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This is a Mardu midrange creature deck built around powerful flying threats—primarily angels, with supporting demons and dragons. This deck aims to dominate the air, control the board when necessary, and eventually overwhelm opponents with large, resilient creatures and value engines. It is designed for casual Commander play, prioritizing thematic flair and dramatic board presence over tight optimization.


Game Plan

Early Game

The opening turns are about setting up your mana and preparing for the heavier threats to come. You’ll generally:

  • Develop your lands and fix your colors.
  • Drop small utility creatures or setup pieces when available.
  • Keep removal ready for fast-start opponents.

The deck’s average mana cost is on the higher side, so early turns are more about survival and positioning.


Mid Game

This is where the deck begins to take shape. Around turns 4–6, you start presenting meaningful threats:

  • Cast your first angels or mid-range fliers.
  • Begin using removal to maintain parity or protect your life total.
  • Deploy value enchantments or recursion effects that will carry you later.

By this point, you should be stabilizing and preparing for your largest creatures.


Late Game

The late game is where The Vast Realm of Angels excels.

  • Large angels, demons, and dragons enter the battlefield and immediately reshape the board.
  • Reanimation gives you access to high-impact creatures even if they were removed earlier.
  • Wide aerial pressure allows you to close out games quickly once you establish dominance.

Most victories come through sustained board presence and overwhelming combat superiority.

Suggestions

Updates Add

Redid the entire deck basically. And as a result, changed the name.

Comments

94% Casual

Competitive