davorg14
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Commander
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{"ops":[{"attributes":{"underline":true,"background":"#66a3e0","bold":true},"insert":"INTRO"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Since I started playing Magic: The Gathering, Angels have always been my favorite creature type. There’s something about their imposing presence, their thematic resonance, and the sheer power they bring to the battlefield that captivates me. Over the past few years, I’ve brewed countless Angel decks — from the classic commanders like "},{"insert":{"card-link":"Giada, Font of Hope"}},{"insert":", "},{"insert":{"card-link":"Kaalia of the Vast"}},{"insert":", and "},{"insert":{"card-link":"Sigarda, Font of Blessings"}},{"insert":" to the more aggressive "},{"insert":{"card-link":"Aurelia, the Warleader"}},{"insert":". I’ve even went into weirder territories: an "},{"insert":{"card-link":"Atla Palani, Nest Tender"}},{"insert":" egg-popping build, a "},{"attributes":{"bold":true},"insert":"Rule 0 "},{"insert":{"card-link":"Maelstrom Archangel"}},{"insert":" deck, a "},{"attributes":{"bold":true},"insert":"4C "},{"insert":{"card-link":"Atraxa, Grand Unifier"}},{"insert":" list, and a "},{"attributes":{"bold":true},"insert":"5C "},{"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"insert":" deck that lets me cheat out the big girls and boys.\n\nYet, as much as I enjoyed these decks, they often left me wanting. Some felt too slow, grinding out value but lacking the explosive turns I wanted. Others became repetitive, relying on the same lines of play game after game. One common thread among my older Angel decks was my tendency to cut Angel token producers. I dismissed them as too slow or inconsistent — until I revisited my older "},{"attributes":{"bold":true},"insert":{"card-link":"Oloro, Ageless Ascetic"}},{"insert":" lifegain deck. That’s when the idea for this deck came to my mind: a list that embraces the token strategy while keeping the power and tribe I love.\n\nThis deck is everything I enjoy about Magic: the synergy, the flexibility, and the sheer joy of flooding the board with Angels. It’s not the fastest deck, nor is it the most consistent, but it is "},{"attributes":{"italic":true},"insert":"fun"},{"insert":", and it wins games in a way that feels uniquely satisfying, atleast for me.\n\n"},{"attributes":{"underline":true,"background":"#66a3e0","bold":true},"insert":"POWER LEVEL"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is tuned for "},{"attributes":{"bold":true},"insert":"(high) Bracket 2"},{"insert":" play, could be dipping into low "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":" if upgraded here and there. It’s designed to be competitive without being oppressive—a "},{"attributes":{"bold":true},"insert":"solid B2 deck"},{"insert":" that can hold its own against most casual and semi-competitive tables. It’s not a full powerhouse, but it’s far from weak. The goal is to have a deck that’s fun to pilot, consistent enough to win, and interactive enough to adapt to different metas.\n\n"},{"attributes":{"underline":true,"background":"#66a3e0","bold":true},"insert":"THE GAME PLAN"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true,"background":"#f06666","bold":true},"insert":"Early Game: Ramp and Setup"},{"insert":"\nThe plan itself is simple, first few turns are all about establishing a foundation. You want a playable opening hand with:\n"},{"attributes":{"bold":true},"insert":"Lands and ramp"},{"insert":": aim for ~3 lands in your opening hand, supplemented by some mana rocks."},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"bold":true},"insert":"At least one Angel token producer"},{"insert":": cards such as "},{"insert":{"card-link":"Angelic Accord"}},{"insert":", "},{"insert":{"card-link":"Court of Grace"}},{"insert":", "},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":", "},{"insert":{"card-link":"Resplendent Angel"}},{"insert":", "},{"insert":{"card-link":"The Book of Exalted Deeds"}},{"insert":" or "},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":". The sooner you get one or more of these online, the sooner you can start flooding the board with flying threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"One or more additional lifegain cards or Soul Sisters cards"},{"insert":", e.g.: "},{"insert":{"card-link":"Soul's Attendant"}},{"insert":", "},{"insert":{"card-link":"Soul Warden"}},{"insert":", "},{"insert":{"card-link":"Dazzling Angel"}},{"insert":", "},{"insert":{"card-link":"Creeping Bloodsucker"}},{"insert":", "},{"insert":{"card-link":"Cleric Class"}},{"insert":", etc."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"background":"#f06666","bold":true},"insert":"Mid Game: Go Wide"},{"insert":"\nOnce you have a token producer in play, the deck shifts into its primary win condition: "},{"attributes":{"bold":true},"insert":"going wide with Angels"},{"insert":". Your goal is to generate as many tokens as possible, then leverage them for value or to close out the game. "},{"attributes":{"bold":true},"insert":"Oloro, Ageless Ascetic"},{"insert":" passively gains you life each upkeep, while cards like "},{"attributes":{"bold":true},"insert":"Soul sisters"},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Angel of Vitality"}},{"attributes":{"bold":true},"insert":", "},{"insert":{"card-link":"Dazzling Angel"}},{"insert":" and "},{"attributes":{"bold":true},"insert":{"card-link":"The Gaffer"}},{"attributes":{"bold":true},"insert":" "},{"insert":"turn that life into cards, power, or more tokens.\n\n"},{"attributes":{"underline":true,"background":"#f06666","bold":true},"insert":"Late Game: Overwhelm and Close"},{"insert":"\nBy the late game, you should be drowning your opponents in Angels and chipped most of their life points. At this point, your focus shifts to protecting your board and finishing off the game. \n"}]}
Commander
Oloro, Ageless Ascetic
At the beginning of your upkeep, you gain 2 life.
Whenever you gain life, you may pay . If you do, draw a card and each opponent loses 1 life.
At the beginning of your upkeep, if Oloro is in the command zone, you gain 2 life.
Whenever you gain life, you may pay . If you do, draw a card and each opponent loses 1 life.
At the beginning of your upkeep, if Oloro is in the command zone, you gain 2 life.
Legendary Creature - Soldier Giant

Commander
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Angel tokens
Luminarch Ascension
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.
Enchantment

Ob Nixilis, the Ascended
Flying
When Ob Nixilis enters, destroy all tapped creatures your opponents control. You gain 1 life for each creature destroyed this way.
At the beginning of each end step, if you gained life this turn, create a 4/4 white Angel creature token with flying.
When Ob Nixilis enters, destroy all tapped creatures your opponents control. You gain 1 life for each creature destroyed this way.
At the beginning of each end step, if you gained life this turn, create a 4/4 white Angel creature token with flying.
Legendary Creature - Angel

Parhelion II
Flying, first strike, vigilance
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever Parhelion II attacks, create two 4/4 white Angel creature tokens with flying and vigilance that are attacking.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Legendary Artifact - Vehicle

Speaker of the Heavens
Vigilance, lifelink (Attacking doesn't cause this creature to tap. Damage dealt by this creature also causes you to gain that much life.)
: Create a 4/4 white Angel creature token with flying. Activate only if you have at least 7 life more than your starting life total and only as a sorcery.
: Create a 4/4 white Angel creature token with flying. Activate only if you have at least 7 life more than your starting life total and only as a sorcery.
Creature - Human Cleric

Starnheim Unleashed
Create a 4/4 white Angel Warrior creature token with flying and vigilance. If this spell was foretold, create X of those tokens instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

The Book of Exalted Deeds
At the beginning of your end step, if you gained 3 or more life this turn, create a 3/3 white Angel creature token with flying.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
, , Exile The Book of Exalted Deeds: Put an enlightened counter on target Angel. It gains "You can't lose the game and your opponents can't win the game." Activate only as a sorcery.
Legendary Artifact - Book

Angel tokens
(CTRL to add secondary)
Draw / Card Advantage
Battle Angels of Tyr
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Creature - Knight Angel

Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Decorum Dissertation
Target player draws two cards and loses 2 life.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Draw / Card Advantage
(CTRL to add secondary)
Interaction / Removal
Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth

Interaction / Removal
(CTRL to add secondary)
Land
Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Lifegain
Bloodchief Ascension
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment

Cleric Class
(Gain the next level as a sorcery to add its ability.)
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
If you would gain life, you gain that much life plus 1 instead.
: Level 2
Whenever you gain life, put a +1/+1 counter on target creature you control.
: Level 3
When this Class becomes level 3, return target creature card from your graveyard to the battlefield. You gain life equal to that creature's toughness.
Enchantment - Class

Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

Lifegain
(CTRL to add secondary)
Protection
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
(CTRL to add secondary)
Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

The Mind Stone
Indestructible
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
: Add .
, : Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control.
Legendary Artifact - Infinity Stone

Ramp
(CTRL to add secondary)
Token doubler
Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Wizard Angel

Ocelot Pride
First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Creature - Cat

Token doubler
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Maybeboard
Bolas's Citadel
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice ten nonland permanents: Each opponent loses 10 life.
You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice ten nonland permanents: Each opponent loses 10 life.
Legendary Artifact

Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Firja's Retribution
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 4/4 white Angel Warrior creature token with flying and vigilance.
II — Until end of turn, Angels you control gain ": Destroy target creature with power less than this creature's power."
III — Angels you control gain double strike until end of turn.
I — Create a 4/4 white Angel Warrior creature token with flying and vigilance.
II — Until end of turn, Angels you control gain ": Destroy target creature with power less than this creature's power."
III — Angels you control gain double strike until end of turn.
Enchantment - Saga

Kambal, Profiteering Mayor
Whenever one or more tokens your opponents control enter, for each of them, create a tapped token that's a copy of it. This ability triggers only once each turn.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Legendary Creature - Human Advisor

Selenia, the Cursed Heart
Flying, lifelink
If you would gain life, you gain twice that much life instead.
When Selenia dies, create a legendary black Aura Curse enchantment token named Selenia's Curse attached to target opponent. The token has enchant player and "If enchanted player would lose life, they lose twice that much life instead."
If you would gain life, you gain twice that much life instead.
When Selenia dies, create a legendary black Aura Curse enchantment token named Selenia's Curse attached to target opponent. The token has enchant player and "If enchanted player would lose life, they lose twice that much life instead."
Legendary Creature - Warrior Angel

The Aetherspark
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
Legendary Artifact Planeswalker - Equipment

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"underline":true,"background":"#66a3e0","bold":true},"insert":"INTRO"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Since I started playing Magic: The Gathering, Angels have always been my favorite creature type. There’s something about their imposing presence, their thematic resonance, and the sheer power they bring to the battlefield that captivates me. Over the past few years, I’ve brewed countless Angel decks — from the classic commanders like "},{"insert":{"card-link":"Giada, Font of Hope"}},{"insert":", "},{"insert":{"card-link":"Kaalia of the Vast"}},{"insert":", and "},{"insert":{"card-link":"Sigarda, Font of Blessings"}},{"insert":" to the more aggressive "},{"insert":{"card-link":"Aurelia, the Warleader"}},{"insert":". I’ve even went into weirder territories: an "},{"insert":{"card-link":"Atla Palani, Nest Tender"}},{"insert":" egg-popping build, a "},{"attributes":{"bold":true},"insert":"Rule 0 "},{"insert":{"card-link":"Maelstrom Archangel"}},{"insert":" deck, a "},{"attributes":{"bold":true},"insert":"4C "},{"insert":{"card-link":"Atraxa, Grand Unifier"}},{"insert":" list, and a "},{"attributes":{"bold":true},"insert":"5C "},{"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"insert":" deck that lets me cheat out the big girls and boys.\n\nYet, as much as I enjoyed these decks, they often left me wanting. Some felt too slow, grinding out value but lacking the explosive turns I wanted. Others became repetitive, relying on the same lines of play game after game. One common thread among my older Angel decks was my tendency to cut Angel token producers. I dismissed them as too slow or inconsistent — until I revisited my older "},{"attributes":{"bold":true},"insert":{"card-link":"Oloro, Ageless Ascetic"}},{"insert":" lifegain deck. That’s when the idea for this deck came to my mind: a list that embraces the token strategy while keeping the power and tribe I love.\n\nThis deck is everything I enjoy about Magic: the synergy, the flexibility, and the sheer joy of flooding the board with Angels. It’s not the fastest deck, nor is it the most consistent, but it is "},{"attributes":{"italic":true},"insert":"fun"},{"insert":", and it wins games in a way that feels uniquely satisfying, atleast for me.\n\n"},{"attributes":{"underline":true,"background":"#66a3e0","bold":true},"insert":"POWER LEVEL"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is tuned for "},{"attributes":{"bold":true},"insert":"(high) Bracket 2"},{"insert":" play, could be dipping into low "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":" if upgraded here and there. It’s designed to be competitive without being oppressive—a "},{"attributes":{"bold":true},"insert":"solid B2 deck"},{"insert":" that can hold its own against most casual and semi-competitive tables. It’s not a full powerhouse, but it’s far from weak. The goal is to have a deck that’s fun to pilot, consistent enough to win, and interactive enough to adapt to different metas.\n\n"},{"attributes":{"underline":true,"background":"#66a3e0","bold":true},"insert":"THE GAME PLAN"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true,"background":"#f06666","bold":true},"insert":"Early Game: Ramp and Setup"},{"insert":"\nThe plan itself is simple, first few turns are all about establishing a foundation. You want a playable opening hand with:\n"},{"attributes":{"bold":true},"insert":"Lands and ramp"},{"insert":": aim for ~3 lands in your opening hand, supplemented by some mana rocks."},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"bold":true},"insert":"At least one Angel token producer"},{"insert":": cards such as "},{"insert":{"card-link":"Angelic Accord"}},{"insert":", "},{"insert":{"card-link":"Court of Grace"}},{"insert":", "},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":", "},{"insert":{"card-link":"Resplendent Angel"}},{"insert":", "},{"insert":{"card-link":"The Book of Exalted Deeds"}},{"insert":" or "},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":". The sooner you get one or more of these online, the sooner you can start flooding the board with flying threats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"One or more additional lifegain cards or Soul Sisters cards"},{"insert":", e.g.: "},{"insert":{"card-link":"Soul's Attendant"}},{"insert":", "},{"insert":{"card-link":"Soul Warden"}},{"insert":", "},{"insert":{"card-link":"Dazzling Angel"}},{"insert":", "},{"insert":{"card-link":"Creeping Bloodsucker"}},{"insert":", "},{"insert":{"card-link":"Cleric Class"}},{"insert":", etc."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"background":"#f06666","bold":true},"insert":"Mid Game: Go Wide"},{"insert":"\nOnce you have a token producer in play, the deck shifts into its primary win condition: "},{"attributes":{"bold":true},"insert":"going wide with Angels"},{"insert":". Your goal is to generate as many tokens as possible, then leverage them for value or to close out the game. "},{"attributes":{"bold":true},"insert":"Oloro, Ageless Ascetic"},{"insert":" passively gains you life each upkeep, while cards like "},{"attributes":{"bold":true},"insert":"Soul sisters"},{"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Angel of Vitality"}},{"attributes":{"bold":true},"insert":", "},{"insert":{"card-link":"Dazzling Angel"}},{"insert":" and "},{"attributes":{"bold":true},"insert":{"card-link":"The Gaffer"}},{"attributes":{"bold":true},"insert":" "},{"insert":"turn that life into cards, power, or more tokens.\n\n"},{"attributes":{"underline":true,"background":"#f06666","bold":true},"insert":"Late Game: Overwhelm and Close"},{"insert":"\nBy the late game, you should be drowning your opponents in Angels and chipped most of their life points. At this point, your focus shifts to protecting your board and finishing off the game. \n"}]}






















































































































