options and/or an inhibitor of sorts and/or a protective measure for Avacyn.

During this phase one aims to secure the means to summon Avacyn and keep her on the board during subsequent phases. This means the need for at least two ramp/mana-rock resources. Some counter-prevention would be ideal too AND especially permanents that can protect Avacyn from targeted hate. During the first 3-5 turns, prioritize ramping. Sol Ring, Weathered Wayfarer and Land Tax are arguably the best starting choices. To prevent Avacyn from being countered, one needs direct- and indirect protective cards like Cavern of Souls, Grand Abolisher or Defense Grid. To keep Avacyn around once she’s there, Mother of Runes, Lightning Greaves and Champion's Helm can all be summoned to make her residence more permanent. Aside from getting the main battleplan in order, aim to slightly decrease the speed of decks one’s opposing; especially those that start out aggressively (or just fast, without the aggression). Casts like Authority of the Consuls, Blind Obedience and Ghostly Prison are meant for this. Last but not least, any card-draw one can muster, (like Archivist of Oghma, Endless Atlas, Sensei's Divining Top, Scroll Rack, Smuggler's Share and especially The One Ring) should also become available now; more choices means a higher chance at victory.

During the mid-game, aim for the creation of a defensive line and if at all possible, summon Avacyn. This can be made cheaper by making enablers available like Pearl Medallion, Urza's Incubator and Herald of War. If possible, try casting Chimil, the Inner Sun beforehand, as this will put a serious dampener on any blue ambitions to stop you. The most powerful parts of the defensive line, is made up by so-called ‘inhibition’-Angels. Disruptors of opponents’ game plans, these Angels include individuals such as Angel of Jubilation and Linvala, Keeper of Silence. Try to get these onto the battlefield before switching to ‘support’-Angels, that count Archangel of Thune, Lyra Dawnbringer and Righteous Valkyrie amongst their ranks.

There will be cases in which inhibiting opponents’ options (and using the odd targeted removal) along with creating a defensive line, might not be enough to slow down opponents. Should this occur, one can become drastic and execute a wipe or two to even things out. This deck includes wipes that can be executed once, as well as wipes that can be repeated (under the right circumstances). The one-offs, like Austere Command, End Hostilities, Fumigate, Hour of Revelation, Planar Cleansing and Wrath of God are probably best during the midgame. Fun interaction-option: use Shadowspear’s ability beforehand, to remove any opposing indestructibility (so that deities and eldrazi legends will not escape your wrath). Once an aura of indestructibility has been created for the wielder (either full-on with Avacyn/Elspeth, Knight-Errant’s ultimate OR partly with Sephara, Sky's Blade), the game’s final phase commences.

It’s nuke-time! Aside from the wipes mentioned earlier, now would be a good time to also use Sunblast Angel, Magus of the Disk and Nevinyrral's Disk. After all, these have been granted indestructibility too, so they can be reused whenever needed. Wipe, strike and one is done.

  • Indestructible Aura + wipes:
    1. Use Avacyn, Angel of Hope/Elspeth, Knight-Errant’s ultimate to make all permanents indestructible.
    2. Use a wipe, like End Hostilities, Nevinyrral's Disk or Wrath of God.
    This gets rid of all opposing creatures/permanents without getting rid of our own.
  • Avacyn, Angel of Hope/Indestructible creature + Pariah/Pariah's Shield + Champion's Helm/Lightning Greaves: First, equip/enchant the indestructible creature with Pariah/Shield. Then equip it with Helm/Greaves. The deck’s wielder is invulnerable to damage unless the enchanted/equipped creature can be removed by untargeted bounce-, exile-, forced sacrifice- or wither effects.
  • wipe/above combo + Luminarch Ascension: Summon Ascension right after a wipe or once the above combo has been assembled. This means almost guaranteed quest counters for a few turns, which makes it easy for the deck to summon cheap 4/4 flyers afterwards. Works especially well in EDH match-ups of 4 or more players.

Reliable sources of mana, and some utility:

  • Ancient Den: just an extra artifact that helps to obtain metalcraft for Mox Opal.
  • Ancient Tomb: all these Angels require large quantities of mana, and two colorless mana for two life from a single land is a good trade-off for casting a strong, white flyer fast.
  • Arid Mesa/Flooded Strand/Marsh Flats/Windswept Heath: land-filters.
  • Blast Zone: somewhere on this land, a nuke lays buried ...
  • Bonders' Enclave: easy to get a 4+ power creature on the battlefield in this deck.
  • Cavern of Souls: belongs in any tribe deck. With this, the casting of Angels can no longer be countered.
  • Emeria, the Sky Ruin: great utility land to have by the time one reaches the mid-game, as it becomes increasingly likely the deck’s wielder will be able to use its recursion ability by then. The fact that it also produces is just gravy.
  • Homeward Path: added as a precaution to get back Avacyn in case someone manages to steal her.
  • Minas Tirith: an excellent additional (though conditional) draw resource.
  • Nykthos, Shrine to Nyx: staple land in a single-color, permanent-rich deck, in which it is easy to reach high levels of devotion to the deck’s color.
  • Sanctum of Eternity: another way to keep Avacyn from having to return to the command zone.
  • Seraph Sanctuary: a little life-gain for summoning Angels at no cost.
  • War Room: wonderful mana-sink for extra draw, or even an out to escape a stalemate/inaction.

The cards used to accelerate mana-availability and cheapen certain spells in this deck:

  • Arcane Signet: wonderful mana-rock that should be in most commander decks.
  • Archaeomancer's Map: has such great synergy with Land Tax and is overall a nice way to make sure one is never going to fall behind on land-availability.
  • Chrome Mox: free mana is just one imprint away!
  • Land Tax: one of the best land tutoring/deck filtering cards in MTG history; its only drawback being that one cannot search for non-basic lands.
  • Marble Diamond: enters tapped, but still a very useful mana rock.
  • Mox Opal: CMC0 that gets one a mana of any color on tapping IF metalcraft can be achieved; easily obtainable with this deck.
  • Pearl Medallion: cheapens every white spell in this deck by 1.
  • Sol Ring: a CMC1 artifact that comes into play untapped and grants 2 colorless when tapped; almost the best turn 1 start-up card anyone could wish for.
  • Smothering Tithe: tax forced by this enchantment is rarely paid for, which means one can end up with a sizeable mana-advantage fast.
  • Throne of Eldraine: solid mana rock that can be tapped for , not to mention for some excellent draw.
  • Urza's Incubator: cheapens the casting of Angels by 2!
  • Weathered Wayfarer: allows to repeatably tutor for any land (which is excellent when a deck features great utility lands like Nykthos, Shrine to Nyx), provided an opponent controls more lands than the deck’s wielder.

This deck contains a few ways to draw/tutor some additional cards:

  • Archivist of Oghma: hardly a turn goes by, without someone searching their library, so this card is insane value for its cost.
  • Endless Atlas: pretty easy to get 3 Plains on the field and get this draw going!
  • Enlightened Tutor: allows the search for equipment or a nice enchantment; whatever the game-state requires.
  • Esper Sentinel: superb draw enabler, because tax paying is so tedious.
  • Scroll Rack: excellent filter that basically extends the size of one’s hand.
  • Secret Rendezvous: a great diplomatic tool to get some more draw.
  • Sensei's Divining Top: pay 1 and have a look at and rearrange the top three cards of your library. For a tap, it can even draw one a card. Useful in any game-phase and therefore great value.
  • Smuggler's Share: easy to keep up with the Jones’s, with an enchantment like this. Grants some additional mana as well, in the form of treasure tokens.
  • The One Ring: easily one of the strongest CA-mechanisms in existence within MTG.

The cards used to create a shimmering barrier between Avacyn/ourselves and the opposition:

  • Authority of the Consuls/Blind Obedience: puts some cogs in the wheels of fast-ramp decks and are enchantments, which make them harder to get rid of than Thalia, Heretic Cathar.
  • Champion's Helm: cheap to cast, cheaper to equip, grants Avacyn hexproof and turns her into a 10/10 behemoth.
  • Chimil, the Inner Sun: making the summoning of Avacyn uncounterable? Most would sign up for that! Not to mention for the massive opportunity of more card advantage.
  • Defense Grid: makes interference of this deck’s plans by the opposition a whole lot less likely during its wielder’s turns.
  • Elspeth, Knight-Errant: her boosting ability is great for Avacyn, as this reduces the amount of necessary spear-thrusts to destroy opposing commanders from three to two. Elspeth’s ultimate is also a great alternative to get an indestructible aura protecting my permanents.
  • Ghostly Prison: slows down incoming attacks a great deal (or at least reduces them in size by a lot). Great early inhibitor that allows for some more build-up time.
  • Grand Abolisher: disables reactionary spells (like counters); great prelude to summoning Avacyn.
  • Heliod's Intervention: in here for its mass-targeted enchantment and/or artifact removal.
  • Lightning Greaves: protects Avacyn from hostile spells, and keeps her hasty.
  • Mother of Runes: a more cost-effective Eight-and-a-Half-Tails, though she has to be tapped in order to be used.
  • Pariah/Pariah's Shield: meant to be attached to an indestructible creature, so that any damage directed at the deck’s wielder gets redirected to an entity that’s unaffected by it.
  • Shadowspear: aside from providing a creature with some nice bonuses, it can prevent opposing tough guys/gals from surviving the deck’s righteous wipes.
  • Silence: if left uncountered, will create a spell-free corridor for Avacyn to appear.
  • Teferi's Protection: best protective instant ever made against almost any mass-affecting spell. Works against wipes, mass exile, mass forced sacrifice, mass wither effects and anything that is determined to alter the wielder’s life total for the worse.

The deck’s army of righteous, winged avengers:

  • Adarkar Valkyrie: combined with Avacyn, this Angel is amazing as it can steal opposing creatures that die from a wipe. Does not work on commanders though as they usually don’t ‘die’.
  • Angel of Jubilation: inhibition Angel. Disables a lot of black spells/abilities; amongst which are most stax cards.
  • Angel of Serenity: inhibition Angel. Powerful flyer that gets rid of three permanents as long as she’s around. Makes up the lacking of other, more common removal options in mono-white decks.
  • Angelic Arbiter: inhibition Angel. Works exceedingly well against decks that require attacks in combination with spell-casting to combo-off.
  • Archangel of Thune: boosting Angel. Provides significant bonuses to the deck’s forces every time life is gained by the deck’s wielder.
  • Battle Angels of Tyr: in terms of cost vs ability, these might be some of the strongest Angels there have ever been. Creatures of balance that can grant many boons, dependent on the state of the battlefield.
  • Giada, Font of Hope: boosts- and helps the casting of the deck’s Angels.
  • Herald of War: boosting Angel. Can be a great help in keeping Avacyn and other Angels cheap to cast. Is a powerful combatant in her own right.
  • Linvala, Keeper of Silence: inhibition Angel. Prevents a whole host of opposing creatures from being useful to their controllers; including some commanders.
  • Lyra Dawnbringer: boosting Angel. Makes all of the deck’s Angels stronger and gives them lifelink; an auto-include for Angel-tribe.
  • Resplendent Angel: cheap to cast and combines well with the lifelinking available within the deck.
  • Righteous Valkyrie: excellent life-booster and a powerful anthem once life starts flowing copiously.
  • Sephara, Sky's Blade: though the indestructible aura does not cover herself, Sephara can still grant an advantage when casting a wipe, as she assures her winged sisters will survive.
  • Serra Ascendant: not an Angel, but mentioned here because in many ways he’s as powerful a combatant as most of the Angels in this deck.
  • Serra the Benevolent: the mother of all Angels, boosts them all, gives birth to additional Angels and keeps the deck’s wielder from dying.

Spells and tools to remove unholy souls from the field:

  • End Hostilities: creatures, attached auras and -equipment will fall victim to this; works very well against Voltron decks.
  • Fumigate: a wipe that yields exceptional rewards against token decks.
  • Hour of Revelation: great if one does not feel like waiting a turn to use Magus of the Disk/Nevinyrral's Disk. Can easily be cast for its reduced cost when in a playgroup consisting of more than just you and one opponent.
  • Magus of the Disk/Nevinyrral's Disk: righteous wipers that can keep wiping provided they’re made indestructible.
  • Path to Exile: gets rid of a nasty creature permanently for the low cost of one and a land tutor. Try to save this spell for indestructible creatures.
  • Planar Cleansing: wrecks just about anything (except for lands).
  • Sunblast Angel: she wipes out opposing armies after they’ve attacked.
  • Wrath of God: the quintessential white wipe spell; auto-include.

Options that allows the deck’s wielder to take even more advantage of its main battle plan:

  • Brought Back: perfect to cast just after a wipe that affected the deck’s forces; potentially saves a lot of mana that would otherwise be required for casting.
  • Luminarch Ascension: this deck provides a few avenues to make it very hard for opponents to damage the deck’s wielder. Ideal circumstances to gain some quest counters and summon an Angel host.

In case one’s meta allows for a sideboard in the EDH format (maximum 10). These are the cards that are in there at the moment. More ideas are of course appreciated:

  • Cut a Deal: just in case a bit of additional CA is needed in the deck.
  • Eidolon of Rhetoric: stops spell-casting combo dead in its tracks; ideal against spell-slinging decks.
  • Eight-and-a-Half-Tails: an additional inhibitor.
  • Faith's Reward: great cast after a wipe; gives an immediate advantage.
  • Mind's Eye: was a staple in this deck for a long time, and occasionally gets slipped in again (usually in favor of an Angel) because it’s powerful.
  • Ravnica at War: though this deck is mostly about destruction, this wipe will not affect anything in the deck anyway, so it has a lot of potential value; especially considering its relatively low casting cost.
  • Rest in Peace: locks down recursion. Though the mainboard does contain some recursion options, other decks (especially those that use black a lot) rely a lot more on this than this deck does.
  • Thalia, Heretic Cathar: puts one hell of a break on some rush strategies; especially Gruul, Selesnya and Simic decks hate this woman.

This deck is still evolving. The following cards were considered but not added (yet):

  • Armageddon/Worldslayer: not in here because most playgroups frown on the mass destruction of lands.
  • Akroma, Angel of Wrath: a strong Angel whom, aside from her many combat abilities, is pretty vanilla.
  • Exquisite Archangel: not good enough. Combined with Avacyn or another indestructible aura, it’s ok. Without said protection, opponents that are on the verge of defeating the deck just need to take care of the Archangel before taking care of the wielder (in order to prevent her ability from being triggered). Also, with the aura available, the chance of losing dwindle swiftly; meaning the value of this card diminishes too.
  • Gisela, the Broken Blade  /Bruna, the Fading Light    : powerful when combined, but this rarely happened in previous iterations of this deck since it does not contain the means to tutor.
  • Platinum Angel: excellent when made indestructible, but also paints too large a target upon itself (and its controller).
  • Reya Dawnbringer: Very expensive to cast and not very powerful; even with her recursive ability.

Appreciate the time you took to read this primer. Hopefully it was entertaining and useful to you. If so, feel free to leave a +1 and/or feedback of any kind in the comments below. Thanks again!

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(5 months ago)

-1 Platinum Angel main
+1 The One Ring main