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.