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v0rac10u5’s Deck Garage
Do you see the light?
January 14, 2008

This deck is a slow Angel deck which attempts at putting them out as soon as possible and then controlling the game through evasion and hefty bodies. I typically play against a Mono-black aggro, a B/G/U control, and a G/W control.  My deck is right at 70 cards and seems to be  needing  turn 1-3 cards so that I do not just sit there and take damage.

Creatures: 24
4 Skyshroud Elf
2 Sakura-Tribe Elder
2 Radiant, Archangel
4 Serra Angel
2 Platinum Angel
2 Akroma, Angel of Fury
4 Pristine Angel
2 Razia, Boros Archangel
2 Reya Dawnbringer

Land: 24
5 Mountain
5 Forest
6 Plains
4 Temple of the False God
2 Thawing Glaciers
2 Terramorphic Expanse

Non-Creatures: 22
2 Akroma's Memorial
4 Urza's Incubator
2 Clearwater Goblet
4 Energy Chamber
4 Fireball
2 Tarfire
4 Last Chance

The plan of action with this deck is to hopefully draw an early Urza's Incubator along with some mana fixers and energy chambers in order to put some creatures on the field and get an angel out on an early turn. Akroma's Memorial is in here to make Pristine gain vigilance. The goblet is in here to recover some of the lost life from the early beating. Last chance is in here for extra turns while platinum angel is out, and the tarfire with fireball are for some burn as repellent. What I need is a more efficent way to come out faster to slow down the monoblack deck I face with discard. Any advice on skimming the deck or replacing cards would be greatly appreciated.

Benjamin Demmel

-----

This fix is going to be a pretty big challenge for two reasons. The first reason is that I am going to recommend some big changes. The second reason is that the changes will be expensive.

From what I can see, the deck has two problems. First, it is too slow and doesn’t pack enough removal. Second, the deck is playing the wrong colors. Let me introduce you to the black angels.

               

These three angels give this deck unparalleled power. Each can win the game single-handedly, especially Desolation Angel (author’s note: never ever ever play this card without its kicker).

Then we factor in the removal this deck needs. Death Grasp also doubles as life-gain.

                 

 

Also, this deck is missing the best angel ever printed, Exalted Angel. It can be swinging as early as turn four and gains life in a hurry. The artifacts provide acceleration. I like these artifacts more than the Incubator because these artifacts can be used to power up huge Death Grasps. You ought to able to get at least two in play each game, hopefully getting you to six mana by turn four. Thawing Glaciers received some errata that makes it much slower, so it gets cut from this decklist.

Do You See The Light.dec v1.1

13/23/24

1 Radiant, Archangel

1 Selenia, Dark Angel

2 Desolation Angel

4 Exalted Angel

1 Platinum Angel

2 Angel of Despair

1 Reya Dawnbringer

1 Akroma, Angel of Wrath

 

4 Swords to Plowshares

4 Marble Diamond

4 Charcoal Diamond

4 Orzhov Signet

2 Death Grasp

4 Vindicate

1 Akroma’s Memorial

                       

4 Temple of the False God

4 Caves of Koilos

4 Scrubland

4 Godless Shrine

1 Urborg, Tomb of Yawgmoth

1 Volrath’s Stronghold

3 Plains

3 Swamp

If the deck still has problems against the discard decks, add Dodecapod. That will discourage discard very quickly. Volrath’s Stronghold is nuts against counterspells, removal, and discard. Simply put whatever angel you want on top of your library at the end of your opponent’s turn, then draw and play it during your turn. You may want to cut another swamp or two to play more if you think it is necessary (even though it is legendary, it shouldn’t hurt your mana because of the twelve artifacts that produce mana).

 

 

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