2.4k
3/21/2025
Precious Angels
Deck Size: 100
Commander
Est deck cost: $577.51
Salt sum: 32.51
2.4k
3/21/2025
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Commander

Qty: 1 Price: $3.49
Giada, Font of Hope

Flying, vigilance Each other Angel you control enters with an additional +1/+1 counter on it for each Angel you already control. {T}: Add {W}. Spend this mana only to cast an Angel spell.

Creature
Giada, Font of Hope (fdn) 298

Commander

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Attack Matters

Qty: 1 Price: $32.99
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.

Artifact Planeswalker
The Aetherspark (dft) 231

Attack Matters

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Board Wipe

Qty: 1 Price: $0.79
Austere Command

Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.

Sorcery
Austere Command (moc) 172

Board Wipe

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Buff Creatures

Qty: 5 Price: $20.75
Angelic Field Marshal

Flying Lieutenant — As long as you control your commander, this creature gets +2/+2 and creatures you control have vigilance.

Creature
Angelic Field Marshal (cmm) 13
Sephara, Sky's Blade

You may pay {W} and tap four untapped creatures you control with flying rather than pay this spell's mana cost. Flying, lifelink Other creatures you control with flying have indestructible. (Damage and effects that say "destroy" don't destroy them.)

Creature
Sephara, Sky's Blade (cmm) 54
Sigarda's Vanguard

Flash Flying Whenever this creature enters or attacks, choose any number of creatures with different powers. Those creatures gain double strike until end of turn.

Creature
Sigarda's Vanguard (mic) 46
Steel Seraph

Prototype {1}{W}{W} — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Flying At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.

Creature Artifact
Steel Seraph (bro) 38
Thraben Watcher

Flying, vigilance Other nontoken creatures you control get +1/+1 and have vigilance.

Creature
Thraben Watcher (mh2) 34

Buff Creatures

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Combat Tricks

Qty: 1 Price: $2.49
Angel of the Dire Hour

Flash Flying When this creature enters, if you cast it from your hand, exile all attacking creatures.

Creature
Angel of the Dire Hour (plst) C14-1

Combat Tricks

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Counters

Qty: 2 Price: $12.28
Resourceful Defense

Whenever a permanent you control leaves the battlefield, if it had counters on it, put those counters on target permanent you control. {4}{W}: Move any number of counters from target permanent you control to another target permanent you control.

Enchantment
Resourceful Defense (ncc) 19
Youthful Valkyrie

Flying Whenever another Angel you control enters, put a +1/+1 counter on this creature.

Creature
Youthful Valkyrie (fdn) 303

Counters

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Disruption - Targeted

Qty: 1 Price: $1.29
Demolition Field

{T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Demolition Field (otc) 283

Disruption - Targeted

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Draw

Qty: 9 Price: $57.01
Angelic Sleuth

Flying Whenever another permanent you control leaves the battlefield, if it had counters on it, investigate. (Create a Clue artifact token with "{2}, Sacrifice this token: Draw a card.")

Creature
Angelic Sleuth (ncc) 113
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.

Creature
Battle Angels of Tyr (clb) 370
Dawn of a New Age

This enchantment enters with a hope counter on it for each creature you control. At the beginning of your end step, remove a hope counter from this enchantment. If you do, draw a card. Then if this enchantment has no hope counters on it, sacrifice it and you gain 4 life.

Enchantment
Dawn of a New Age (ltr) 5
Exemplar of Light

Flying Whenever you gain life, put a +1/+1 counter on this creature. Whenever you put one or more +1/+1 counters on this creature, draw a card. This ability triggers only once each turn.

Creature
Exemplar of Light (fdn) 297
Firemane Commando

Flying Whenever you attack with two or more creatures, draw a card. Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.

Creature
Firemane Commando (moc) 73
Folk Hero

Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn."

Enchantment
Folk Hero (clb) 650
Herald's Horn

As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Artifact
Herald's Horn (m3c) 296
Inspiring Overseer

Flying When this creature enters, you gain 1 life and draw a card.

Creature
Inspiring Overseer (snc) 18
Sanctuary Warden

Flying This creature enters with two shield counters on it. Whenever this creature enters or attacks, you may remove a counter from a creature or planeswalker you control. If you do, draw a card and create a 1/1 green and white Citizen creature token.

Creature
Sanctuary Warden (snc) 343

Draw

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Land

Qty: 35 (36 w/ MDFC)Price: $99.38
Bonders' Enclave

{T}: Add {C}. {3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.

Land
Bonders' Enclave (iko) 245
Cave of the Frost Dragon

If you control two or more other lands, this land enters tapped. {T}: Add {W}. {4}{W}: This land becomes a 3/4 white Dragon creature with flying until end of turn. It's still a land.

Land
Cave of the Frost Dragon (afr) 253
Emeria, the Sky Ruin

This land enters tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. {T}: Add {W}.

Land
Emeria, the Sky Ruin (plst) ZEN-213
Idyllic Grange

({T}: Add {W}.) This land enters tapped unless you control three or more other Plains. When this land enters untapped, put a +1/+1 counter on target creature you control.

Land
Idyllic Grange (eld) 246
Mutavault

{T}: Add {C}. {1}: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.

Land
Mutavault (clb) 903
Path of Ancestry

This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Land
Path of Ancestry (drc) 61
Plains

({T}: Add {W}.)

Land
Plains (dmu) 277
Radiant Fountain

When this land enters, you gain 2 life. {T}: Add {C}.

Land
Radiant Fountain (m21) 248
Seraph Sanctuary

When this land enters, you gain 1 life. Whenever an Angel you control enters, you gain 1 life. {T}: Add {C}.

Land
Seraph Sanctuary (sld) 733
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (who) 330
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. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.

Land
Windbrisk Heights (ltc) 345
Witch's Clinic

{T}: Add {C}. {2}, {T}: Target commander gains lifelink until end of turn.

Land
Witch's Clinic (dsc) 325

Land

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Landfall

Qty: 1 Price: $0.79
Shattered Angel

Flying Whenever a land an opponent controls enters, you may gain 3 life.

Creature
Shattered Angel (moc) 206

Landfall

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Lifegain

Qty: 13 Price: $118.59
Angel of Destiny

Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.

Creature
Angel of Destiny (pznr) 2p
Angel of Vitality

Flying If you would gain life, you gain that much life plus 1 instead. This creature gets +2/+2 as long as you have 25 or more life.

Creature
Angel of Vitality (fdn) 706
Angelic Skirmisher

Flying At the beginning of each combat, choose first strike, vigilance, or lifelink. Creatures you control gain that ability until end of turn.

Creature
Angelic Skirmisher (gtc) 3
Archangel of Thune

Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1 counter on each creature you control.

Creature
Archangel of Thune (2xm) 5
Baneslayer Angel

Flying, first strike, lifelink, protection from Demons and from Dragons

Creature
Baneslayer Angel (m21) 6
Bishop of Wings

Whenever an Angel you control enters, you gain 4 life. Whenever an Angel you control dies, create a 1/1 white Spirit creature token with flying.

Creature
Bishop of Wings (plst) M20-8
Boon-Bringer Valkyrie

Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.) Flying, first strike, lifelink

Creature
Boon-Bringer Valkyrie (mom) 9
Dazzling Angel

Flying Whenever another creature you control enters, you gain 1 life.

Creature
Dazzling Angel (fdn) 9
Fumigate

Destroy all creatures. You gain 1 life for each creature destroyed this way.

Sorcery
Fumigate (ltc) 170
Glorious Enforcer

Flying, lifelink At the beginning of each combat, if you have more life than an opponent, this creature gains double strike until end of turn.

Creature
Glorious Enforcer (mh2) 14
Lyra Dawnbringer

Flying First strike (This creature deals combat damage before creatures without first strike.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Other Angels you control get +1/+1 and have lifelink.

Creature
Lyra Dawnbringer (dmr) 13
Resplendent Angel

Flying At the beginning of each end step, if you gained 5 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance. {3}{W}{W}{W}: Until end of turn, this creature gets +2/+2 and gains lifelink.

Creature
Resplendent Angel (lci) 32
Righteous Valkyrie

Flying Whenever another Angel or Cleric you control enters, you gain life equal to that creature's toughness. As long as you have at least 7 life more than your starting life total, creatures you control get +2/+2.

Creature
Righteous Valkyrie (j22) 234

Lifegain

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Lifegain Matters

Qty: 1 Price: $0.35
Vanguard Seraph

Flying Whenever you gain life for the first time each turn, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Creature
Vanguard Seraph (fdn) 28

Lifegain Matters

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Opponent Based

Qty: 1 Price: $3.49
Smuggler's Share

At the beginning of each end step, draw a card for each opponent who drew two or more cards this turn, then create a Treasure token for each opponent who had two or more lands enter the battlefield under their control this turn.

Enchantment
Smuggler's Share (mkc) 84

Opponent Based

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Permanent Protection

Qty: 9 Price: $117.71
Adarkar Valkyrie

Flying, vigilance {T}: When target creature other than this creature dies this turn, return that card to the battlefield under your control.

Creature
Adarkar Valkyrie (c18) 60
Avacyn, Angel of Hope

Flying, vigilance, indestructible Other permanents you control have indestructible.

Creature
Avacyn, Angel of Hope (2xm) 335
Brave the Elements

Choose a color. White creatures you control gain protection from the chosen color until end of turn.

Instant
Brave the Elements (c14) 66
Breathkeeper Seraph

Flying, soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."

Creature
Breathkeeper Seraph (voc) 69
Cloudshift

Exile target creature you control, then return that card to the battlefield under your control.

Instant
Cloudshift (avr) 12
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.

Instant
Dawn's Truce (blb) 9
Gods Willing

Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.) Scry 1.

Instant
Gods Willing (sta) 7
Rebuff the Wicked

Counter target spell that targets a permanent you control.

Instant
Rebuff the Wicked (tsr) 35
Sejiri Shelter

Instant
Sejiri Shelter // Sejiri Glacier (znr) 37Sejiri Shelter // Sejiri Glacier (znr) 37

Permanent Protection

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Player Protection

Qty: 2 Price: $11.48
Metropolis Reformer

Flying, vigilance You have hexproof. Whenever this creature is dealt damage, you gain that much life.

Creature
Metropolis Reformer (mat) 54
Serra's Emissary

Flying As this creature enters, choose a card type. You and creatures you control have protection from the chosen card type.

Creature
Serra's Emissary (mh2) 30

Player Protection

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Ramp - Reducer

Qty: 4 Price: $38.46
Herald of War

Flying Whenever this creature attacks, put a +1/+1 counter on it. Angel spells and Human spells you cast cost {1} less to cast for each +1/+1 counter on this creature.

Creature
Herald of War (mic) 86
Pearl Medallion

White spells you cast cost {1} less to cast.

Artifact
Pearl Medallion (mh3) 347
Starnheim Aspirant

Angel spells you cast cost {2} less to cast.

Creature
Starnheim Aspirant (j22) 250
Urza's Incubator

As this artifact enters, choose a creature type. Creature spells of the chosen type cost {2} less to cast.

Artifact
Urza's Incubator (mh3) 297

Ramp - Reducer

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Ramp - Rock

Qty: 2 Price: $3.58
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.

Artifact
Mind Stone (pw21) 5
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (drc) 57

Ramp - Rock

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Removal

Qty: 5 Price: $8.75
Angel of the Ruins

Flying When this creature enters, exile up to two target artifacts and/or enchantments. Plainscycling {2} ({2}, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)

Creature Artifact
Angel of the Ruins (otc) 78
Grasp of Fate

When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)

Enchantment
Grasp of Fate (wot) 3
Invoke the Divine

Destroy target artifact or enchantment. You gain 4 life.

Instant
Invoke the Divine (khm) 16
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (acr) 81
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (cst) 54

Removal

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Stax

Qty: 1 Price: $7.99
Authority of the Consuls

Creatures your opponents control enter tapped. Whenever a creature an opponent controls enters, you gain 1 life.

Enchantment
Authority of the Consuls (fdn) 137

Stax

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Tokens

Qty: 5 Price: $35.85
Chivalric Alliance

Whenever you attack with two or more creatures, draw a card. {2}, Discard a card: Create a 2/2 white and blue Knight creature token with vigilance.

Enchantment
Chivalric Alliance (moc) 11
Court of Grace

When this enchantment enters, you become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.

Enchantment
Court of Grace (onc) 62
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.) {1}{W}: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.

Enchantment
Luminarch Ascension (a25) 23
Valkyrie Harbinger

Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance.

Creature
Valkyrie Harbinger (pkhm) 374★
Wojek Investigator

Flying, vigilance At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Creature
Wojek Investigator (mkm) 429

Tokens

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Sideboard

Qty: 14 Price: $23.34
Angel of Finality

Flying When this creature enters, exile target player's graveyard.

Creature
Angel of Finality (fdn) 136
Angel of Indemnity

Flying, lifelink When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield. Encore {6}{W}{W} ({6}{W}{W}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

Creature
Angel of Indemnity (otc) 9
Angel of Sanctions

Flying When this creature enters, you may exile target nonland permanent an opponent controls until this creature leaves the battlefield. Embalm {5}{W} ({5}{W}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Angel with no mana cost. Embalm only as a sorcery.)

Creature
Angel of Sanctions (c19) 61
Angelic Accord

At the beginning of each end step, if you gained 4 or more life this turn, create a 4/4 white Angel creature token with flying.

Enchantment
Angelic Accord (plst) M14-3
Angelic Sell-Sword

Flying, vigilance Whenever this creature or another nontoken creature you control enters, create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever this creature attacks, if its power is 6 or greater, draw a card.

Creature
Angelic Sell-Sword (otc) 10
Banishing Light

When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

Enchantment
Banishing Light (fdn) 138
Caduceus, Staff of Hermes

Equipped creature has lifelink. As long as you have 30 or more life, equipped creature gets +5/+5 and has indestructible and "Prevent all damage that would be dealt to this creature." Equip {W}{W}

Artifact
Caduceus, Staff of Hermes (acr) 2
Envoy of the Ancestors

Outlast {W} ({W}, {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.) Modified creatures you control have lifelink. (Equipment, Auras you control, and counters are modifications.)

Creature
Envoy of the Ancestors (mh3) 23
Guardian Idol

This artifact enters tapped. {T}: Add {C}. {2}: This artifact becomes a 2/2 Golem artifact creature until end of turn.

Artifact
Guardian Idol (5dn) 128
Heliod's Intervention

Choose one — • Destroy X target artifacts and/or enchantments. • Target player gains twice X life.

Instant
Heliod's Intervention (otc) 81
Ondu Inversion

Sorcery
Ondu Inversion // Ondu Skyruins (plst) ZNR-30Ondu Inversion // Ondu Skyruins (plst) ZNR-30
Seraph of the Sword

Flying Prevent all combat damage that would be dealt to this creature.

Creature
Seraph of the Sword (m14) 31
Serra Angel

Flying Vigilance (Attacking doesn't cause this creature to tap.)

Creature
Serra Angel (fdn) 147
Windshaper Planetar

Flash Flying When this creature enters during the declare attackers step, for each attacking creature, you may reselect which player or permanent that creature is attacking. (It can't attack its controller or their permanents.)

Creature
Windshaper Planetar (clb) 559

Sideboard

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Maybeboard

Qty: 129 Price: $685.12
Admonition Angel

Flying Landfall — Whenever a land you control enters, you may exile target nonland permanent other than this creature. When this creature leaves the battlefield, return all cards exiled with it to the battlefield under their owners' control.

Creature
Admonition Angel (znc) 10
Aegis Angel

Flying (This creature can't be blocked except by creatures with flying or reach.) When this creature enters, another target permanent gains indestructible for as long as you control this creature. (Effects that say "destroy" don't destroy it. A creature with indestructible can't be destroyed by damage.)

Creature
Aegis Angel (e01) 1
Akroma, Angel of Wrath

Flying, first strike, vigilance, trample, haste, protection from black and from red

Creature
Akroma, Angel of Wrath (c20) 73
Akroma, Vision of Ixidor

Flying, first strike, vigilance, trample At the beginning of each combat, until end of turn, each other creature you control gets +1/+1 if it has flying, +1/+1 if it has first strike, and so on for double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, vigilance, and partner. Partner

Creature
Akroma, Vision of Ixidor (cmr) 2
And They Shall Know No Fear

Choose a creature type. Creatures you control of the chosen type get +1/+0 and gain indestructible until end of turn.

Instant
And They Shall Know No Fear (40k) 9
Angel of Invention

Flying, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.

Creature
Angel of Invention (kld) 4
Angel of Jubilation

Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.

Creature
Angel of Jubilation (avr) 2
Angel of Mercy

Flying When this creature enters, you gain 3 life.

Creature
Angel of Mercy (j25) 161
Angel of Serenity

Flying When this creature enters, you may exile up to three other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.

Creature
Angel of Serenity (c21) 83
Angelic Arbiter

Flying Each opponent who cast a spell this turn can't attack with creatures. Each opponent who attacked with a creature this turn can't cast spells.

Creature
Angelic Arbiter (jmp) 86
Angelic Curator

Flying, protection from artifacts

Creature
Angelic Curator (mh2) 262
Angelic Guardian

Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever one or more creatures you control attack, they gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Creature
Angelic Guardian (g18) GP1
Angelic Page

Flying {T}: Target attacking or blocking creature gets +1/+1 until end of turn.

Creature
Angelic Page (j22) 146
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.

Artifact
Archaeomancer's Map (c21) 12
Archangel of Tithes

Flying As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays {1} for each of those creatures. As long as this creature is attacking, creatures can't block unless their controller pays {1} for each of those creatures.

Creature
Archangel of Tithes (otj) 2
Arden Angel

Flying At the beginning of your upkeep, if Arden Angel is in your graveyard, roll a four-sided die. If the result is 1, return Arden Angel from your graveyard to the battlefield.

Creature
Arden Angel (sld) 1344
Aurelia's Vindicator

Flying, lifelink, ward {2} Disguise {X}{3}{W} When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards. When this creature leaves the battlefield, return the exiled cards to their owners' hands.

Creature
Aurelia's Vindicator (mkm) 4
Blade of Selves

Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Equip {4}

Artifact
Blade of Selves (clb) 301
Blinding Angel

Flying (This creature can't be blocked except by creatures with flying or reach.) Whenever this creature deals combat damage to a player, that player skips their next combat phase.

Creature
Blinding Angel (sld) 1379
Bond of Discipline

Tap all creatures your opponents control. Creatures you control gain lifelink until end of turn.

Sorcery
Bond of Discipline (war) 6
Brisela, Voice of Nightmares

Flying, first strike, vigilance, lifelink Your opponents can't cast spells with mana value 3 or less.

Creature
Brisela, Voice of Nightmares (inr) 14b
Bruna, the Fading Light

When you cast this spell, you may return target Angel or Human creature card from your graveyard to the battlefield. Flying, vigilance (Melds with Gisela, the Broken Blade.)

Creature
Bruna, the Fading Light (sld) 1388
Caged Sun

As this artifact enters, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.

Artifact
Caged Sun (plst) CM2-178
Castle Ardenvale

This land enters tapped unless you control a Plains. {T}: Add {W}. {2}{W}{W}, {T}: Create a 1/1 white Human creature token.

Land
Castle Ardenvale (mkc) 253
Cauldron of Souls

{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Artifact
Cauldron of Souls (plst) CM2-180
Celestial Crusader

Flash Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Flying Other white creatures get +1/+1.

Creature
Celestial Crusader (tsr) 13
Cleansing Nova

Choose one — • Destroy all creatures. • Destroy all artifacts and enchantments.

Sorcery
Cleansing Nova (cmm) 817
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. {3}{W}: Level 2 Whenever you gain life, put a +1/+1 counter on target creature you control. {4}{W}: 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
Cleric Class (afr) 6
Clever Concealment

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)

Instant
Clever Concealment (onc) 5
Cloud Key

As this artifact enters, choose artifact, creature, enchantment, instant, or sorcery. Spells you cast of the chosen type cost {1} less to cast.

Artifact
Cloud Key (tsr) 265
Commander's Sphere

{T}: Add one mana of any color in your commander's color identity. Sacrifice this artifact: Draw a card.

Artifact
Commander's Sphere (lcc) 301
Conjurer's Mantle

Equipped creature gets +1/+1 and has vigilance. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal a card that shares a creature type with that creature from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip {1}

Artifact
Conjurer's Mantle (moc) 12
Cosmos Elixir

At the beginning of your end step, draw a card if your life total is greater than your starting life total. Otherwise, you gain 2 life.

Artifact
Cosmos Elixir (khm) 237
Damning Verdict

Destroy all creatures with no counters on them.

Sorcery
Damning Verdict (ncc) 15
Darksteel Mutation

Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.

Enchantment
Darksteel Mutation (cmm) 21
Darksteel Plate

Indestructible Equipped creature has indestructible. Equip {2}

Artifact
Darksteel Plate (2x2) 304
Dawn Charm

Choose one — • Prevent all combat damage that would be dealt this turn. • Regenerate target creature. • Counter target spell that targets you.

Instant
Dawn Charm (cmr) 371
Day of Judgment

Destroy all creatures.

Sorcery
Day of Judgment (m12) 12
Deafening Silence

Each player can't cast more than one noncreature spell each turn.

Enchantment
Deafening Silence (eld) 10
Disenchant

Destroy target artifact or enchantment.

Instant
Disenchant (scd) 20
Divine Reckoning

Each player chooses a creature they control. Destroy the rest. Flashback {5}{W}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Divine Reckoning (c19) 62
Divine Visitation

If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead.

Enchantment
Divine Visitation (rvr) 16
Elspeth Resplendent

+1: Choose up to one target creature. Put a +1/+1 counter and a counter from among flying, first strike, lifelink, or vigilance on it. −3: Look at the top seven cards of your library. You may put a permanent card with mana value 3 or less from among them onto the battlefield with a shield counter on it. Put the rest on the bottom of your library in a random order. −7: Create five 3/3 white Angel creature tokens with flying.

Planeswalker
Elspeth Resplendent (snc) 11
Emancipation Angel

Flying When this creature enters, return a permanent you control to its owner's hand.

Creature
Emancipation Angel (jmp) 102
Emeria Angel

Flying Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.

Creature
Emeria Angel (moc) 183
Emeria Shepherd

Flying Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.

Creature
Emeria Shepherd (plst) BFZ-22
Emeria's Call

Sorcery
Emeria's Call // Emeria, Shattered Skyclave (znr) 12Emeria's Call // Emeria, Shattered Skyclave (znr) 12
Empyrial Storm

When you cast this spell, copy it for each time you've cast your commander from the command zone this game. Create a 4/4 white Angel creature token with flying.

Sorcery
Empyrial Storm (c18) 2
Endless Atlas

{2}, {T}: Draw a card. Activate only if you control three or more lands with the same name.

Artifact
Endless Atlas (cmm) 947
Enduring Angel

Creature
Enduring Angel // Angelic Enforcer (mid) 17Enduring Angel // Angelic Enforcer (mid) 17
Entreat the Angels

Create X 4/4 white Angel creature tokens with flying. Miracle {X}{W}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Sorcery
Entreat the Angels (plst) MM3-4
Everybody Lives!

All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.

Instant
Everybody Lives! (who) 18
Everything Comes to Dust

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Exile all creatures except those that share a creature type with a creature that convoked this spell, all artifacts, and all enchantments.

Sorcery
Everything Comes to Dust (who) 19
Farewell

Choose one or more — • Exile all artifacts. • Exile all creatures. • Exile all enchantments. • Exile all graveyards.

Sorcery
Farewell (mkc) 64
Gisela, the Broken Blade

Flying, first strike, lifelink At the beginning of your end step, if you both own and control Gisela and a creature named Bruna, the Fading Light, exile them, then meld them into Brisela, Voice of Nightmares.

Creature
Gisela, the Broken Blade (sld) 1387
Goldnight Redeemer

Flying When this creature enters, you gain 2 life for each other creature you control.

Creature
Goldnight Redeemer (ddq) 13
Goldvein Pick

Equipped creature gets +1/+1. Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Goldvein Pick (fdn) 253
Guardian of Ghirapur

Flying When this creature enters, exile up to one other target creature or artifact you control. Return it to the battlefield under its owner's control at the beginning of the next end step.

Creature
Guardian of Ghirapur (mom) 16
Guardian Seraph

Flying If a source an opponent controls would deal damage to you, prevent 1 of that damage.

Creature
Guardian Seraph (m10) 13
Halo Fountain

{W}, {T}, Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token. {W}{W}, {T}, Untap two tapped creatures you control: Draw a card. {W}{W}{W}{W}{W}, {T}, Untap fifteen tapped creatures you control: You win the game.

Artifact
Halo Fountain (snc) 15
Haystack

{2}, {T}: Target creature you control phases out. (Treat it and anything attached to it as though they don't exist until your next turn.)

Artifact
Haystack (acr) 5
Hedron Archive

{T}: Add {C}{C}. {2}, {T}, Sacrifice this artifact: Draw two cards.

Artifact
Hedron Archive (moc) 359
Heliod, Sun-Crowned

Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control. {1}{W}: Another target creature gains lifelink until end of turn.

Creature Enchantment
Heliod, Sun-Crowned (thb) 259
Herald of Eternal Dawn

Flash (You may cast this spell any time you could cast an instant.) Flying You can't lose the game and your opponents can't win the game.

Creature
Herald of Eternal Dawn (fdn) 299
Herald of Faith

Flying Whenever this creature attacks, you gain 2 life.

Creature
Herald of Faith (fdn) 494
Herald of the Host

Flying, vigilance Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

Creature
Herald of the Host (cmm) 30
Holy Cow

Flash Flying When this creature enters, you gain 2 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Creature
Holy Cow (otj) 16
Hour of Revelation

This spell costs {3} less to cast if there are ten or more nonland permanents on the battlefield. Destroy all nonland permanents.

Sorcery
Hour of Revelation (znc) 17
Icon of Ancestry

As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. {3}, {T}: Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Artifact
Icon of Ancestry (lcc) 305
Inkmoth Nexus

{T}: Add {C}. {1}: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Land
Inkmoth Nexus (mbs) 145
Karmic Guide

Flying, protection from black Echo {3}{W}{W} (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature enters, return target creature card from your graveyard to the battlefield.

Creature
Karmic Guide (voc) 90
Light of Hope

Choose one — • You gain 4 life. • Destroy target enchantment. • Put a +1/+1 counter on target creature.

Instant
Light of Hope (j22) 209
Linvala, Keeper of Silence

Flying Activated abilities of creatures your opponents control can't be activated.

Creature
Linvala, Keeper of Silence (jmp) 119
Loran's Escape

Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1.

Instant
Loran's Escape (bro) 14
Mana Tithe

Counter target spell unless its controller pays {1}.

Instant
Mana Tithe (tsr) 26
Marble Diamond

This artifact enters tapped. {T}: Add {W}.

Artifact
Marble Diamond (clb) 320
Mask of Memory

Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Mask of Memory (plst) C14-249
Merchant of Truth

Flying Whenever a nontoken creature you control dies, investigate. Clues you control have exalted. (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn for each instance of exalted among permanents you control.)

Creature
Merchant of Truth (mkc) 11
Metallic Mimic

As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.

Creature Artifact
Metallic Mimic (inr) 268
Mind's Eye

Whenever an opponent draws a card, you may pay {1}. If you do, draw a card.

Artifact
Mind's Eye (bbd) 240
Mistveil Plains

({T}: Add {W}.) This land enters tapped. {W}, {T}: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.

Land
Mistveil Plains (plst) UMA-247
Moonsilver Spear

Equipped creature has first strike. Whenever equipped creature attacks, create a 4/4 white Angel creature token with flying. Equip {4}

Artifact
Moonsilver Spear (afc) 212
Norn's Choirmaster

Flying, first strike Whenever a commander you control enters or attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Creature
Norn's Choirmaster (onc) 8
Nyx Lotus

Nyx Lotus enters tapped. {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)

Artifact
Nyx Lotus (thb) 235
Oketra's Monument

White creature spells you cast cost {1} less to cast. Whenever you cast a creature spell, create a 1/1 white Warrior creature token with vigilance.

Artifact
Oketra's Monument (dmc) 188
Orim's Prayer

Whenever one or more creatures attack you, you gain 1 life for each attacking creature.

Enchantment
Orim's Prayer (tmp) 32
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.)

Artifact
Parhelion II (nec) 87
Patron of the Valiant

Flying When this creature enters, put a +1/+1 counter on each creature you control with a +1/+1 counter on it.

Creature
Patron of the Valiant (j25) 237
Platinum Angel

Flying You can't lose the game and your opponents can't win the game.

Creature Artifact
Platinum Angel (plst) CN2-214
Radiant Purge

Exile target multicolored creature or multicolored enchantment.

Instant
Radiant Purge (dtk) 31
Ravnica at War

Exile all multicolored permanents.

Sorcery
Ravnica at War (plst) WAR-28
Razorgrass Ambush

Instant
Razorgrass Ambush // Razorgrass Field (mh3) 238Razorgrass Ambush // Razorgrass Field (mh3) 238
Reprieve

Return target spell to its owner's hand. Draw a card.

Instant
Reprieve (ltr) 26
Requiem Angel

Flying Whenever another non-Spirit creature you control dies, create a 1/1 white Spirit creature token with flying.

Creature
Requiem Angel (c14) 84
Resplendent Marshal

Flying When this creature enters or dies, you may exile another creature card from your graveyard. When you do, put a +1/+1 counter on each creature you control other than this creature that shares a creature type with the exiled card.

Creature
Resplendent Marshal (khm) 22
Rewards of Diversity

Whenever an opponent casts a multicolored spell, you gain 4 life.

Enchantment
Rewards of Diversity (inv) 32
Reya Dawnbringer

Flying At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.

Creature
Reya Dawnbringer (uma) 32
Righteous Cause

Whenever a creature attacks, you gain 1 life.

Enchantment
Righteous Cause (plst) CMA-21
Ring of Thune

Equipped creature has vigilance. (Attacking doesn't cause it to tap.) At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Ring of Thune (cmr) 468
Robe of Stars

Equipped creature gets +0/+3. Astral Projection — {1}{W}: Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) Equip {1}

Artifact
Robe of Stars (afc) 11
Scavenger Grounds

{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.

Land
Scavenger Grounds (otc) 316
Scroll of Avacyn

{1}, Sacrifice this artifact: Draw a card. If you control an Angel, you gain 5 life.

Artifact
Scroll of Avacyn (jmp) 483
Segovian Angel

Flying, vigilance

Creature
Segovian Angel (plst) MH1-25
Serra Avenger

You can't cast Serra Avenger during your first, second, or third turns of the game. Flying, vigilance

Creature
Serra Avenger (tsr) 41
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."

Creature
Serra Paragon (dmu) 32
Serra the Benevolent

+2: Creatures you control with flying get +1/+1 until end of turn. −3: Create a 4/4 white Angel creature token with flying and vigilance. −6: You get an emblem with "If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead."

Planeswalker
Serra the Benevolent (mh1) 26
Serra's Guardian

Flying (This creature can't be blocked except by creatures with flying or reach.) Vigilance (Attacking doesn't cause this creature to tap.) Other creatures you control have vigilance.

Creature
Serra's Guardian (m19) 284
Sheltered by Ghosts

Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield. Enchanted creature gets +1/+0 and has lifelink and ward {2}.

Enchantment
Sheltered by Ghosts (dsk) 30
Sigarda's Splendor

As this enchantment enters, note your life total. At the beginning of your upkeep, draw a card if your life total is greater than or equal to the last noted life total for this enchantment. Then note your life total. Whenever you cast a white spell, you gain 1 life.

Enchantment
Sigarda's Splendor (mid) 33
Sigil of the Empty Throne

Whenever you cast an enchantment spell, create a 4/4 white Angel creature token with flying.

Enchantment
Sigil of the Empty Throne (cmm) 836
Smothering Tithe

Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Enchantment
Smothering Tithe (cmm) 57
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.) {T}: 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
Speaker of the Heavens (plst) M21-38
Stalwart Valkyrie

You may pay {1}{W} and exile a creature card from your graveyard rather than pay this spell's mana cost. Flying

Creature
Stalwart Valkyrie (j25) 258
Stonespeaker Crystal

{T}: Add {C}{C}. {2}, {T}, Sacrifice this artifact: Exile any number of target players' graveyards. Draw a card.

Artifact
Stonespeaker Crystal (clb) 338
Sunblade Angel

Flying, first strike, vigilance, lifelink

Creature
Sunblade Angel (cmm) 61
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Swiftfoot Boots (fdn) 258
Sword of the Animist

Equipped creature gets +1/+1. Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Equip {2}

Artifact
Sword of the Animist (cmm) 413
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. {W}{W}{W}, {T}, 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.

Artifact
The Book of Exalted Deeds (afr) 4
The Immortal Sun

Players can't activate planeswalkers' loyalty abilities. At the beginning of your draw step, draw an additional card. Spells you cast cost {1} less to cast. Creatures you control get +1/+1.

Artifact
The Immortal Sun (cmm) 393
Throne of Eldraine

As Throne of Eldraine enters, choose a color. {T}: Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color. {3}, {T}: Draw two cards. Spend only mana of the chosen color to activate this ability.

Artifact
Throne of Eldraine (woc) 28
Timely Ward

You may cast this spell as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible.

Enchantment
Timely Ward (woc) 79
True Conviction

Creatures you control have double strike and lifelink.

Enchantment
True Conviction (scd) 38
Twilight Shepherd

Flying, vigilance When this creature enters, return to your hand all cards in your graveyard that were put there from the battlefield this turn. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Creature
Twilight Shepherd (dvd) 11
Unbreakable Formation

Creatures you control gain indestructible until end of turn. Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.

Instant
Unbreakable Formation (rvr) 32
Vanquisher's Banner

As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. Whenever you cast a creature spell of the chosen type, draw a card.

Artifact
Vanquisher's Banner (lcc) 316
Wedding Ring

When this artifact enters, if it was cast, target opponent creates a token that's a copy of it. Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card. Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.

Artifact
Wedding Ring (who) 213
Well of Lost Dreams

Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.

Artifact
Well of Lost Dreams (c21) 275
Wispweaver Angel

Flying When this creature enters, you may exile another target creature you control, then return that card to the battlefield under its owner's control.

Creature
Wispweaver Angel (j22) 266
Witch Enchanter

Creature
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Maybeboard

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Deck Info

Deck stats

88 pips - 57 cards
32 mana - 32 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
10 mana - 9 cards
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Description

{"ops":[{"insert":"Giada, Font of Hope Primer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Primer updated February 2025.\n\nBracket Description"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The estimated bracket for this deck is 2, but this deck feels like it belongs in bracket 3. It has been optimized for angel, lifegain, and counter synergies. Some of the most expensive angels in Magic live in this deck. We run a lot of 1-cost protection spells that make the deck a lot less susceptible to targeted removal, and two of our angels will protect against destruction board wipes. This deck is resilient, can hold its own in the early game, handles interaction well, and has clear win conditions if it survives to the late game.\n\nChoosing an Angel Tribal Commander"},{"attributes":{"header":2},"insert":"\n"},{"insert":"To me, mono white just "},{"attributes":{"bold":true},"insert":"feels "},{"insert":"right for an angel tribal deck. As it so happens, we have quite a few options for a mono white angel commander:\n["},{"insert":{"card-link":"Giada, Font of Hope"}},{"insert":"]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Lyra Dawnbringer"}},{"insert":"]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":"]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Bruna, the Fading Light"}},{"insert":"] - melds with ["},{"insert":{"card-link":"Gisela, the Broken Blade"}},{"insert":"]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"]"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"All of these ended up making the final cut of this deck besides ["},{"insert":{"card-link":"Bruna, the Fading Light"}},{"insert":"] and ["},{"insert":{"card-link":"Gisela, the Broken Blade"}},{"insert":"]. Ultimately, angels have a "},{"attributes":{"bold":true},"insert":"really"},{"insert":" high CMC, and it doesn't always feel realistic to play them. Having a mana dork and buff in the command zone makes a lot of angels viable where they would previously just be way too expensive for their power/toughness. Angels also bring a lot of utility to the battlefield - they often serve as removal, protection, ramp, and even draw - but the utility comes at a higher CMC than an equivalent ability attached to an instant or sorcery. ["},{"insert":{"card-link":"Giada, Font of Hope"}},{"insert":"] is the best card to make sure we can be playing the other cards we are excited about - ["},{"insert":{"card-link":"Lyra Dawnbringer"}},{"insert":"], ["},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":"], or ["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"] - at least 1 turn earlier.\n\nTake a Turn with Giada"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Giada's first ability (counters) works best with individual instances of a single angel entering the battlefield. Giada's second ability (mana dork) works best when used once every round. With those two things in mind, we are usually casting a single angel on each of our turns. Here is what a standard turn looks like with Giada:\nPlay a land for turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Play one angel."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ideally, we would "},{"attributes":{"italic":true},"insert":"sometimes "},{"insert":"have enough mana available at the end of our turn for alternative game actions. We can save this mana for protection spells, to trigger draw (from clues, lands, etc), or to cast a flash angel."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Unless we have something like a ["},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":"] engine online, our opponents can expect to see approximately one new angel each round. This is somewhat predictable, so we need to make each of our game actions count.\n\nSide Note"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Did you know that you can turn ["},{"insert":{"card-link":"Mutavault"}},{"insert":"] into an angel at instant speed by tapping itself, and then the next angel you cast will enter with an additional +1/+1 counter on it from ["},{"insert":{"card-link":"Giada, Font of Hope"}},{"insert":"]?\n\n"},{"attributes":{"underline":true},"insert":"General Angel Tribal Strategies"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cast Angels or Generate Angel Tokens?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"To have an angel tribal, we need to make angels. \nThe two main ways to accomplish this is by casting angels or by creating angel tokens (typically via enchantment), and a Giada deck can be built around either of these strategies. This particular deck is built around casting angels and getting additional utility out of those casts. Actual angel creatures just have so much going on for them in Magic - it was too good to pass up. Plus, Giada only serves as a mana dork for angels, and any non-angel card means one less opportunity to use her abilities. \nThere is one angel token generator in this deck that requires additional cards to trigger it: ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"]. This card only made the final cut because there are a lot of lifegain synergies in the deck naturally from the angels we're running. ["},{"insert":{"card-link":"Divine Visitation"}},{"insert":"] and ["},{"insert":{"card-link":"Sigil of the Empty Throne"}},{"insert":"] are also excellent options for angel generators but would require a shift in deck focus to either generate non-angel tokens or to cast enchantments, respectively. The way ["},{"insert":{"card-link":"Requiem Angel"}},{"insert":"] and ["},{"insert":{"card-link":"Divine Visitation"}},{"insert":"] loop together was very tempting for me.\nWith Giada, I would strongly caution against cards like ["},{"insert":{"card-link":"Entreat the Angels"}},{"insert":"], as these are meant to generate multiple angel tokens at once. When 3 angel tokens enter the battlefield at once, they do not see each other and only enter with a number of counters equal to the angels you control before you cast the spell. This is the least impactful way to use Giada's abilities - you don't get her as a mana dork to cast the spell, and you aren't putting as many counters down as you could. ["},{"insert":{"card-link":"Empyrial Storm"}},{"insert":"] is a much better option, since the spell copies itself and each angel will enter the battlefield separately. \n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Subtheme: Counters or Lifegain?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"So we made our angels, and now we need to decide what secondary strategy we're going to lean into to get more value out of them. \nCounters are a good option for a subtheme because our commander already starts us out with some, and the counters will increase the damage dealt to our opponents each combat. Counters aren't heavily emphasized in this particular Giada deck, but cards like ["},{"insert":{"card-link":"Norn's Choirmaster"}},{"insert":"], ["},{"insert":{"card-link":"Patron of the Valiant"}},{"insert":"], and ["},{"insert":{"card-link":"Resplendent Marshal"}},{"insert":"] are all good options for buffing counter strategies. ["},{"insert":{"card-link":"Resourceful Defense"}},{"insert":"] is a card near and dear to my heart, and it would work beautifully in a counters-matter Giada build. I would highly recommend running each of these in a Giada deck where angel tokens reign supreme and less resources are devoted to keeping our angels on the battlefield.\nLifegain is the subtheme that this deck leans more heavily into. The primary reason for this is that we focus on casting angels, and the best angels in the deck care about lifegain. Cards like ["},{"insert":{"card-link":"Archangel of Thune"}},{"insert":"], my favorite angel of all time; ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"], our alternate win condition; and ["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"], our best self-contained angel token generator. Each of these bring crazy utility to the battlefield if we lean into the lifegain subtheme. There are a few cards that only made it into the 99 because of this subtheme - namely ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"], ["},{"insert":{"card-link":"Fumigate"}},{"insert":"], ["},{"insert":{"card-link":"Shattered Angel"}},{"insert":"], ["},{"insert":{"card-link":"Angel of Vitality"}},{"insert":"], and ["},{"insert":{"card-link":"Vanguard Seraph"}},{"insert":"]. These cards should probably not make it into an angels deck that doesn't care about lifegain. For example, ["},{"insert":{"card-link":"Cleansing Nova"}},{"insert":"] is usually a better card than ["},{"insert":{"card-link":"Fumigate"}},{"insert":"], but not when ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"] is on the battlefield.\nQuite a few angels are great in both lifegain and counter subthemes, like ["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"] (slightly better in a lifegain deck), ["},{"insert":{"card-link":"Sanctuary Warden"}},{"insert":"] (slightly better in a counters deck), and ["},{"insert":{"card-link":"Herald of War"}},{"insert":"] (slightly better in a counters deck). Each of these angels just provide an extreme level of utility with Giada's buffs alone, even if they aren't part of a deck with their "},{"attributes":{"bold":true},"insert":"ideal "},{"insert":"subtheme. ["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"] and ["},{"insert":{"card-link":"Sanctuary Warden"}},{"insert":"] both provide draw, which is hard to come by in white. ["},{"insert":{"card-link":"Herald of War"}},{"insert":"] has the ramp capabilities to make the best angels in the deck cost only their white pips. Both ["},{"insert":{"card-link":"Sanctuary Warden"}},{"insert":"] and ["},{"insert":{"card-link":"Herald of War"}},{"insert":"] should get enough counters from Giada keep them popping off. ["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"] does not trigger with Giada's counters, but both lifegain and counter subthemes should be able to trigger the draw on this card easily.\n\n"},{"attributes":{"underline":true},"insert":"Utility Angels"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We run a total of 37 creatures in this deck besides our commander, two of which are non-angles. That means we have a total of 36 angels in the deck including our commander, there are more angels in this deck than all other non-land cards combined, and there is a one-to-one ratio between angels and lands. All that to say - our angels need to put in WORK to make sure they are producing a well-rounded deck for us. Ideally, any given angel serves a secondary purpose of ramping, drawing cards, protecting our permanents, removing threats from our opponents, providing lifegain, or buffing other angels.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The ramp angels in this deck are on the higher CMC side (as far as ramp goes), and a couple of them serve secondary purposes. ["},{"insert":{"card-link":"Herald of War"}},{"insert":"] is a straight ramp card, but does have the added benefit of being a big angel that we can throw at our opponents. ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"] requires us to throw it at our opponents to be ramp at all, but it offers draw and lifegain in addition to treasure tokens. ["},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":"] is better used as a removal spell, but can also be treated as ramp for a plains to be sure we hit our land drops.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"], ["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"], ["},{"insert":{"card-link":"Firemane Commando"}},{"insert":"], and ["},{"insert":{"card-link":"Sanctuary Warden"}},{"insert":"] all provide straight draw. ["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"] will trigger a draw when we gain life, while ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"], ["},{"insert":{"card-link":"Firemane Commando"}},{"insert":"], and ["},{"insert":{"card-link":"Sanctuary Warden"}},{"insert":"] all care about attacking with our creatures. ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"] has the added condition that our opponent must have more cards in hand than us to trigger draw. ["},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":"] also offers straight draw, but it only replaces itself by drawing us a single card and should not be considered card advantage.\n["},{"insert":{"card-link":"Wojek Investigator"}},{"insert":"] and ["},{"insert":{"card-link":"Angelic Sleuth"}},{"insert":"] both create clue tokens, which we can then pay two mana to sacrifice and draw a card. ["},{"insert":{"card-link":"Wojek Investigator"}},{"insert":"] is the strongest of the two, as at least one opponent usually has more cards in hand than we do. ["},{"insert":{"card-link":"Angelic Sleuth"}},{"insert":"] is only a good card when our deck isn't working how we would like it to. It's good insurance if we get board wiped or have to chump block with our angels, but ["},{"insert":{"card-link":"Angelic Sleuth"}},{"insert":"] shouldn't be triggering if our deck is working.\n["},{"insert":{"card-link":"Vanguard Seraph"}},{"insert":"] is not true draw and is only draw filtering, but we end up gaining a lot of life in this deck and draw is a lot more powerful if we are drawing the "},{"attributes":{"italic":true},"insert":"right "},{"insert":"card.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Protection and Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These are grouped together because we typically use our splashy removal angels on cards that are threatening our board state, not just progressing our opponents'. Each of the following cards will be aimed at protecting our angel army, protecting our life, or removing a lethal threat.\n["},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":"] and ["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"] are the classic protection angels that make all of our other angels indestructible. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Breathkeeper Seraph"}},{"insert":"] and ["},{"insert":{"card-link":"Adarkar Valkyrie"}},{"insert":"] can each protect a single permanent. ["},{"insert":{"card-link":"Breathkeeper Seraph"}},{"insert":"] is quite a bit stronger and more consistent at achieving that task, but ["},{"insert":{"card-link":"Adarkar Valkyrie"}},{"insert":"] can steal our opponents' creatures and that's fun."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Serra's Emissary"}},{"insert":"], ["},{"insert":{"card-link":"Metropolis Reformer"}},{"insert":"], and ["},{"insert":{"card-link":"Windshaper Planetar"}},{"insert":"] will all protect us as a player - each in different ways. ["},{"insert":{"card-link":"Serra's Emissary"}},{"insert":"] will protect us from a chosen card type, which is insanely powerful. Most of the time, we will be gaining protection from creatures so that they cannot deal us combat damage. However, we could declare instants if we were playing a spellslinger deck that deals noncombat damage to players directly. We could also declare artifacts and gain full protection from an ["},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":"] on board. ["},{"insert":{"card-link":"Metropolis Reformer"}},{"insert":"] gives us hexproof and would also protect against an ["},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":"] or spellslinger deck. ["},{"insert":{"card-link":"Windshaper Planetar"}},{"insert":"] is a one-time protection spell against a potentially devastating combat phase."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":"] and ["},{"insert":{"card-link":"Angel of the Dire Hour"}},{"insert":"] will remove threats from our opponents' battlefields. ["},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":"] can take care of a couple artifacts and enchantments, while ["},{"insert":{"card-link":"Angel of the Dire Hour"}},{"insert":"] can wipe an opponent's most threatening creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lifegain"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Angels are either going to be lifelink creatures themselves, or they are going to have triggered abilities that provide us with smaller incremental lifegain.\n["},{"insert":{"card-link":"Baneslayer Angel"}},{"insert":"], ["},{"insert":{"card-link":"Glorious Enforcer"}},{"insert":"], ["},{"insert":{"card-link":"Lyra Dawnbringer"}},{"insert":"], ["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"], ["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"], and ["},{"insert":{"card-link":"Archangel of Thune"}},{"insert":"] all have lifegain attached to them and will gain us life when they deal damage. ["},{"insert":{"card-link":"Baneslayer Angel"}},{"insert":"] and ["},{"insert":{"card-link":"Glorious Enforcer"}},{"insert":"] buff themselves, while ["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"] makes a bunch of angel tokens to buff our board. ["},{"insert":{"card-link":"Lyra Dawnbringer"}},{"insert":"], ["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"], and ["},{"insert":{"card-link":"Archangel of Thune"}},{"insert":"] will each buff our whole board of angels."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Angelic Skirmisher"}},{"insert":"] and ["},{"insert":{"card-link":"Steel Seraph"}},{"insert":"] both provide the option to give one or more creatures lifelink during combat. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Metropolis Reformer"}},{"insert":"] doesn't exactly have lifelink, but it gains us life during combat based on the damage it takes. ["},{"insert":{"card-link":"Resplendent Angel"}},{"insert":"] can technically give itself lifelink, but it costs a lot of mana to do so."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Dazzling Angel"}},{"insert":"] and ["},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":"] are perfect example of small incremental lifegain, with each only giving a single life. ["},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":"] is only a one-time lifegain trigger, while ["},{"insert":{"card-link":"Dazzling Angel"}},{"insert":"] will trigger lifegain for every creature entering the battlefield. Both of these are great with ["},{"insert":{"card-link":"Angel of Vitality"}},{"insert":"], which will functionally double the amount of life gained from these cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"], ["},{"insert":{"card-link":"Shattered Angel"}},{"insert":"], and ["},{"insert":{"card-link":"Righteous Valkyrie"}},{"insert":"] all provide us repeatable lifegain triggers, but at larger chunks each time. ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"] and ["},{"insert":{"card-link":"Shattered Angel"}},{"insert":"] will both give 3 life each time they trigger, but only trigger based on our opponents' game actions. ["},{"insert":{"card-link":"Righteous Valkyrie"}},{"insert":"] provides a more substantial chunk of lifegain each time we play an angel."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Buff Angels"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lots of way to buff our angels with Giada! If an angel creates other angels, that means more counters on future angels we cast; the angel can directly buff other angels with cool abilities or increased power; or maybe the angel simply makes itself a huge threat for our opponents to deal with.\nThe following angels create other angel tokens:\n["},{"insert":{"card-link":"Resplendent Angel"}},{"insert":"] and ["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"] each pop out 4/4 angel tokens if we reach a lifegain threshold each turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The following angels buff our board directly by giving an ability or increasing power:\n["},{"insert":{"card-link":"Thraben Watcher"}},{"insert":"], ["},{"insert":{"card-link":"Angelic Field Marshal"}},{"insert":"], ["},{"insert":{"card-link":"Angelic Skirmisher"}},{"insert":"], and ["},{"insert":{"card-link":"Steel Seraph"}},{"insert":"] will often be giving our attacking creatures vigilance so that they can also be blockers in the following turn(s)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Angelic Skirmisher"}},{"insert":"] will sometimes be giving our creatures first strike, and ["},{"insert":{"card-link":"Sigarda's Vanguard"}},{"insert":"] will consistently give our creatures double strike. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Lyra Dawnbringer"}},{"insert":"] and ["},{"insert":{"card-link":"Righteous Valkyrie"}},{"insert":"] will buff our creatures' power/toughness, and ["},{"insert":{"card-link":"Archangel of Thune"}},{"insert":"] will make our angels big by giving them +1/+1 counters."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The following angels will prove to be threats all by themselves:\n["},{"insert":{"card-link":"Youthful Valkyrie"}},{"insert":"] will get bigger and bigger each time we cast an angel, ["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"] will get bigger each time we gain life, and ["},{"insert":{"card-link":"Herald of War"}},{"insert":"] will get bigger each time it attacks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We can cast ["},{"insert":{"card-link":"Angelic Field Marshal"}},{"insert":"] on turn 3 right after our commander the turn prior, and she will come in as a 6/6. ["},{"insert":{"card-link":"Angel of Vitality"}},{"insert":"] is a 4/4 for 3 mana, before Giada's counters. Each of these can be a serious threat early game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Glorious Enforcer"}},{"insert":"] usually has double strike, and hits for around 14 damage (assuming only Giada and one other creature on the battlefield)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Deck Vulnerabilities"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are a few categories where this deck is vulnerable and can be squeezed to death by an opponent: ramp, card draw, and reliance on our commander and subsequent angels. These are both impacted by the deck being mono white, as well as the particular strategy we chose for our Giada deck.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Curve"},{"attributes":{"header":3},"insert":"\n"},{"insert":"At the time of writing this, the deck is running 36 lands (counting ["},{"insert":{"card-link":"Sejiri Shelter // Sejiri Glacier"}},{"insert":"]) and has an average CMC of 3.68. Personally, that is the highest CMC commander deck I’ve built and there is an argument to be made that we should go higher on the land count. Cutting the lands this low was one of the final decisions I made for the deck because I had one too many games where I desperately needed to draw an angel and drew a land instead. In this deck, where draw is few and far between, it's a much bigger deal to miss an angel drop turn 6 than it is to miss a land drop. However, having such a high average CMC means we need to be ramping in a significant way so we can play our higher CMC win condition before another opponent ends the game.\nWe do run 10 different ramp spells in the 99 - 2 of which are mana rocks (besides our commander), 5 of which are mana reducers, and 3 of which can be considered miscellaneous. Since we are guaranteed Giada as a mana dork on turn 2, we have quite a few ramp pieces that cost 3+ CMC to cast but provide more substantial utility. We focus on colorless mana for our ramp pieces because we usually have plenty of plains on the battlefield, Giada herself provides a white mana, and colorless ramp pieces generally provide more utility.\nFor the ramp pieces that are 1 or 2 CMC, the goal is not to play them before Giada but to use them to ramp to bigger 6+ CMC angels. Because of that, we ideally want a lower CMC angel coming out in the same turn as our little ramp piece. ["},{"insert":{"card-link":"Sol Ring"}},{"insert":"] is a net-positive mana rock that should not hinder our goal of getting another angel out in the same turn. Neither ["},{"insert":{"card-link":"Mind Stone"}},{"insert":"] nor ["},{"insert":{"card-link":"Pearl Medallion"}},{"insert":"] are net-positive, but both only cause us to be down 1 mana on the turn they come out. With Giada, we ramp consistently enough to be able to play one of these plus a lower CMC angel. We usually want to be playing ["},{"insert":{"card-link":"Angel of the Ruins"}},{"insert":"] as a removal piece and huge body, but the card having Plainscycling makes it reasonable to keep in an opening hand as a 2-cost way to ensure we hit our land drops."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp pieces that are 3 CMC aim to either significantly reduce the cost of angels or to provide a secondary utility. ["},{"insert":{"card-link":"Urza's Incubator"}},{"insert":"] and ["},{"insert":{"card-link":"Starnheim Aspirant"}},{"insert":"] both only cause us to be down 1 mana on the turn they come out, meaning we can still hopefully cast an angel on that turn. ["},{"insert":{"card-link":"Herald's Horn"}},{"insert":"] provides a pseudo-draw effect and is quite good in a deck where we are equally likely to draw an angel as we are a land. ["},{"insert":{"card-link":"Smuggler's Share"}},{"insert":"] provides draw in addition to treasure tokens if our opponents are drawing or ramping on their turns. I would classify ["},{"insert":{"card-link":"Smuggler's Share"}},{"insert":"] as the worst of these ramp pieces, but straight draw in white is hard to come by and we need to be restocking our hand with angels."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We only run a couple ramp pieces that are 4+ CMC, but they can be quite explosive. ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"], at its best, can provide us a treasure token, trigger draw, and gain us 3 life in a single turn. ["},{"insert":{"card-link":"Herald of War"}},{"insert":"] is highly synergistic with Giada, and we could end up casting ["},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":"] just a turn later for 3 white mana. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Running the ramp spells we do makes our mana pool incredibly susceptible to creature or artifact removal - ["},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":"] should hopefully help with that. One upside of our existing mana pool is that we aren’t very vulnerable to non-basic land denial because we primarily run plains and only have a couple non-basics out each game.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Whoever Said White is Decent at Draw was LYING."},{"attributes":{"header":3},"insert":"\n"},{"insert":"While there are cards that can give you draw in white, they are not efficient and/or they are not without limiting conditions. Draw in white typically requires us to wait for our opponents to draw, requires us to spend a lot of mana, or requires us to meet specific conditions. Sometimes a draw card in white will require ALL of those things. Nonetheless, we need draw to get new angels in our hand. Thankfully, we only typically need one additional draw per round to replenish our hand. An ideal game for Giada consists of only playing 2 cards a round: 1 land and 1 angel.\n["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"], ["},{"insert":{"card-link":"Smuggler's Share"}},{"insert":"], and ["},{"insert":{"card-link":"Wojek Investigator"}},{"insert":"] are good examples of cards that require our opponents to be drawing in order for us to draw. ["},{"insert":{"card-link":"Smuggler's Share"}},{"insert":"] relies on our opponents drawing two or more cards in a single turn for us to draw. ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"] and ["},{"insert":{"card-link":"Wojek Investigator"}},{"insert":"] both require our opponents to have more cards in hand than us to trigger at all."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"War Room"}},{"insert":"], ["},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":"], ["},{"insert":{"card-link":"Mind Stone"}},{"insert":"], and ["},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":"] are all cards that draw us cards reliably but cost a pretty penny to do so. ["},{"insert":{"card-link":"War Room"}},{"insert":"] and ["},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":"] are absolute lifesavers in this deck - lands when you don't need them and draw when you do. However, both of these cards cost 4 mana-producing lands (including themselves) to draw a card - that's just not efficient, but at least it's repeatable. ["},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":"] and ["},{"insert":{"card-link":"Mind Stone"}},{"insert":"] each cost 3 mana to draw us a card, but it's not a repeatable effect. These cards should not be considered card "},{"attributes":{"italic":true},"insert":"advantage"},{"insert":", because you spend one card to get one card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"] and ["},{"insert":{"card-link":"Angelic Sleuth"}},{"insert":"] both require us to meet specific conditions to earn card draw. ["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"] only gives us draw if we are gaining life or putting counters on our creatures. ["},{"insert":{"card-link":"Angelic Sleuth"}},{"insert":"] is even a longer route to draw: we need to put counters on our creatures, we need our creatures to die, then we need to pay 2 mana and sacrifice an artifact to draw one card. This is a perfect example of roundabout card draw in white. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Sanctuary Warden"}},{"insert":"], ["},{"insert":{"card-link":"Firemane Commando"}},{"insert":"], ["},{"insert":{"card-link":"Chivalric Alliance"}},{"insert":"], ["},{"insert":{"card-link":"Court of Grace"}},{"insert":"], and ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"] all require us to be attacking with our angels to draw us cards. ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"] takes it further and requires us to deal combat damage to a player, but that is fine because its ability is incredibly powerful when it does trigger. ["},{"insert":{"card-link":"Court of Grace"}},{"insert":"] also requires us to deal combat damage, but specifically to the player who is currently the monarch. All of our angels have flying, so each of these conditions are usually achievable with low risk to our board state."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Herald's Horn"}},{"insert":"], ["},{"insert":{"card-link":"Folk Hero"}},{"insert":"], and ["},{"insert":{"card-link":"Dawn of a New Age"}},{"insert":"] all reward us with card draw if we have angels in our library, play angels, and keep our angels alive. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Vanguard Seraph"}},{"insert":"] doesn't even provide true draw, just draw filtering. Any angel that was even tangentially related to getting more angels into our hand made it into the deck, though. \n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Giada is Our Only Hope"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck doesn’t really function without Gaida. Sure, we have an alternate win con and angels with some busted abilities, but Giada is the card that makes angels powerful enough to manage the life totals of 3 players at 40 life each. Her counters and her angel ramp is most of our strategy. Thankfully, she's not terrible to re-cast from the command zone after being removed once, especially with mana reducers on the board. But more than one removal of Giada puts our gameplan at risk, and removal of any one angel weakens our strategy.\nProtect her and her angel friends at all costs with permanents that give static protection and instant protection spells. \nMost of our permanents that offer protection for other permanents are angels. The exception is ["},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":"], which is primarily used as a lifegain card in the deck, but will also offer indestructible protection for one of our creatures if we're doing okay on our life total. ["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"] and ["},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":"] will protect all of our angels against creature damage and \"destroy\" board wipes. ["},{"insert":{"card-link":"Serra's Emissary"}},{"insert":"] is a fairly versatile card; we will typically be declaring \"creatures\" to gain protection against all damage dealt, but other card types can also be declared if an opponent has a lot of targeted creature removal or is targeting players directly. ["},{"insert":{"card-link":"Breathkeeper Seraph"}},{"insert":"] is a great option to protect itself and one other creature. This will keep the creatures alive through board wipes, targeted destruction, standard combat damage, and even something like wither. ["},{"insert":{"card-link":"Adarkar Valkyrie"}},{"insert":"] offers the least protection out of the options listed but also offers some theft. If all is going according to plan, we are killing some of our opponent's creatures when they attack us, and ["},{"insert":{"card-link":"Adarkar Valkyrie"}},{"insert":"] can snatch them right up to buff our own board. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Every instant in the deck that aims to protect our angels will only cost one or two mana a piece. ["},{"insert":{"card-link":"Dawn's Truce"}},{"insert":"] and ["},{"insert":{"card-link":"Brave the Elements"}},{"insert":"] can protect all of our angels from combat damage and targeted removal, with ["},{"insert":{"card-link":"Dawn's Truce"}},{"insert":"] also capable of protecting against board wipes and artifact/enchantment removal. ["},{"insert":{"card-link":"Sejiri Shelter // Sejiri Glacier"}},{"insert":"] and ["},{"insert":{"card-link":"Gods Willing"}},{"insert":"] will both protect a single creature from combat damage or targeted removal. ["},{"insert":{"card-link":"Cloudshift"}},{"insert":"] will also protect against lethal combat damage or a creature being targeted, but ["},{"insert":{"card-link":"Cloudshift"}},{"insert":"] will also refresh the counters placed on an angel by Giada. ["},{"insert":{"card-link":"Rebuff the Wicked"}},{"insert":"] protects artifacts and enchantments, as well as creatures, and is the only true counterspell in the deck. Sometimes a targeted removal spell coming from an opponent will come with several other effects attached, so having a true counterspell available can prove useful."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If we do ever have a board wipe tear down our angel army, ["},{"insert":{"card-link":"Bishop of Wings"}},{"insert":"] and ["},{"insert":{"card-link":"Angelic Sleuth"}},{"insert":"] should give us some resources to work with.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Other Non-Angel Spells"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Any spell that was not an angel had to fight incredibly hard to make it into this deck. Keep in mind that our mana-reducing permanents are powerful cards, but most of them only reduce the cost of angels. With such a high mana curve, we can't be flinging around spells willy nilly if they aren't on sale. The vast majority of non-angel cards that were included in the 99 are meant to bandaid the deck vulnerabilities outlined above: ramp, draw, or protection. \nThe only non-angel, non-lands card that are in the deck and haven't previously been discussed are low cost removal spells, board wipes, angel token generators, and lifegain cards.\nWe actually have quite a few angels that come with removal included - they just cost a ton of mana. This is where non-angel cards will buff our removal capabilities. ["},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":"] and ["},{"insert":{"card-link":"Path to Exile"}},{"insert":"] are the epitome of leaning into white's strengths: one mana, permanently take care of one creature. ["},{"insert":{"card-link":"Invoke the Divine"}},{"insert":"] and ["},{"insert":{"card-link":"Heliod's Intervention"}},{"insert":"] give us artifact/enchantment removal with a secondary lifegain option. ["},{"insert":{"card-link":"Grasp of Fate"}},{"insert":"] will take care of up to 3 nonland permanents for 3 mana. The inclusion of "},{"attributes":{"bold":true},"insert":"all "},{"insert":"nonland permanents is essential when we're up against a planeswalker deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Fumigate"}},{"insert":"] and ["},{"insert":{"card-link":"Austere Command"}},{"insert":"] are our two board wipes for the deck. These work well with ["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"], ["},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":"], and ["},{"insert":{"card-link":"Dawn's Truce"}},{"insert":"] to make the board wipe one-sided. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":"], ["},{"insert":{"card-link":"Court of Grace"}},{"insert":"], and ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"] are all enchantments with repeatable abilities that create 4/4 angel tokens for 4 mana or less. ["},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":"] and ["},{"insert":{"card-link":"Court of Grace"}},{"insert":"] are both self-contained token generators that require no other cards to function. ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"] does require lifegain cards to produce angel tokens."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":"] is the only non-angel lifegain card that hasn't already been mentioned, but ["},{"insert":{"card-link":"Bishop of Wings"}},{"insert":"] and ["},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":"] were both included primarily for their lifegain effect. ["},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":"] is great for off-turn lifegain triggers, and can be very beneficial for triggering ["},{"insert":{"card-link":"Resplendent Angel"}},{"insert":"] or ["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"] with ["},{"insert":{"card-link":"Shattered Angel"}},{"insert":"] on the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWin Conditions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n1. Angel Army"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is the most straight forward strategy and the one our deck most likely aims to win with - bonk 'em with angels. Getting an angel out every turn starting round 2 means that our army gets pretty big pretty fast, especially if we have token generators out. Angels are inherently evasive with flying, so we don't really run any dedicated evasion cards in the deck. As long as our opponents don't run a lot of removal or have a lot of fliers, our angel engine should grow out of control and win us the game.\nUtilizing Flash"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Winning the game via good ole fashioned combat is an honorable way to build a deck - it's also predictable and easily interrupted. Even if we are setting an angel down a turn and we are predicted to win in 4 turns, that gives our opponents ample opportunity to do something drastic and avoid losing. White is the one of the best colors in magic for flash and instant-speed casting, so why not use that to our advantage?\nWe run 3 angels in this deck that have flash: ["},{"insert":{"card-link":"Windshaper Planetar"}},{"insert":"], ["},{"insert":{"card-link":"Angel of the Dire Hour"}},{"insert":"], and ["},{"insert":{"card-link":"Sigarda's Vanguard"}},{"insert":"]. Each of these can be devastating to a combat phase, and can completely turn the tide of the game in your favor. ["},{"insert":{"card-link":"Angel of the Dire Hour"}},{"insert":"] will obviously wipe the opposing player's board, but has the added benefit of being a body buffed by Giada that you opponents did not have the opportunity to plan for before your next combat phase. ["},{"insert":{"card-link":"Windshaper Planetar"}},{"insert":"] can result in one of your opponents losing the game at your hand during another one of your opponent's combat steps. ["},{"insert":{"card-link":"Sigarda's Vanguard"}},{"insert":"] can give all of your creatures double strike at the last minute so that you either kill your opponent's creatures, unexpectedly deal double damage during your next combat phase, or both."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It wouldn't be a very sneaky deck if we ONLY ran those 3 cards at instant-speed. My two favorite instant-speed cards in the deck are surprisingly lands: ["},{"insert":{"card-link":"War Room"}},{"insert":"] and ["},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":"]. Each of these cost 4 lands to activate, which is perfect because ["},{"insert":{"card-link":"Windshaper Planetar"}},{"insert":"] and ["},{"insert":{"card-link":"Sigarda's Vanguard"}},{"insert":"] each cost 4 lands plus Giada to cast (assuming no mana reducers are on the board). A few other lands have slightly less impactful activated abilities to use on an opponent's turn: ["},{"insert":{"card-link":"Witch's Clinic"}},{"insert":"] can eat up some mana to gain us life if we block a small creature on our opponent's turn, ["},{"insert":{"card-link":"Cave of the Frost Dragon"}},{"insert":"] and ["},{"insert":{"card-link":"Mutavault"}},{"insert":"] can each become creatures to block in a pitch if we were holding mana open for something else that didn't happen."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We have 10 total instants that can serve as protection or removal. These should all be held until the last possible minute when they can be played, and we can cast or activate something else if the protection or removal was not needed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The best card in the deck for instant-speed angels is ["},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":"]. I am a bit conflicted about this card because it screams to my opponents \"hit me, or I get to make a crazy number of angels\". However, if I'm able to keep them from hitting me, creating angels at any time for 2 mana is pretty unbeatable."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Make the Angels Count"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Besides making our strategy a "},{"attributes":{"italic":true},"insert":"surprise"},{"insert":", the best we can do is make our strategy "},{"attributes":{"italic":true},"insert":"strong"},{"insert":". This includes cards that make a lot of angels, cards that make our angels big, and cards that make our angels powerful.\n["},{"insert":{"card-link":"Luminarch Ascension"}},{"insert":"] makes angel tokens the most efficiently in this deck, after the conditions are met. ["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"] is a close second because it requires no cards or conditions besides itself. ["},{"insert":{"card-link":"Court of Grace"}},{"insert":"] is consistent with one free angel a turn if we are maintaining a threatening angel army. ["},{"insert":{"card-link":"Resplendent Angel"}},{"insert":"] and ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"] are decent token makers, but rely on other cards to generate lifegain for them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Giada, Font of Hope"}},{"insert":"] herself is going to be doing the heaviest lifting to make our angels big, but some other cards will certainly help out. ["},{"insert":{"card-link":"Archangel of Thune"}},{"insert":"] will become unmanageable for our opponents very quickly in this deck. Even isolated buffs like ["},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":"], ["},{"insert":{"card-link":"Thraben Watcher"}},{"insert":"], ["},{"insert":{"card-link":"Righteous Valkyrie"}},{"insert":"], and ["},{"insert":{"card-link":"Lyra Dawnbringer"}},{"insert":"] will help our angels dish out more damage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If we want to make our angels even stronger, we add in cards that give double strike, vigilance, and first strike (with the most powerful of these being double strike). ["},{"insert":{"card-link":"Thraben Watcher"}},{"insert":"], ["},{"insert":{"card-link":"Steel Seraph"}},{"insert":"]. ["},{"insert":{"card-link":"Angelic Field Marshal"}},{"insert":"], and ["},{"insert":{"card-link":"Angelic Skirmisher"}},{"insert":"] will give our angels vigilance, which will allow us to attack with them freely while still having defenses. ["},{"insert":{"card-link":"Sigarda's Vanguard"}},{"insert":"] gives our angels double strike, while ["},{"insert":{"card-link":"Angelic Skirmisher"}},{"insert":"] gives our angels first strike."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One Sided Board Wipes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If our opponents are gaining life faster than we're dealing combat damage, they're growing their board state too fast, or we're playing against the pesky dragons, we'll need to board wipe. Obviously wiping the board isn't a win condition, but it is if you can make it one-sided. \nIf we have ["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"] or ["},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":"] on the board, or even ["},{"insert":{"card-link":"Dawn's Truce"}},{"insert":"] in our hand, our destruction board wipes become one-sided. After clearing out all threatening creatures (or even permanents) with ["},{"insert":{"card-link":"Fumigate"}},{"insert":"] and ["},{"insert":{"card-link":"Austere Command"}},{"insert":"], we should be able to deal serious damage with our angels next turn.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"2. ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"]"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I like this card a lot more than cards like ["},{"insert":{"card-link":"Platinum Angel"}},{"insert":"], ["},{"insert":{"card-link":"The Book of Exalted Deeds"}},{"insert":"], or ["},{"insert":{"card-link":"Herald of Eternal Dawn"}},{"insert":"] (although this recent release with flash on it has tempted me to change my opinion). Anyhow, these cards both PREVENT the game from being won, while ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"] ENCOURAGES the game to be won. The two ways to get this card to pop off are to play it when you have a low life total and use it to raise your own life total, or to play it when you have a high life total and want to make someone lose next turn. \nThe former strategy is nice when your opponent is about to be taken out by other means (commander damage, poison, etc), so keeping their life total static is not a big deal. The negative of this strategy is that the second ability is harder to achieve, and your opponents have more rounds of opportunity to remove ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"]. \nThe latter strategy where we only play the card when we have a high life total is ideal when we are gearing up to win the game. This strategy gives your opponents only one round to knock your life total down or kill ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"] while she still has summoning sickness.\nOf course, ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"] does encourage a lifegain subtheme. This deck attempts to lean into the subtheme with good cards that happen to have lifegain, cards that focus solely on lifegain, and cards that capitalize on lifegain.\nLifegain Subtheme"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Some cards are really good cards and just so happen to have lifegain attached. This includes cards that focus on ramp, draw, or removal - like ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"], ["},{"insert":{"card-link":"Invoke the Divine"}},{"insert":"], ["},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":"], and ["},{"insert":{"card-link":"Dawn of a New Age"}},{"insert":"]. \nMost cards that offer lifegain in addition to a second utility end up buffing our angels or creating new ones. \n["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"] and ["},{"insert":{"card-link":"Resplendent Angel"}},{"insert":"] will create new angels. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Steel Seraph"}},{"insert":"] and ["},{"insert":{"card-link":"Angelic Skirmisher"}},{"insert":"] offer lifegain as a buff alongside other options. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Righteous Valkyrie"}},{"insert":"] and ["},{"insert":{"card-link":"Bishop of Wings"}},{"insert":"] offer lifegain ETB but also give a secondary benefit for angels. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Sephara, Sky's Blade"}},{"insert":"] and ["},{"insert":{"card-link":"Metropolis Reformer"}},{"insert":"] offer some creature and player protection, respectively, in addition to their lifegain abilities. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Lyra Dawnbringer"}},{"insert":"] is probably the second strongest lifegain card with a secondary utility because it makes all other angels lifegain engines and buffs them. ["},{"insert":{"card-link":"Archangel of Thune"}},{"insert":"] reigns supreme as far as lifegain utility cards go."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Other cards are specifically included in the deck for lifegain alone - to prepare for ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"] or to provide lifegain for other cards that give benefits for lifegain. These cards definitely have utility in the deck, but they rely on other cards to get the most value:\n["},{"insert":{"card-link":"Shattered Angel"}},{"insert":"] will primarily be useful for keeping our life total high, but there is a possibility of generating an angel on our opponent's turn with ["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"] or ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"]. This play requires ["},{"insert":{"card-link":"Angel of Vitality"}},{"insert":"] or ["},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":"] to get the lifegain up to 4."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Fumigate"}},{"insert":"] is synergistic in the deck with indestructible permanents, but it can also provide an adequate lifegain trigger for a number of our permanents. If ["},{"insert":{"card-link":"Heliod's Intervention"}},{"insert":"] does not need to be used as a removal spell, it can be used to generate exactly 4 lifegain, or it can be used to boost our life total up past where ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"] needs it to be."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Radiant Fountain"}},{"insert":"] and ["},{"insert":{"card-link":"Seraph Sanctuary"}},{"insert":"] are both lands that provide a small amount of lifegain on our turn. These lands - coupled with ["},{"insert":{"card-link":"Inspiring Overseer"}},{"insert":"], ["},{"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":"], or ["},{"insert":{"card-link":"Dazzling Angel"}},{"insert":"] - can be just enough to push us over the 4-life threshold that some of our lifegain payoff cards have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"["},{"insert":{"card-link":"Glorious Enforcer"}},{"insert":"] and ["},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":"] give big buffs if we have a strong enough life total, in addition to providing lifegain. These are strong enough lifegain cards to trigger any of our lifegain payoffs on their own."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cards that benefit from lifegain will either check our life total (similar to ["},{"insert":{"card-link":"Angel of Destiny"}},{"insert":"]) or check instances of lifegain. ["},{"insert":{"card-link":"Righteous Valkyrie"}},{"insert":"], ["},{"insert":{"card-link":"Glorious Enforcer"}},{"insert":"], ["},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":"], and ["},{"insert":{"card-link":"Angel of Vitality"}},{"insert":"] all care about our life total. This will be based on the relationship to our starting life total, the relationship to our opponents' life totals, or a static check on our current life total. ["},{"insert":{"card-link":"Exemplar of Light"}},{"insert":"] and ["},{"insert":{"card-link":"Vanguard Seraph"}},{"insert":"] both trigger on isolated instances of lifegain, but limit the triggers to once per turn. ["},{"insert":{"card-link":"Archangel of Thune"}},{"insert":"] triggers on each instance of lifegain but is not limited to once per turn. ["},{"insert":{"card-link":"Valkyrie Harbinger"}},{"insert":"], ["},{"insert":{"card-link":"Resplendent Angel"}},{"insert":"], and ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"] check your life at the end of your turn to see if you passed a 4 or 5 lifegain threshold. \n\nChange Log"},{"attributes":{"header":1},"insert":"\n"},{"insert":"3/1/25"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Windshaper Planetar"}},{"insert":"] and ["},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":"] with ["},{"insert":{"card-link":"Boon-Bringer Valkyrie"}},{"insert":"] and ["},{"insert":{"card-link":"Resourceful Defense"}},{"insert":"]. This swaps an angel for an angel, a non-angel for a non-angel, a protection spell for a protection spell, and a lifegain card for a lifegain card. \nI thought ["},{"insert":{"card-link":"Windshaper Planetar"}},{"insert":"] would be a lot stronger than it is in a 4-player game. The use-case for this card is to direct someone's big attack at another opponent instead of getting hit ourselves. However, this use case is usually only satisfied when one player is significantly further ahead than other players, and we're likely the second strongest at the table. In these situations, I much prefer to keep the weaker opponents alive to help me deal damage to the stronger opponent - ["},{"insert":{"card-link":"Windshaper Planetar"}},{"insert":"] is a really awkward card to play when I'm trying to make alliances. ["},{"insert":{"card-link":"Resourceful Defense"}},{"insert":"] is a pet card for me, and I prefer to have the protection for my creatures instead of protection for myself as the player.\nSince I removed an angel to put in ["},{"insert":{"card-link":"Resourceful Defense"}},{"insert":"], I decided to swap ["},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":"] for a lifegain angel. ["},{"insert":{"card-link":"Caduceus, Staff of Hermes"}},{"insert":"] is a great card, but it costs 5 mana to give 1 creature lifelink, in a deck where my reducers only help with Angels. ["},{"insert":{"card-link":"Boon-Bringer Valkyrie"}},{"insert":"] is incredibly synergistic with both a counters and lifegain subtheme. On entry, ["},{"insert":{"card-link":"Boon-Bringer Valkyrie"}},{"insert":"] will give another creature lifelink and a +1/+1 counter until end of turn. This helps with the issue of summoning sickness on my lifelink cards, since I'm getting lifegain immediately when I play the creature.\n3/10/25"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Replaced ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"] with a basic plains. I want ["},{"insert":{"card-link":"Angelic Accord"}},{"insert":"] to be good in this deck, but I think ultimately it would be much better in a ["},{"insert":{"card-link":"Lyra Dawnbringer"}},{"insert":"] deck where lifegain is guaranteed. All other cards in this deck have lifegain attached if they offer lifegain payoffs.\n"}]}
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