NaiveStrategy
26 views4 hrs ago
Commander
Size: 100Salt sum: 29.42
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"LYRA, ARCHANGEL OF DAWN\nA deck guide: Counter-Stacking Angels\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\nEvery heartbeat is a +1/+1 counter. Gain life, grow every Angel, fly over the top.\n\nCommander: Lyra, Archangel of Dawn - {2}{W} Legendary Creature - Angel Knight, 3/3 flying\nColors: Mono-white · Bracket 2 · Playstyle: lifegain-triggered flying beatdown\nMain plan: assemble cheap lifegain pieces, land Lyra on turn 3, and turn every creature that enters into a counter on every Angel.\nBackup plan: Angelic Accord, Resplendent Angel and Exalted Sunborn turn big lifegain turns into extra 4/4 fliers, then Lyra Dawnbringer makes the whole team lifelink.\nGame Changers: 0.\nLands: 37 (30 Plains + 7 utility).\n99 cards plus the commander.\nThe numbers: 100 cards = 62 spells, 37 lands, and the commander. Average mana value of the spells is 2.97. Curve at mana value 1 / 2 / 3 / 4 / 5 / 6 / 7+: 11 / 17 / 13 / 12 / 5 / 2 / 2.\nMost of this deck is cheap, small and white. The Angels are the payoff; the little lifegain creatures are the engine. This primer explains how the engine works, what the sims say about it, and where it is honest about its limits.\n\nIN THIS GUIDE: 1 The Commander · 2 The Engine: Lifegain Makes Wings Bigger · 3 The Lifegain Crew · 4 The Angels · 5 Enchantments and the Planeswalker · 6 Protection · 7 Removal and the One Sweeper · 8 Ramp and Lands (and why 37) · 9 Ways to Win · 10 How the Game Goes · 11 Rule 0 and Bracket Notes · 12 Cards We Left Out\n\n▌ 1 THE COMMANDER\n\n > Lyra, Archangel of Dawn - {2}{W} - Legendary Creature - Angel Knight - 3/3\n > Flying\n > Whenever you gain life, put a +1/+1 counter on each Angel you control.\n\nTwo promises:\n • Every life-gain event puts a counter on EVERY Angel you control, Lyra included. Many small gains beat one big gain, so the deck is built to gain 1 life at a time, as often as possible.\n • She is a 3-mana mono-white flier, so she lands early and stays relevant.\nRulings worth knowing: an Angel dealt lethal damage at the same time you gain life will not get the counter in time. Each lifelink creature dealing combat damage at the same time triggers her separately.\n\n▌ 2 THE ENGINE: LIFEGAIN MAKES WINGS BIGGER\n\nHOW IT REALLY WORKS:\n • Each life-gain EVENT is its own trigger. An effect that gains life twice puts two counters on each Angel; gaining 0 life triggers nothing.\n • Angel tokens count: Angelic Accord and Resplendent Angel make 4/4 Angels that get Lyra's counters too.\n • Count EVENTS, not life. With Lyra out, two creatures entering next to two lifegain-on-enter pieces is four life-gain events, so four counters on every Angel.\n • Without lifegain on the battlefield, Lyra is a 3/3 flier. The engine is steady, not explosive.\n • Lyra Dawnbringer gives your other Angels lifelink, so each attacking Angel is another trigger.\n • Angel of Vitality adds 1 to every life gain and becomes +2/+2 at 25 life.\nSim results (goldfish, 20,000 games, on the play; models lifegain events and Lyra's counters only, so real games should do somewhat better):\n • Lyra on the battlefield by turn 3 / 4 / 5: 77% / 92% / 95%.\n • Counters on Lyra at turns 4 / 5 / 6: 1.0 / 1.9 / 3.0.\n • Lifegain events by turn 6: 3.4. Lyra at 9/9 or bigger by turn 6: 18% of games.\n • For comparison, the same engine in this deck's earlier Giada build got only 0.7 counters on Lyra by turn 6, so the rebuild matters roughly four times over.\n\n▌ 3 THE LIFEGAIN CREW\n\nCheap permanents that turn \"a creature entered\" into \"gain life\".\n ▸ Soul Warden — Gain 1 whenever ANY creature enters, yours or not.\n ▸ Hinterland Sanctifier — Gain 1 whenever another creature you control enters.\n ▸ Lunarch Veteran // Luminous Phantom — Same trigger; comes back from the graveyard as a flier with a trigger of its own.\n ▸ Guide of Souls — Gain 1 and get energy per creature entering; spend 3 energy when you attack to make a creature a flying Angel with two counters.\n ▸ Distinguished Conjurer — Gain 1 per creature entering; late game it blinks a creature of yours.\n ▸ Haliya, Guided by Light — Gain 1 when she or another creature or artifact enters; draw at end step if you gained 3+ life.\n ▸ Healer's Hawk — A one-mana flying lifelinker.\n ▸ Dazzling Angel — A 3-mana flying Angel that gains 1 per creature entering.\n ▸ Charming Prince — Enters for Scry 2, gain 3 life, or a blink.\n ▸ Archon of Sun's Grace — A lifelink flier that makes Pegasus tokens off your enchantments.\n ▸ Mentor of the Meek — Pay {1} to draw when a small creature enters.\n ▸ Enduring Innocence — A lifelinker that draws when small creatures enter, and comes back as an enchantment.\n ▸ Wall of Omens — Draws a card and is one more creature entering.\n ▸ Recruiter of the Guard — Tutors a creature with toughness 2 or less (Soul Warden, Healer's Hawk, Giada and friends).\n ▸ Skyclave Apparition — Exiles a nonland permanent with mana value 4 or less; also a creature entering.\n\n▌ 4 THE ANGELS\n\nTwenty-three Angels plus Lyra herself, kept low on the curve so the engine runs every turn.\n • Cheap fliers: Giada, Font of Hope; Youthful Valkyrie; Angelic Page; Angel of Vitality; Inspiring Overseer (gain 1, draw a card); Holy Cow (flash, gain 2 and scry 1); Guardian of Ghirapur (blinks another creature or artifact you control).\n • Growers: Exemplar of Light grows when you gain life and draws a card off it; Righteous Valkyrie gains you life equal to toughness when an Angel or Cleric enters, and gives your creatures +2/+2 at 47 life; Giada gives each Angel an extra counter for every Angel you already have; Youthful Valkyrie grows when another Angel enters.\n • Board and card value: Emeria Angel (Birds on landfall), Firemane Commando (draws when you attack with two or more), Serra Paragon (replay cheap permanents and lands from the graveyard), Angel of Invention (anthem plus Servos), Starfield Shepherd (fetches a Plains or a one-drop), Restoration Angel (flash blink).\n • Top end: Resplendent Angel, Lyra Dawnbringer, Exalted Sunborn (doubles your tokens), Subjugator Angel (taps all opposing creatures), Avacyn, Angel of Hope (your other permanents are indestructible), Gisela and Bruna (they meld into Brisela, see Rule 0).\nRestoration Angel can only blink non-Angel creatures, so it saves the support crew, not an Angel.\n\n▌ 5 ENCHANTMENTS AND THE PLANESWALKER\n\n • Dawn of Hope - pay {2} to draw whenever you gain life; late game it makes lifelink Soldiers.\n • Angelic Accord - end of turn, if you gained 4 or more life, a 4/4 flying Angel.\n • Angelic Chorus - gain life equal to the toughness of each creature that enters.\n • Ajani's Welcome - a 1-mana enchantment: gain 1 whenever a creature you control enters.\n • Authority of the Consuls - opposing creatures enter tapped, and you gain 1 life when they enter.\n • Ajani, Strength of the Pride - +1 gains life every turn, -2 makes a Cat Soldier that grows on lifegain; his 0 is a late-game talking point (see Rule 0).\n\n▌ 6 PROTECTION\n\nLyra is the engine, so she gets bodyguards.\n • Mother of Runes and Selfless Spirit - protection from a color, or a team-wide indestructible.\n • Dawn's Truce - hexproof for you and your permanents; promise the gift and they are indestructible too.\n • Flicker of Fate and Slip On the Ring - instant-speed blinks that fizzle removal.\n • Avacyn, Angel of Hope - your other permanents become indestructible.\n\n▌ 7 REMOVAL AND THE ONE SWEEPER\n\n • Swords to Plowshares and Path to Exile - one-mana exile.\n • Get Lost and Generous Gift - destroy a permanent, with a small drawback for the table.\n • Winds of Abandon - exile one creature, or overload it as a one-sided sweeper.\n • Settle the Wreckage - exile all attackers at instant speed.\n • Return to Dust - exile artifacts and enchantments.\n • Austere Command - the one sweeper, for the turn the table has gone too wide.\n\n▌ 8 RAMP AND LANDS (AND WHY 37)\n\nRocks: Sol Ring, Arcane Signet, Mind Stone, Fellwar Stone, Thought Vessel, Solemn Simulacrum.\nLands: 30 Plains, Castle Ardenvale, Emeria, the Sky Ruin, Windbrisk Heights, Secluded Steppe, Mistveil Plains, Arch of Orazca, Myriad Landscape.\nWhy 37: with an average mana value near 3.0, 34 lands left too many openers short. Going from 34 to 37 raises the chance of four lands by turn 4 from 47% to 56%, three lands by turn 3 from 66% to 73%, and cuts openers with one land or fewer from 24% to 19%. The cost is more flood by turn 6 (6% to 10%), which Wall of Omens, Inspiring Overseer, Enduring Innocence, Dawn of Hope, Haliya and Mentor of the Meek soften.\n\n▌ 9 WAYS TO WIN\n\n • Path 1: the flying team. A wide board of Angels, every one of them bigger every time you gain life. Subjugator Angel taps the opposing blockers for the alpha strike.\n • Path 2: Lyra Dawnbringer. Other Angels get +1/+1 and lifelink, so every attack is a pile of triggers and a swing in life totals.\n • The thresholds: Angel of Vitality at 25 life, Righteous Valkyrie's +2/+2 for your creatures at 47, Ajani's 0 at 55 (talk to the table first).\n\n▌ 10 HOW THE GAME GOES\n\n ▶ Turns 1-2: Light the Pilot Lights\nSoul Warden, Hinterland Sanctifier, Guide of Souls, Lunarch Veteran, and cheap fliers (Healer's Hawk, Youthful Valkyrie, Angelic Page, Giada). Sol Ring or a rock if you have it.\n ▶ Turn 3: Lyra\nIdeally with a lifegain piece already on board. If not, play the piece first and Lyra next turn; an engine-less Lyra is just a 3/3 flier.\n ▶ Turns 4-6: Stack Counters\nEvery creature that enters is a counter on every Angel. Add Dawn of Hope, Angelic Chorus, Ajani, and the mid-size Angels. Hold Dawn's Truce or a blink for removal.\n ▶ Turns 7+: Swing\nResplendent Angel, Lyra Dawnbringer and Avacyn make the team lifelinking and hard to kill. Austere Command if the board is a mess.\n\n ▶ Opening hands (draft, edit freely)\n • Keep: 3 to 4 lands plus a cheap lifegain creature, a rock, or a cheap Angel.\n • Keep: any hand that can play Lyra on turn 3.\n • Ship: one land or none, or a hand of only 5+ drops. (About 19% of openers have one land or fewer even at 37 lands.)\n ▶ Weaknesses\n • The engine is slow on purpose (about 3 counters on Lyra by turn 6), so a fast combo deck can outrun it.\n • Sweepers and mass exile hit the whole flock, and Austere Command in your own list also hits your board.\n • Without lifegain on the table Lyra is just a 3/3 flier, and the deck has no counterspells.\nSpot removal aimed at Lyra is the main risk: keep Mother of Runes, Selfless Spirit or a blink up when you can. If she dies you lose the shared counters, but Exemplar of Light, Giada and Youthful Valkyrie still grow on their own, and the lifegain crew still feeds Dawn of Hope and Angelic Accord.\n\n▌ 11 RULE 0 AND BRACKET NOTES\n\nBracket 2. Game Changers: 0. No mass land denial, no extra turns, no known infinite combos. Tutors: Starfield Shepherd and Recruiter of the Guard (narrow creature tutors).\nThings to mention before the game:\n • Ajani's 0 ability exiles Ajani and all opposing artifacts and creatures once you are 15 or more above your starting life total (55 in a 40-life game).\n • Brisela, Voice of Nightmares (Gisela, the Broken Blade + Bruna, the Fading Light melded) stops opponents casting spells with mana value 3 or less.\n • Authority of the Consuls makes opposing creatures enter tapped.\n\n▌ 12 CARDS WE LEFT OUT\n\n ▸ Koth of the Homestead — Gains 1 per land and counters on Plains. Tested: only about +0.06 counters on Lyra by turn 6, so left out.\n ▸ Blossom-Blessed Angel // Seed Suture — A flier whose prepared spell gains 1 life and adds a counter. Tested: about the same as Koth; together about +0.12. Left out.\n ▸ Soul's Attendant / Auriok Champion — More one- and two-mana \"gain 1 when a creature enters\" pieces.\n ▸ Cathars' Crusade — A counter on every creature whenever one enters; strong, but five mana.\n ▸ Archangel of Thune — The premium option: lifelink flier that puts a counter on each creature you control whenever you gain life.\n ▸ Archangel of Tithes — A white flier that taxes attackers and blockers.\n ▸ Herald of War — A flier that grows each attack and makes Angel spells cheaper.\n\nBottom line: gain a little, gain it often, and let the wings do the rest.\n"}]}
Angels
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

Serra Paragon
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature - Angel

Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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 - Angel

Angels
(CTRL to add secondary)
Enchantments and Planeswalker
Ajani, Strength of the Pride
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
Legendary Planeswalker - Ajani

Enchantments and Planeswalker
(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
(CTRL to add secondary)
Lifegain Support
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

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

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

Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

Lifegain Support
(CTRL to add secondary)
Protection
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

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"LYRA, ARCHANGEL OF DAWN\nA deck guide: Counter-Stacking Angels\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\nEvery heartbeat is a +1/+1 counter. Gain life, grow every Angel, fly over the top.\n\nCommander: Lyra, Archangel of Dawn - {2}{W} Legendary Creature - Angel Knight, 3/3 flying\nColors: Mono-white · Bracket 2 · Playstyle: lifegain-triggered flying beatdown\nMain plan: assemble cheap lifegain pieces, land Lyra on turn 3, and turn every creature that enters into a counter on every Angel.\nBackup plan: Angelic Accord, Resplendent Angel and Exalted Sunborn turn big lifegain turns into extra 4/4 fliers, then Lyra Dawnbringer makes the whole team lifelink.\nGame Changers: 0.\nLands: 37 (30 Plains + 7 utility).\n99 cards plus the commander.\nThe numbers: 100 cards = 62 spells, 37 lands, and the commander. Average mana value of the spells is 2.97. Curve at mana value 1 / 2 / 3 / 4 / 5 / 6 / 7+: 11 / 17 / 13 / 12 / 5 / 2 / 2.\nMost of this deck is cheap, small and white. The Angels are the payoff; the little lifegain creatures are the engine. This primer explains how the engine works, what the sims say about it, and where it is honest about its limits.\n\nIN THIS GUIDE: 1 The Commander · 2 The Engine: Lifegain Makes Wings Bigger · 3 The Lifegain Crew · 4 The Angels · 5 Enchantments and the Planeswalker · 6 Protection · 7 Removal and the One Sweeper · 8 Ramp and Lands (and why 37) · 9 Ways to Win · 10 How the Game Goes · 11 Rule 0 and Bracket Notes · 12 Cards We Left Out\n\n▌ 1 THE COMMANDER\n\n > Lyra, Archangel of Dawn - {2}{W} - Legendary Creature - Angel Knight - 3/3\n > Flying\n > Whenever you gain life, put a +1/+1 counter on each Angel you control.\n\nTwo promises:\n • Every life-gain event puts a counter on EVERY Angel you control, Lyra included. Many small gains beat one big gain, so the deck is built to gain 1 life at a time, as often as possible.\n • She is a 3-mana mono-white flier, so she lands early and stays relevant.\nRulings worth knowing: an Angel dealt lethal damage at the same time you gain life will not get the counter in time. Each lifelink creature dealing combat damage at the same time triggers her separately.\n\n▌ 2 THE ENGINE: LIFEGAIN MAKES WINGS BIGGER\n\nHOW IT REALLY WORKS:\n • Each life-gain EVENT is its own trigger. An effect that gains life twice puts two counters on each Angel; gaining 0 life triggers nothing.\n • Angel tokens count: Angelic Accord and Resplendent Angel make 4/4 Angels that get Lyra's counters too.\n • Count EVENTS, not life. With Lyra out, two creatures entering next to two lifegain-on-enter pieces is four life-gain events, so four counters on every Angel.\n • Without lifegain on the battlefield, Lyra is a 3/3 flier. The engine is steady, not explosive.\n • Lyra Dawnbringer gives your other Angels lifelink, so each attacking Angel is another trigger.\n • Angel of Vitality adds 1 to every life gain and becomes +2/+2 at 25 life.\nSim results (goldfish, 20,000 games, on the play; models lifegain events and Lyra's counters only, so real games should do somewhat better):\n • Lyra on the battlefield by turn 3 / 4 / 5: 77% / 92% / 95%.\n • Counters on Lyra at turns 4 / 5 / 6: 1.0 / 1.9 / 3.0.\n • Lifegain events by turn 6: 3.4. Lyra at 9/9 or bigger by turn 6: 18% of games.\n • For comparison, the same engine in this deck's earlier Giada build got only 0.7 counters on Lyra by turn 6, so the rebuild matters roughly four times over.\n\n▌ 3 THE LIFEGAIN CREW\n\nCheap permanents that turn \"a creature entered\" into \"gain life\".\n ▸ Soul Warden — Gain 1 whenever ANY creature enters, yours or not.\n ▸ Hinterland Sanctifier — Gain 1 whenever another creature you control enters.\n ▸ Lunarch Veteran // Luminous Phantom — Same trigger; comes back from the graveyard as a flier with a trigger of its own.\n ▸ Guide of Souls — Gain 1 and get energy per creature entering; spend 3 energy when you attack to make a creature a flying Angel with two counters.\n ▸ Distinguished Conjurer — Gain 1 per creature entering; late game it blinks a creature of yours.\n ▸ Haliya, Guided by Light — Gain 1 when she or another creature or artifact enters; draw at end step if you gained 3+ life.\n ▸ Healer's Hawk — A one-mana flying lifelinker.\n ▸ Dazzling Angel — A 3-mana flying Angel that gains 1 per creature entering.\n ▸ Charming Prince — Enters for Scry 2, gain 3 life, or a blink.\n ▸ Archon of Sun's Grace — A lifelink flier that makes Pegasus tokens off your enchantments.\n ▸ Mentor of the Meek — Pay {1} to draw when a small creature enters.\n ▸ Enduring Innocence — A lifelinker that draws when small creatures enter, and comes back as an enchantment.\n ▸ Wall of Omens — Draws a card and is one more creature entering.\n ▸ Recruiter of the Guard — Tutors a creature with toughness 2 or less (Soul Warden, Healer's Hawk, Giada and friends).\n ▸ Skyclave Apparition — Exiles a nonland permanent with mana value 4 or less; also a creature entering.\n\n▌ 4 THE ANGELS\n\nTwenty-three Angels plus Lyra herself, kept low on the curve so the engine runs every turn.\n • Cheap fliers: Giada, Font of Hope; Youthful Valkyrie; Angelic Page; Angel of Vitality; Inspiring Overseer (gain 1, draw a card); Holy Cow (flash, gain 2 and scry 1); Guardian of Ghirapur (blinks another creature or artifact you control).\n • Growers: Exemplar of Light grows when you gain life and draws a card off it; Righteous Valkyrie gains you life equal to toughness when an Angel or Cleric enters, and gives your creatures +2/+2 at 47 life; Giada gives each Angel an extra counter for every Angel you already have; Youthful Valkyrie grows when another Angel enters.\n • Board and card value: Emeria Angel (Birds on landfall), Firemane Commando (draws when you attack with two or more), Serra Paragon (replay cheap permanents and lands from the graveyard), Angel of Invention (anthem plus Servos), Starfield Shepherd (fetches a Plains or a one-drop), Restoration Angel (flash blink).\n • Top end: Resplendent Angel, Lyra Dawnbringer, Exalted Sunborn (doubles your tokens), Subjugator Angel (taps all opposing creatures), Avacyn, Angel of Hope (your other permanents are indestructible), Gisela and Bruna (they meld into Brisela, see Rule 0).\nRestoration Angel can only blink non-Angel creatures, so it saves the support crew, not an Angel.\n\n▌ 5 ENCHANTMENTS AND THE PLANESWALKER\n\n • Dawn of Hope - pay {2} to draw whenever you gain life; late game it makes lifelink Soldiers.\n • Angelic Accord - end of turn, if you gained 4 or more life, a 4/4 flying Angel.\n • Angelic Chorus - gain life equal to the toughness of each creature that enters.\n • Ajani's Welcome - a 1-mana enchantment: gain 1 whenever a creature you control enters.\n • Authority of the Consuls - opposing creatures enter tapped, and you gain 1 life when they enter.\n • Ajani, Strength of the Pride - +1 gains life every turn, -2 makes a Cat Soldier that grows on lifegain; his 0 is a late-game talking point (see Rule 0).\n\n▌ 6 PROTECTION\n\nLyra is the engine, so she gets bodyguards.\n • Mother of Runes and Selfless Spirit - protection from a color, or a team-wide indestructible.\n • Dawn's Truce - hexproof for you and your permanents; promise the gift and they are indestructible too.\n • Flicker of Fate and Slip On the Ring - instant-speed blinks that fizzle removal.\n • Avacyn, Angel of Hope - your other permanents become indestructible.\n\n▌ 7 REMOVAL AND THE ONE SWEEPER\n\n • Swords to Plowshares and Path to Exile - one-mana exile.\n • Get Lost and Generous Gift - destroy a permanent, with a small drawback for the table.\n • Winds of Abandon - exile one creature, or overload it as a one-sided sweeper.\n • Settle the Wreckage - exile all attackers at instant speed.\n • Return to Dust - exile artifacts and enchantments.\n • Austere Command - the one sweeper, for the turn the table has gone too wide.\n\n▌ 8 RAMP AND LANDS (AND WHY 37)\n\nRocks: Sol Ring, Arcane Signet, Mind Stone, Fellwar Stone, Thought Vessel, Solemn Simulacrum.\nLands: 30 Plains, Castle Ardenvale, Emeria, the Sky Ruin, Windbrisk Heights, Secluded Steppe, Mistveil Plains, Arch of Orazca, Myriad Landscape.\nWhy 37: with an average mana value near 3.0, 34 lands left too many openers short. Going from 34 to 37 raises the chance of four lands by turn 4 from 47% to 56%, three lands by turn 3 from 66% to 73%, and cuts openers with one land or fewer from 24% to 19%. The cost is more flood by turn 6 (6% to 10%), which Wall of Omens, Inspiring Overseer, Enduring Innocence, Dawn of Hope, Haliya and Mentor of the Meek soften.\n\n▌ 9 WAYS TO WIN\n\n • Path 1: the flying team. A wide board of Angels, every one of them bigger every time you gain life. Subjugator Angel taps the opposing blockers for the alpha strike.\n • Path 2: Lyra Dawnbringer. Other Angels get +1/+1 and lifelink, so every attack is a pile of triggers and a swing in life totals.\n • The thresholds: Angel of Vitality at 25 life, Righteous Valkyrie's +2/+2 for your creatures at 47, Ajani's 0 at 55 (talk to the table first).\n\n▌ 10 HOW THE GAME GOES\n\n ▶ Turns 1-2: Light the Pilot Lights\nSoul Warden, Hinterland Sanctifier, Guide of Souls, Lunarch Veteran, and cheap fliers (Healer's Hawk, Youthful Valkyrie, Angelic Page, Giada). Sol Ring or a rock if you have it.\n ▶ Turn 3: Lyra\nIdeally with a lifegain piece already on board. If not, play the piece first and Lyra next turn; an engine-less Lyra is just a 3/3 flier.\n ▶ Turns 4-6: Stack Counters\nEvery creature that enters is a counter on every Angel. Add Dawn of Hope, Angelic Chorus, Ajani, and the mid-size Angels. Hold Dawn's Truce or a blink for removal.\n ▶ Turns 7+: Swing\nResplendent Angel, Lyra Dawnbringer and Avacyn make the team lifelinking and hard to kill. Austere Command if the board is a mess.\n\n ▶ Opening hands (draft, edit freely)\n • Keep: 3 to 4 lands plus a cheap lifegain creature, a rock, or a cheap Angel.\n • Keep: any hand that can play Lyra on turn 3.\n • Ship: one land or none, or a hand of only 5+ drops. (About 19% of openers have one land or fewer even at 37 lands.)\n ▶ Weaknesses\n • The engine is slow on purpose (about 3 counters on Lyra by turn 6), so a fast combo deck can outrun it.\n • Sweepers and mass exile hit the whole flock, and Austere Command in your own list also hits your board.\n • Without lifegain on the table Lyra is just a 3/3 flier, and the deck has no counterspells.\nSpot removal aimed at Lyra is the main risk: keep Mother of Runes, Selfless Spirit or a blink up when you can. If she dies you lose the shared counters, but Exemplar of Light, Giada and Youthful Valkyrie still grow on their own, and the lifegain crew still feeds Dawn of Hope and Angelic Accord.\n\n▌ 11 RULE 0 AND BRACKET NOTES\n\nBracket 2. Game Changers: 0. No mass land denial, no extra turns, no known infinite combos. Tutors: Starfield Shepherd and Recruiter of the Guard (narrow creature tutors).\nThings to mention before the game:\n • Ajani's 0 ability exiles Ajani and all opposing artifacts and creatures once you are 15 or more above your starting life total (55 in a 40-life game).\n • Brisela, Voice of Nightmares (Gisela, the Broken Blade + Bruna, the Fading Light melded) stops opponents casting spells with mana value 3 or less.\n • Authority of the Consuls makes opposing creatures enter tapped.\n\n▌ 12 CARDS WE LEFT OUT\n\n ▸ Koth of the Homestead — Gains 1 per land and counters on Plains. Tested: only about +0.06 counters on Lyra by turn 6, so left out.\n ▸ Blossom-Blessed Angel // Seed Suture — A flier whose prepared spell gains 1 life and adds a counter. Tested: about the same as Koth; together about +0.12. Left out.\n ▸ Soul's Attendant / Auriok Champion — More one- and two-mana \"gain 1 when a creature enters\" pieces.\n ▸ Cathars' Crusade — A counter on every creature whenever one enters; strong, but five mana.\n ▸ Archangel of Thune — The premium option: lifelink flier that puts a counter on each creature you control whenever you gain life.\n ▸ Archangel of Tithes — A white flier that taxes attackers and blockers.\n ▸ Herald of War — A flier that grows each attack and makes Angel spells cheaper.\n\nBottom line: gain a little, gain it often, and let the wings do the rest.\n"}]}



























































