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Angelic Ascension
6 months ago  ::  Sep 29, 2009 - 12:24AM #1
BladeAce
Posts: 6
Date Joined: 08/28/09

 


So I'm tring to build this angel deck mono white the best I can but this is all I can come up with...


Removal



4x Path to Exile
Mana Cost: W
Instant
Exile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.
Expansion: Conflux
Rarity:Uncommon


4x Oblivion Ring
Mana Cost: 2W
Enchantment
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Expansion: Planechase
Rarity:Common



Disruption



2x Silence
Mana Cost: W
Instant
Your opponents can't cast spells this turn. (Spells cast before this resolves are unaffected.)


4x Dawn Charm
Mana Cost:1W
Instant
Choose one - Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you.
Expansion: Planar Chaos
Rarity:Common



2x Holy Day
Mana Cost:W
Instant
Prevent all combat damage that would be dealt this turn.
Expansion: Tenth Edition
Rarity:Common


Tool Box


3x Isochron Scepter
Mana Cost: 2
Artifact
Imprint - When Isochron Scepter enters the battlefield, you may exile an instant card with converted mana cost 2 or less from your hand.
2, T : You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Expansion: Mirrodin
Rarity:Uncommon



Token Engine



4x Luminarch Ascension
Mana Cost:1W
Enchantment
At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on Luminarch Ascension. (Damage causes loss of life.)
1W: Put a 4/4 white Angel creature token with flying onto the battlefield. Activate this ability only if Luminarch Ascension has four or more quest counters on it.
Expansion: Zendikar
Rarity:Rare


3x Sigil of the Empty Throne
Mana Cost:3WW
Enchantment
Whenever you cast an enchantment spell, put a 4/4 white Angel creature token with flying onto the battlefield.
Flavor Text:When Asha left Bant, she ensured that the world would have protection and order in her absence.
Expansion: Conflux
Rarity:Rare



Creature base



1x Iona, Shield of Emeria
Mana Cost:6WWW
Legendary Creature - Angel
Flying
As Iona, Shield of Emeria enters the battlefield, choose a color.
Your opponents can't cast spells of the chosen color.
P/T:7 / 7
Expansion: Zendikar
Rarity:Mythic Rare



1x Akroma, Angel of Wrath
Mana Cost:
Legendary Creature - Angel
Card Text:Flying, first strike, vigilance, trample, haste, protection from black and from red.
P/T:6 / 6
Expansion: Duel Decks: Divine vs. Demonic
Rarity:Mythic Rare



1x Reya Dawnbringer
Mana Cost:6WWW
Legendary Creature - Angel
Flying
At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
P/T:4 / 6
Expansion: Tenth Edition
Rarity:Rare


1x Baneslayer Angel
Mana Cost: 3WW
Creature - Angel
Flying, first strike, lifelink, protection from Demons and from Dragons.
P/T:5 / 5
Expansion: Magic 2010
Rarity:Mythic Rare


2x Guardian Seraph
Mana Cost:2WW
Creature - Angel
Flying
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
Flavor Text:Her gaze prevents the petty sins and her sword punishes the rest.
P/T:3 / 4
Expansion: Magic 2010
Rarity:Rare


4x Serra Avenger
Mana Cost:WW
Creature - Angel
You can't cast Serra Avenger during your first, second, or third turns of the game.
Flying, vigilance
P/T:3 / 3
Expansion: Time Spiral
Rarity:Rare



Life gain



2x Celestial Mantle
Mana Cost:3WWW
Enchantment - Aura
Enchant creature
Enchanted creature gets +3/+3.
Whenever enchanted creature deals combat damage to a player, double its controller's life total.
Expansion: Zendikar
Rarity:Rare



OTK Prevention



2x Angel's Grace
Mana Cost:W
Instant
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Expansion: Time Spiral
Rarity:Rare



Mana Exceleration



4x Marble Diamond
Mana Cost: 2
Artifact
Marble Diamond enters the battlefield tapped.
T: Add W to your mana pool.
Expansion: Duel Decks: Divine vs. Demonic
Rarity:Uncommon


3x Thunder Totem
Mana Cost: 3
Artifact
T: Add W  to your mana pool.
1WW: Thunder Totem becomes a 2/2 white Spirit artifact creature with flying and first strike until end of turn.
Expansion: Time Spiral
Rarity:Uncommon


Land


15x Plaines


4x Windbrisk Heights
Land
Card Text:Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
T: Add W  to your mana pool.
W, T: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Expansion: Lorwyn
Rarity:Rare


2x Emeria, the Sky Ruin
Land
Emeria, the Sky Ruin enters the battlefield 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 to your mana pool.
Expansion: Zendikar
Rarity:Rare


 


It's 69 cards and I think it might work but... Any Ideas?


 

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6 months ago  ::  Oct 10, 2009 - 12:32PM #2
ArontheBaron
Posts: 7
Date Joined: 10/08/09

 First, decks usally have 60 cards.


Take out the thunder totems.


 

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6 months ago  ::  Oct 10, 2009 - 12:33PM #3
ArontheBaron
Posts: 7
Date Joined: 10/08/09

And maybe some Angels Feathers

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6 months ago  ::  Oct 12, 2009 - 8:40PM #4
Lethal_Overdose
Posts: 209
Date Joined: 09/15/09

You have an interesting base for the deck but I would make some changes. I would take out the Guardian Seraph and put in 2 more Holy Days. Since you aren't going for Standard, you could also run Etheral Haze (essentially another Holy Day). I would aim the deck toward Luminarch Ascension on turn 2 and then pumping out angels as fast as possible. Fog effects are good for that and keeping you alive until your fatties hit the field. I would cut the Diamonds and the Totems in favor of more removal. Journey to Nowhere and Swords to Plowshares are always good.

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6 months ago  ::  Oct 14, 2009 - 7:14PM #5
BladeAce
Posts: 6
Date Joined: 08/28/09

Thank you. I will see how that works.

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