any ideas on a red white angel deck
Yeah angelfire was a URW control deck in RAV/TSP std (originally at least) that maybe ran a little bit more beats than an average control deck. I feel like it would have no chance in extended now. It wouldn't have enough answers for combo, the beats wouldn't do anything, and because of the beats it would have less cards to deal with aggro and the control mirror. In other words, every deck would beat it...
Not true. Those colors are good control colors. I have a friend that's running a WUR control deck featuring Firemane Angel+Gifts Ungiven. 'Its pretty good. I think that a control deck of this kind can be made. It's just gonna take some brain storming. I wouldn't particularly call it an angel deck though.
Enigmata and I are talking about making Angelfire for Extended right now, actually. I'll try to get a list up tonight or tomorrow.
That would be awesome. I'll get my friends list. It's pretty good.
I had the idea for a deck with Zur's Weirding + Firemanes for a lock, a while back.
57860688 wrote:121183109 wrote:57074928 wrote:So when UR Delver came out to win a GP, did Christian Calcano email/call you and thank you personally, or was there just a mutual understanding?
Legitimately laughed at this...haha
No kidding. +1 internets for a hidden gem in the standard deck help.
121183109 wrote:57074928 wrote:So when UR Delver came out to win a GP, did Christian Calcano email/call you and thank you personally, or was there just a mutual understanding?
Legitimately laughed at this...haha
57074928 wrote:So when UR Delver came out to win a GP, did Christian Calcano email/call you and thank you personally, or was there just a mutual understanding?
4 Chalice of the Void
3 Ethersworn Canonist
3 Pithing Needle
2 Tormod's Crypt
1 Wrath of God
Thoughts on this board? It seems to have answers to most of the commonly played decks, though it might be a little heavy of Elf hate and light on stuff for Blue control.
Yeah... I like the extra chalice now that I'm thinking about it.. Chalice is good against basically everything. I think it's a strong board. Have you playtested the deck yet?
I like the other boards more than the first proposed.
Is anyone going to experiment with it in our upcoming tourny?
Forgive my skepticism, but the general trend for this deck's mana base seem to be 21-23 lands + 4 Chrome Mox. Out of these 21-23 lands, 7-10 of them are fetchlands, constituting at least half of the manabase.
I just can't fathom how is it possible to draw 8-9 lands (assuming 1-2 Chrome Moxes on the board) out of the remaining 10-ish real mana-producing lands.
And besides this fact, do u really want to draw into 10 mana just for Firemane's recursion? This format is so darn fast that an ill topdeck of a land almost spells instant doom.
Even Control lists skimp on their lands. The common range being 22-24 lands, depending on how many Chrome Moxes they play, with the inclusion of at least 8 fetchlands as well.
U might have time to plainscycle Eternal Dragon once in the early going, but I doubt u'll have any breather to perform any of the Firemane/Dragon shenanigans from Turn 2 onwards.
Just some honest opinions.
The deck isn't meant to be fast at all. It's an attrition deck where your primary win condition is whering down your opponents after spells liek wrath of god and engineered explosives. Once you get an eternal dragon, you can plainscycle it multiple times until you hit 10 mana sources so you can return the angel from grave to play, although ususally if you cast Gifts Ungiven and pull Eternal Dragon, firemane angel, Exalted Angel, and another Gifts and Ungiven, they'll give you eternal dragon and firemane angel since they are the lesser of two evils.
It's a solid deck that keeps up by being a total pain in the *** to everyone else.
Fair enough. If u can get the Academy Ruins/EE combo going on, u'll be in good shape against most of the field. I'm just not too sure about combo, especially Dredge, with nothing to stop them except a pre-emptive EE set on 0 for Bridge tokens. And then, they would reanimate Akroma instead of Flame-kin for a slow but steady kill.
Trust me, as a Dredge player, I would be scared to face this deck. It's early creature control would crush my Magus of the Bazaar, and as soon as I play anything that is characteristic of dredge (like magus, or any draw/discard), then a clever angelfire player WILL set up an EE to 0. Then, if Akroma hits, all that is needed is a Wrath of God. Plus, chances are they won't be able to successfully cast Dread Return because it will just be countered... as will Flame-Kin Zealot's triggered ability. Once it's countered, wrath next turn and gg.
Also, shackles cost 2 mana.. that would be SO easy to destroy with EE. It's not even a fair situation to imagine shackles taking a dragon.
And against TEPS, play gifts ungiven and grab Stifle, Remand, Mana Leak, and another Gifts in game 1. In game two, you have all the tools you need to use Gifts to its fullest potential.
I must say, I am falling in love with this deck. Even though I will always be a Dredge player, this is a helluva cool deck to play.
I think this deck needs an actual archetype thread. It might become a force to reckon with in the near future.
I haven't had any meaningful testing against the various Blue control decks, mostly because I haven't found any competent players to test against. I've won every match, but I also outplayed all of my opponents, so it probably isn't that good of a matchup.
It's quite easy to win, as they won't really be able to play a wincon if you get recursive EE, but the problem is the games take FOREVER. I hate playing blue with this deck, just because of how frustrating it is.
I'm running the same list as you mntwin, and I must say it's working remarkably. This might just be one of the best original decks I've ever seen.