The original Innistrad block was the set that drew me into MtG and it remains one of my favorites. The Legends of these sets really stick out to me, from Olivia Voldaren to Grimgrin, Corpse-Born to Mikaeus, the Unhallowed . Above all else to me was Geist of Saint Traft , so I decided after all this time to build a proper deck around him.

Saint Traft is interesting because he has two major parts: hexproof and the ability to summon an angel when he attacks. Clearly, he's a very combat-centered Commander, so I loaded up this deck with plenty of buffs and gear to keep him on the offense.

Some notables:
Blackblade Reforged
Darksteel Plate
Spirit Mantle
Steel of the Godhead
Timely Ward

Our combat strategy is simple. Use our Equipment and Auras to boost St. Traft's power as well as evasion and push through as much commander damage as possible.

Saint Traft's triggered ability is mostly unique among legendary creatures. These 4/4 flyers can be the key to winning the game if our opponents manage to consistently lock down Traft.

Cards that produce angels:
Geist of Saint Traft
Invocation of Saint Traft
Moonsilver Spear

Additionally, Anointed Procession (Coming Soon) can clone and keep our Traft-based angels, as the copies are not bound by the end-of-combat exile.

Though Traft is at the core of this deck and is certainly the #1 wincon, we also need a good amount of board control. This will not only protect our demon-slaying spirit cleric, but also give us a significant defensive advantage.

Being a low-creature deck, our biggest threat is often other creatures. We can deal with them either through targeted effects:
Oblivion Ring
Path to Exile
Swords to Plowshares

Mass-removal effects:
Divine Reckoning
Supreme Verdict
Time Wipe
Winds of Rath

By slowing down our opponents just a little bit:
Blind Obedience
Silent Arbiter
Thalia, Heretic Cathar

Or by controlling our opponents' card advantage:
Aven Mindcensor

My playgroup typically likes to play decks with a slower buildup, and with a decent opening hand this deck can pick up speed very quickly, especially for being in Azorius. It's not difficult to have a fully-armed Traft by turn 4 or 5, and from then on most of the game is spent on the attack, utilizing spells to deal with any threats.

I know I'm missing a lot of powerful spells, so any helpful input is appreciated.


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50% Casual

50% Competitive

Top Ranked
Date added 3 months
Last updated 1 week

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

41 - 0 Rares

24 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 2.72
Tokens 4/4 Angel, C Emblem Elspeth, 1/1 W Token Creature Soldier
Folders Tinnuki's EDH Decks
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