Angel Deck Help!

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I am looking to rebuild my Angel deck but need some help. I currently have 1 Reya Dawnbringer, 2 Angel of Serenity, 1 Restoration Angel as my rare angels as well as the usual suspects for uncommon angels. I have a budget of about $100 to play with, I have been toying with an angel deck on MTGO which has Deathless Angel, Baneslayer Angel and Akroma, Angel of Wrath which i kinda like, just need some help defining a direction for the deck. Any help would be appreciated!
You said you have a deck list on MTGO.  Well post that list on here and lets see what you have.

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Single Card

[*c]Forest[*/c] minus * = Forest

 

Deck

[*deck]

16 Forest

2 strip mine

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Card Nicknames [*c=Wrath of God]WoG[*/c] minus the * = WoG

 

Single Player Decks I'm currently playing

Assault of the Minotaurs

Lands
19 Mountain
4 Khalni Garden
1 Thawing Glaciers

 

Artifacts
4 Didgeridoo
4 Gorgon Flail
1 Konda's Banner
1 Tenza, Godo's Maul

 

Spells
4 Assault Strobe

 

Creatures
4 Adaptive Automaton
4 Anaba Ancestor
4 Minotaur Aggressor
4 Talruum Minotaur
4 Gorehorn Minotaurs
4 Lord of Shatterskull Pass
2 Tahngarth, Talruum Hero

Rapid infenction

Lands

18 Forest
1 Inkmoth Nexus
1 Pendelhaven

 

Creatures
4 Glistener Elf
4 Necropede
4 Ichorclaw Myr

 

Spells
4 Rancor
4 Might of Old Krosa
4 Griant Growth
4 Mutagenic Growth
4 Invigorate
4 Vines of Vastwood
4 Apostle's Blessing

Use your Illusion

Lands
18 Island
4 Halimar Depths

Creatures
4 Krovikan Mist
3 Phantom Warrior
3 Phantasmal Dragon
4 Lord of the Unreal
4 Phantasmal Bear
4 Adaptive Automaton
3 Illusory Angel

Artifacts
2 Swiftfoot Boots

Spells
3 Sleep
4 Ponder
4 Muddle the Mixture

Goblin deck

Land

16 Mountain

4 Goblin Burrows

 

Spells
4 Goblin Grenade
4 Goblin War Strike
2 Brightstone Ritual
2 Quest for the Goblin Lord

 

Creatures
4 Goblin Bushwhacker
4 Goblin Balloon Brigade
3 Goblin Guide
2 Warren Instigator
4 Goblin Wardriver
4 Goblin Matron
1 Goblin King
3 Goblin Chieftain
3 Goblin Warchief
1 Siege-Gang Commander
1 Krenko, Mob Boss

Look out the Land is Falling

Lands
4 Evoling Wilds
4 Terramorphic Expanse
7 Plains
9 Forest

Spells
3 Vines of Vastwood
4 Cultivate
3 Groundswell

Enchantments
4 Oblivion Ring

Artifacts
2 Adventuring Gear

Creatures
4 Steppe Lynx
4 Ruin Ghost
2 Baloth Woodcrasher
2 Rampaging Baloths
4 Emeria Angel
4 Vinelasher Kudzu

Ula's Deep Sea Drezins

Lands
18 Island
4 Halimar Depths

Creatures
4 Inkwell Leviathan
3 Kraken Hatchling
3 Sage of Epityr
4 Stormtide Leviathan
2 Grozoth
3 Spiketail Hatchling
3 Cursecatcher


Enchantment
4 Quest for Ula's Temple

Spells
4 Preordain
4 Dizzy Spell
4 Clockspinning

Green Beatdown

Lands

18 Forest
4 Treetop Village


Spells
4 Vines of Vastwood
4 Rancor
2 Might of Oaks

Creatures
4 Albino Troll
4 Groundbreaker
4 Llanowar Elves
4 Viridian Zealot
4 Pouncing Jaguar
4 Leatherback Baloth
3 River Boa
1 Mire Boa

Elemental Assault

Lands
16 Mountain
4 Teetering Peaks

Spells
4 Lightning bolt
3 Breaking Point
1 Warstorm Surge
4 Brute Force
4 Browbeat
4 Assault Strobe

Creatures
4 Ball Lightning
4 Hell's Thunder
4 Blistering Firecat
4 Hellspark Elemental
4 Spark Elemental
2 Lightning Serpent

Death from the Sky

Land
4 Glacial Fortress
4 Azorius Chancery
4 Seaside Haven
5 Plains
5 Island

 

Creatures
4 Squadron Hawk
4 Soulcatcher
4 Judge's Familar
3 Augury Owl
3 Cloudreach Cavalry
3 Pride of Clouds
2 Emeria Angel
2 Aven Mimeomancer
1 God of Awe

 

Spells
4 Soulcatchers' Aerie
4 Oblivion Ring
2 Battle Screech
2 Airborne Raid

Stompy

Lands
18 Forest

Creatures
3 Garruk's Companion
3 Rogue Elephant
4 Silhana Ledgewalker
4 Skarrgan Pit-Skulk
3 Pouncing Jaguar
3 Quirion Ranger
3 Shinen of Life's Roar

Spells
3 Groundswell
4 Rancor
3 Gather Courage
3 Briar Shield
3 Vines of Vastwood
3 Fog

Multi-Player Decks I'm currently Playing

Discard

Lands
22 Swamp

 

Spells
4 Innocent Blood
4 Mutilate
4 Sign in Blood

2 Syphon Mind
1 Demonic Tutor
1 Vampiric Tutor

Enchantments
4 Necrogen Mists
4 Bottomless Pit
4 Shrieking Affliction

Artifacts
4 Wheel of Torture
3 Ensnaring Bridge
3 Bottled Cloister

Everyone Burns

18 Mountain
2 Valakut, the Molten Pinnacle
2 Glacial Chasm
1 Shivan Gorge

Creatures
4 Aether Membrane

Artifacts
3 Sun Droplet

Enchantments
4 Quest for Pure Flame

Spells
4 Sizzle
4 Flame Rift
4 Browbeat
4 Flamebreak
4 Acidic Soil
3 Breaking Point
3 Breath of Darigaaz

Brewing a Storm

Lands
2 Glacial Chasm
3 Sunpetal Grove
3 Greypelt Refuge
4 Brushland
4 Forest
5 Plains

Spells
3 Wrath of God
2 Hurricane


Enchantment
2 Ghostly Prison
2 Titania's Song
2 Aura of Silence
2 Kismet
1 Fastbond

 

Artifacts
4 Fieldmist Borderpost
4 Storm Cauldron
4 Ankh of Mishra
2 Sun Droplet
1 Venser's Journal
2 Horn of Greed
4 Iron Maiden
4 Darksteel Ingot

Beast Gone Wild

Lands
3 Kessig Wolf Run
4 Contested Cliffs
4 Kazandu Refuge
4 Gruul Turf
1 Yavimaya Hollow
8 Forest

 

Creatures
4 Krosan Warchief
4 Wirewood Savage
3 Ravenous Baloth
3 Rampaging Baloths
2 Spearbreaker Behemoth
2 Mold Shambler
2 Terra Stomper
1 Craterhoof Behemoth
1 Gruul Ragebeast
1 Silklash Spider
1 Copperhoof Vorrac
1 Ursapine
1 Molder Slug
1 Protean Hulk

 

Enchantments
4 Wild Growth
2 Warstorm Surge
1 Spidersilk Armor

 

Planeswalker
2 Garruk, Primal Hunter

Elven Rythym Nation

Lands
14 Forest
2 Wirewood Lodge
1 Oran-Rief, the Vastwood
1 Pendelhaven

 

Creatures
3 Joraga Warcaller
2 Ezuri, Renegade Leader
4 Priest of Titania
2 Fyndhorn Elves
4 Llanowar Elves
4 Wirewood Symbiote
4 Elvish Visionary
4 Elvish Archdruid
4 Sylvan Messenger
4 Imperious Perfect

 

Spells
1 Asceticism
2 Biorhythm
2 Hurricane
2 Eldrazi Monument

I want to drink your blood

Lands
18 Swamp
4 Leechridden Swamp
2 Cabal Coffers

 

Creatures
4 Pulse Tracker
3 Blood Artist
4 Vampire Nighthawk
4 Malakir Bloodwitch
3 Falkenrath Noble
2 Bloodline Keeper

 

Enchantments
3 Underworld Connections
1 No Mercy
1 Phyrexian Reclamation

 

Spells
4 Syphon Soul
4 Blood Tithe
3 Exsanguinate

Draw equals Pain

Land
1 Tolarian Academy
2 Sulfur Falls
4 Great Furnace
4 Seat of the Synod
1 Mikokoro, Center of the Sea
2 Deserted Temple
2 Reliquary Tower
3 Island
2 Mountain

 

Creatures
4 Swans of Bryn Argoll
2 Jace's Archivist
2 Kami of the Crescent Moon
4 Psychosis Crawler

 

Artifacts
4 Howling Mine
4 Iron Maiden
4 Ebony Owl Netsuke
1 Ivory Tower

 

Spells
4 Winds of Change
4 Molten Psyche
2 Copy Artifact
2 Sunder
2 Cyclonic Rift

Rainbow Sliver

Lands
4 Ancient Ziggurat
4 Rootbound Crag
4 Overgrown Tomb
4 Sunpetal Grove
4 Breeding Pool

 

Creatures
4 Muscle Sliver
4 Sinew Sliver
4 Gemhide Sliver
3 Winged Sliver
4 Crystalline Sliver
4 Homing Sliver
2 Heart Sliver
2 Acidic Sliver
1 Sliver Overlord
1 Essence Sliver
1 Necrotic Sliver
1 Harmonic Sliver
1 Brood Sliver
1 Shifting Sliver
1 Fury Sliver

 

Spells
3 Distant Melody
1 Creeping Renaissance

 

Artifacts
2 Door of Destinies

soldier

Lands
22 Plains
2 Emeria, Sky Ruin

 

Creatures
4 Veteran Swordsmith
4 Daru Warchief
3 Field Marshal
3 Knight-Captain of Eos
3 Captain of the Watch
3 Catapult Master
2 Loxodon Gatekeeper
2 Angel of Glory's Rise
2 Stormfront Riders
1 Darien, King of Kjeldor
1 Odric, Master Tactician

 

Spells
4 Skullclamp
2 Eldrazi Monument
1 Mobilization

 

Planeswalker
1 Elspeth, Knight-Errant

Life Test

Lands
16 Plains
4 Kabira Crossroads
2 Emeria, the Sky Ruin
1 Miren, the Moaing Well

 

Creatures
4 Wall of Reverence
2 Divinity of Pride
4 Serra Ascendant
4 Martyr of Sands
4 Kami of False Hope

 

Spells
2 Test of Endurance
1 Idyllic Tutor
1 Enlightened Tutor
1 Beacon of Immortality
2 Fracturing Gust
3 Congregate
2 Well of Lost Dreams
2 Proclamation of Rebirth
4 Chastise
1 Elixir of Immortality
1 Debtors' Knell

 

Planeswalker
1 Ajani Goldmane

 

Mtgo is down at the moment, as soon as it comes up i can post it for ya. I do know the deck also has Emeria, the Sky Ruins, Akroma's Memorials and Whispersilk Cloaks.
A Reya Dawnbringer, multiple Akroma's Memorials and 2 Angels of Serenity spells a deck that's probably got too much top end fat, unless it also has some solid control until it reaches enough mana, or some decent ramp, or a method of cheating out said fat.

In any case, angels is usually a difficult tribe because there aren't too many cheap angels you can include, so your early drops aren't necessarily going to be angel themed - they'd going to be there to get you to the later drops.

Fortunately, Luminarch Ascension is something you can drop quite early and is on theme. Protect it with some removal, Ghostly Prison effects and/or board sweepers, and your turn 2 play can end up winning the game on its own.

As far as angels go, Baneslayer Angel and Admonition Angel are pretty decent. Restoration Angel is only really good if you have a non-angel creature with a decent ETB (or that you'd really like to keep alive) in order to make use of her blink. Sublime Archangel on her own can swing as a 5/4 for 4, but if you have even one or two other creatures out she becomes brutally powerful.
I'm all about super-control in MTG. If you're able to stop my shenanigans, then there aren't enough shenanigans. Lv 1 Judge Current Decklists Sweeping Beauty (Casual) A Vision of Clones (Casual) Coming soon... more decks! :-O
I should add that the Angel of Serenity is not currently in either deck (MTGO or IRL deck). I do have Luminarch Ascension in the MTGO deck.
I've become a pretty big fan of Angel of Jubilation in my quest for a viable angel tribal deck.

Mana ramp seems to be the biggest issue in putting together something that can come out fast enough to be a threat. I haven't really come up with a better solution than Pearl Medallion and a few mana artifacts, but it takes up so much precious room in the deck. I went the Quicksilver Amulet route, buty just tend to get blown up quick. I guess ppl look at the Medallion as less of a threat.

My current attempt is using Angelic Page as something to throw out early, then going to Angel of Jubilation, Sublime Archangel, Emeria Angel, and some 5 CMCs, like Baneslayer Angel and Radiant, Archangel. Playing Radiant with the Emeria made me wish that Radiant wasn't a legend, so I tried running Mirror Gallery. This didn't work out so bad, but it really sucks when the Mirror gets blown up. I've tried running Rebuff the Wicked to try and protect the Mirror, but I am giving up so much deck space at this point that I've started coming up short on removal.

Good, speedy Angels is tough. Been trying for years to make it a viable tribal style deck. Slower MP games is easy. Play defensive till you can drop something like Avacyn, Angel of Hope and Wrath of God, but in the speedier environment of 1-on-1, they ain't easy to make work well, not without significantly stepping outside the Angel tribe.
Good, speedy Angels is tough. Been trying for years to make it a viable tribal style deck. Slower MP games is easy. Play defensive till you can drop something like Avacyn, Angel of Hope and Wrath of God, but in the speedier environment of 1-on-1, they ain't easy to make work well, not without significantly stepping outside the Angel tribe.


More or less agree - the biggest issue with 'angel tribal' is, again, there aren't too many good cheap angels. Something like Angelic Page, while not the worst card in the world, isn't all that good either.

So basically, you've got a tribe that comes out slowly. With that in mind, I feel like making your early game about control is what will make it a viable deck. It's not breaking from the tribe so much; it's making the tribe work. Think of it this way - turn 1, 2 and 3 they play their creatures, but you've devoted your cheap slots to control, so you deal with them on your turn 1, 2 and 3. On turn 4, they play whatever, and you play something sexy like an Angel of Jubilation or Sublime Archangel. You're still playing angel tribal, but those cheaper control spells helped you get there.

I almost feel like drawing up a monowhite mid/late game angel deck myself, just to show what kind of vision I'd have for the tribe. :-)
I'm all about super-control in MTG. If you're able to stop my shenanigans, then there aren't enough shenanigans. Lv 1 Judge Current Decklists Sweeping Beauty (Casual) A Vision of Clones (Casual) Coming soon... more decks! :-O
I almost feel like drawing up a monowhite mid/late game angel deck myself, just to show what kind of vision I'd have for the tribe. :-)



I'd like to see it
This is my most recent attempt. It didn't do so bad in MP and I won more games than I lost in generic 1-on-1 (not by much though), but failed miserably in the tribal format I play in. Just not fast enough to keep up with goblins, elves, or vamps.

3x Angelic Page
4x Emeria Angel
4x Angel of Jubilation
2x Sublime Archangel 
1x Linvala, Keeper of Silence
2x Baneslayer Angel
2x Radiant, Archangel
2x Avacyn, Angel of Hope
1x Iona, Shield of Emeria
1x Reya Dawnbringer

4x Path to Exile
3x Oblivion Ring
3x Rebuff the Wicked
2x Wrath of God

4x Pearl Medallion

3x Emeria, the Sky Ruin
3x Cathedral of War
17x Plains

Again, a work in progress (I suspect it always will be, until they give us some cheaper angels), and not as successful as I'd hoped. But neither do I think it's as bad as the list looks. More mana ramp and some card draw would be nice, but I've stripped the removal down about as far as I can and still survive early to get into the swing of things. Keep in mind also that this particular list was built to my playgroups' tribal format, which, among other things, dictates that there are a minimum of 22 tribal cards in a deck. Trimming out 5 or 6ish angels would give some more space for mana ramp or more removal.
im always weirded out when i see angel decks without scroll of avacyn and seraph sanctuary. they are the only two specifically angeltribe cards in the game, they are good and they do exactly what angel decks need: increase survivability without hampering offense.

guardian seraph mind stone almost auto include as well. If you skimp a bit on the ramp possibly emeria angel as well.
You could also focus on combos.

Flickering ward with sigil of the empty throne is what I use to generate plenty of tokens. If you use a heavy enchantment theme, serra's sanctum makes up for any large costs. Angelic renewal after a WoG is another favorite of mine. Voice of all and guardian seraph are really good in the early game.

I've also been known to use wall of glare, coupled with heart of light and its variants, you have an infinite-blocker. Use that with luminarch ascension to prevent that damage and make tokens quickly.
HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
My current decklist, please feel free to add suggestions, keeping in mind of a total budget of $100 to buy additional cards if i need to.

what an extraordinary mix^^

you have to choose between emeria and sanctuary. my vote goes for sanc...mby keep a 1-of emeria

angel of mercy is terrible -out
you need more cards to bounce to play emancipation - at least 4 more, will suggest scroll of avacyn again, altho something with good etb would be preferable, since it has to be cheap not a lot of options though...probably cut this angel and add mind stone
lightkeeper of emeria is bad if youre not ramping

avacyn and reya are iffy- your deck isnt quite geared to pay the manacost or prolong the game That long

angeli blessing is bad - out

a cheap card i like for angel decks is hobble

id say you dont quite have the support for luminarch here. id certainly cut 2

id add at least 2 more sweeps or some more cheap angels
20 lands isn't going to cut it. First off, with only 13 plains in the whole deck, Emeria, the Sky Ruin is a waste of time. I seem to have the opposite opinion of everyone else, I'd dump the Seraph Sanctuarys and just run Emeria and Plains. It's a personal choice due to personal experience. A little bit of life here and there vs. creatures coming back to battlefield later on? You have other ways to gain life in the deck. I'll take Emeria any day.

Endless Horizons is a game of russian roulette. Too much removal running around the game nowadays for me to be comfortable with that card.

Angelic Blessing is a bad choice, everything already flys. Except the walls, but whatever. I'd cut them for more removal. Or more little guys like the aforementioned Angelic Page or Angelic Curator. The Scroll of Avacyn isn't a bad idea here either. You need more ways to stall.

Angel of Mercy must go. Just not worth it. Voice of All would do more for you, and costs one less.

BTW, thank you Azure, I guess I also missed that Curator was an angel now. 
Why would you exile more than seven lands with Endless Horizons?

IMAGE(http://cdn.bulbagarden.net/upload/1/1c/Spr_4p_389.png)

Why would you exile more than seven lands with Endless Horizons?



I'm not saying you would. I wouldn't even pull that many. But still, if it gets blown up, you lose those lands, and how long do you think it's gonna take to get enough mana to run this deck if you lose even 5 or 6 Plains? I'm not saying it's a stupid card to play, but if things go bad, it can lose you the game. I've seen a couple ppl play them in 4s, and pull only 2 or 3 lands at a time with it. Some ppl have the "no fear" attitude to play it, I do not.

Going back to the Emeria, the Sky Ruin. I wouldn't run 4. Run 2, 3 tops. If they come out too early, they are nothing but CIPT plains, and get in the way of getting the magic 7 plains in play. I'd do 2/20 or 3/19. There are going to be those who will say that even 22 lands isn't enough, but I think the only thing that's going to answer that is some games under your belt and see how it runs. It is mono white, so 22 could very well be plenty. 

Are the Purifys there because you have an excess of artis and enchants at your table? If not, I'd look at swapping them for something more broad, like Oblivion Ring

I think it's definately to the point where you need to go out and play it and see what happens. I think most of what we tell you at this point is gonna be stuff out of your budget, or nitpicking.    
im always weirded out when i see angel decks without scroll of avacyn and seraph sanctuary. they are the only two specifically angeltribe cards in the game, they are good and they do exactly what angel decks need: increase survivability without hampering offense.


Scroll of Avacyn maybe - the issue I have with it is that there aren't enough good, cheap angels to give you the life gain early when you actually need it (angels are a mid/late tribe), so its just a 2 mana card draw - at which point I'd rather play Wall of Omens for that needed survivability. I'm not a fan of the Sanctuary in mono-white angels though; I prefer an Emeria engine. Again, its a mid/late deck, so you'll be close to powered up by the time you start playing your true threats.

I did end up making my angel-control deck. Decklist below.

 Hear the Trumpet
// Lands - 25

Emeria and plains straightforward. I like Mistveil Plains; even though they're slow lands the extra ability allows you to reuse removal which is nice. Glaciers is also slow, but provides great card advantage and pretty much ensures that as long as you have Emeria and Glaciers, as long as the game doesn't end you'll end up activating it.

// Creatures - 20
[deck]4 Mother of Runes
4 Wall of Omens
4 Sublime Archangel
4 Baneslayer Angel
3 Admonition Angel
1 Iona, Shield of Emeria[/deck]
Ok, Mother and Wall aren't angels, but they're a very nice defensive suite for turns 1 and 2, and both are still useful late into the game. The other slots for angels are somewhat competitive, but I like Sublime over Angel of Jubilation, as Jub's pay life/sac creature ability is often irrelevant, and it's a lord in a tribe that is generally plenty powerful without lords. Sublime just has the potential to hit that much harder. Baneslayer at 5 because lifelink and first strike can turn the tide of close games, and Admonition at 6 because O-Ring on a stick (plus guaranteed landfall thanks to Glaciers) is sexy. Iona... the deck could probably live without her, it has like 11 win conditions thanks to the other angels. But she's a flavourful overseer, and adds some finality to things.

// Noncreatures - 16
[deck]4 Swords to Plowshares
4 Oblivion Ring
4 Wrath of God
2 Luminarch Ascension
2 Scroll Rack[/deck]
Swords, O-Ring and Wrath is my typical white control/removal suite. Targetted creature exile, targetted non-land exile, and a sweeper. Luminarch adds an early potential wincon, and I've been loving Scroll Rack alongside Thawing Glaciers, as its not uncommon to find yourself with a few lands in hand thanks to the repeated Glaciers dropping.
I'm all about super-control in MTG. If you're able to stop my shenanigans, then there aren't enough shenanigans. Lv 1 Judge Current Decklists Sweeping Beauty (Casual) A Vision of Clones (Casual) Coming soon... more decks! :-O
That's pretty cool, but no Avacyn with WOG? It's also very sexy to be able to survive your own Wrath...

That's what Emeria is for. I opted for the ability to further avoid exile (if they're playing Wx, naming white with Iona) rather than the ability to one-sided sweep.
I'm all about super-control in MTG. If you're able to stop my shenanigans, then there aren't enough shenanigans. Lv 1 Judge Current Decklists Sweeping Beauty (Casual) A Vision of Clones (Casual) Coming soon... more decks! :-O
I think it's definately to the point where you need to go out and play it and see what happens. I think most of what we tell you at this point is gonna be stuff out of your budget, or nitpicking.    



What stuff did you have in mind?
. I'd do 2/20 or 3/19. There are going to be those who will say that even 22 lands isn't enough, but I think the only thing that's going to answer that is some games under your belt and see how it runs. It is mono white, so 22 could very well be plenty.



That would be me. There are cards on that list with a cc of 6, 7, 8, and 9. Without adding ramping artifacts I'm very weary these cards are ever going to be played with 22 lands. 

That's pretty cool, but no Avacyn with WOG? It's also very sexy to be able to survive your own Wrath...

Why try to surivie your own Wrath of God for eight mana when you can do it just as well for six mana

Also, somehow my earlier post pointing out that Angelic Curator is a nice two-drop that totally counts as an Angel Spirit these days seems to be missing.  That gets you an early drop angel that can make Scroll of Avacyn get you that life boost you need.

EDIT:  And really, your mana goal really just needs to be five.  In casual play, resolving a Baneslayer Angel really sets the tone of the game. 

@mikemearls The office is basically empty this week, which opens up all sorts of possibilities for low shenanigans

@mikemearls In essence, all those arguments I lost are being unlost. Won, if you will. We're doing it MY way, baby.

@biotech66 aren't you the boss anyway? isn't "DO IT OR I FIRE YOU!" still an option?

@mikemearls I think Perkins would throat punch me if I ever tried that. And I'd give him a glowing quarterly review for it.

@jaxson: ill admit emeria is a decent option. but as you say angels is mid-late deck: emeria is late-late-late game (average around turn 13 with no/limited draw or ramp), if you dont run heavy ramp (or lots of draw and even then, without ramp, its still late-late game (turn 8/9 minimum)
running thawing glacier makes emeria more relevant but even then its a meta concern. My main concern would be other combat decks, I play mostly standard/modern lately, where combat (or combo) is more prevalent (also most control decks in those format tend to focus on exile effects).
vs another combat deck the game will usually end t6-8. vs those decks the lifegain from sanctuary can help immensely, even if its only 4-5 points of life pr seraph that's still a lot (!) against agro, and decent vs other midgame combat, and you have to remember that the only downside to sanctuary is that you have to opt out on other colorless special lands (or face serious consistency issues); unlike emeria there is no potential loss to tempo.

however if you find yourself across the table from many control decks, emeria+thawing is awsome tech. 

im not sure your stall will be enough thb, vs combat much depends on getting at least 1 wrath...scroll rack helps though.

@azure: shepherd is great (and cheap$$) but the creatures are returned to hand which is kinda different;) )

@azure: shepherd is great (and cheap$$) but the creatures are returned to hand which is kinda different;) )

Yeah, but all their creatures are dead and you've got a 4/4 flyer in play and a hand full of trouble to cast with your pile of mana.  I'd take it over saving up to cast Avacyn and then Wrathing later around turn nine or ten.

@mikemearls The office is basically empty this week, which opens up all sorts of possibilities for low shenanigans

@mikemearls In essence, all those arguments I lost are being unlost. Won, if you will. We're doing it MY way, baby.

@biotech66 aren't you the boss anyway? isn't "DO IT OR I FIRE YOU!" still an option?

@mikemearls I think Perkins would throat punch me if I ever tried that. And I'd give him a glowing quarterly review for it.

well its true if you have no ramp playing avacyn is bad - the interaction with sweeps is kinda irrelevant if it never sees play. But i wouldnt run shepherd planning to wrath the board, whereas i might plan to do so running avacyn. A fine point with small degree of divergence - lets leave the subject^^
My deck as of today, seems to play well, artifact decks eat me alive though. Was thinking about dropping Reya Dawnbringer for either Linvala, Keeper of Silence or Iona, Shield of Emeria ; / Could also use some help with a sideboard.

 
Does the deck have to stay Mono ? Be pretty easy to play : u: control and finish with angels...
I agree with rawsugar on the issue of seraph sanctuary and Emeria. Because angels are mid/late game anyway, what little lifegain that comes from the sanctuary will be better than returning angles from the grave on turn 8-ish. Not only that, you should be sending out a steady stream of angels by that time, so bringing some back to life wont be that big of a deal, especially if you decide to use Reya. All of this is why I mentioned using wrath of god with angelic renewal, so you can play a BETTER ANGEL early on, then WoG. There's also mistveil plains for those hardcore moments when you need that one card in the graveyard (assuming you can search for it, or maybe shuffle up the library) and it counts towards Emeria if you really want to use it.

HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
?Anyone able to add any suggestions?
I think it looks ready to play and see how it goes. There's a couple of nit-picky things I'd probably play different out of personal taste, like dropping the Akroma's Vengeance for a 2nd Akroma's Memorial, and dropping the Deathless Angel for an Adarkar Valkyrie or Akroma, Angel of Wrath, but all-in-all, it looks like it's a pretty solid list, depending on what you'll be playing against. I also still think 4 Emeria, the Sky Ruins is too many. 2 or 3 is plenty.

Play it, let us know how it goes.
Yea i was debating taking out Deathless Angel, Akroma would prolly be a decent fit with the overall theme of the deck too.
This is my current deck. It has lifelink and some good legendaries.



Creature (20)

4x Angelic Page
4x Angelic Wall
1x Avacyn, Angel of Hope
1x Basandra, Battle Seraph
1x Gisela, Blade of Goldnight
2x Herald of War
4x Seraph of Dawn
3x Serra Avenger
Enchantment (5)

2x Cradle of Vitality
2x Luminarch Ascension
1x True Conviction
Instant (6)
3x Incinerate
3x Lightning Bolt
Sorcery (3)
3x Fireball
Land (22)