So after Avacyn Restored came out I had this silly yet strangely powerful deck idea. Tribal Angels. I had the "power puff girls" (gisela, sigarda, and bruna) and wanted to do something with them basically.
Well At first i was thinking Kaalia... but everyone and their grandmother plays kaalia. Plus I can't use sigarda, nor bruna is kaalia.
The Powerpuff girls cover 4 colors, and seeing as there are no good 4 color, non-black legendary creatures... I had to go 5.
Now as many of you will notice Karona has a fatal drawback. Every upkeep she switches hands, and most meta are full of of tribal EDH decks. So if you don't play her wisely it can come back to bite you. She is for all intensive purposes a finisher. But thanks to the commander set there are options to play her early before the alpha strike.
Let us start with the vows. In 1v1 the vows stop her cold from attacking us. In multiplayer they may not stop her from attacking and pseudo-overruning their creature base... But she won't be attacking us. (so we won't receive general damage from our own general.) The other all important card in keeping the fine lady on our side is Homeward path. Homeward path is amazing 1v1 (especially against edh decks with sticky fingers.) While it is not as good in multiplayer, you can at least stop the larger threat from utilizing her.
The second challenge is the mana base... I don't own, nor have access to any of the super old and expensive dual lands. So what i have here is a compilation of the best duals I could muster that weren't already required in standard, modern, legacy, etc decks that i run in tournaments. I also held back on the Scars of mirrodin duals, old ravnica double mana duals, guild gates, 1 life gain zen block duals, or any duals that come into play tapped. I don't like when my lands come into play tapped. Once RtR rotates I'll put in shocks and farseek.
The deck theory besides tribal beat down is effectively ramp and play game changing creatures. I also have a ton of fun ways to cheat in my angels (wild pair, summoning trap, descendant's path, Lurking Predators, etc)
So after Avacyn Restored came out I had this silly yet strangely powerful deck idea. Tribal Angels. I had the "power puff girls" (gisela, sigarda, and bruna) and wanted to do something with them basically.
Well At first i was thinking Kaalia... but everyone and their grandmother plays kaalia. Plus I can't use sigarda, nor bruna is kaalia.
The Powerpuff girls cover 4 colors, and seeing as there are no good 4 color, non-black legendary creatures... I had to go 5.
5 Colors left me with a few decent options.. Child of Alara, Progenitus, and Karona, False God. Gods and angels kinda makes its own theme, so she was my choice.
Now as many of you will notice Karona has a fatal drawback. Every upkeep she switches hands, and most meta are full of of tribal EDH decks. So if you don't play her wisely it can come back to bite you. She is for all intensive purposes a finisher. But thanks to the commander set there are options to play her early before the alpha strike.
Let us start with the vows. In 1v1 the vows stop her cold from attacking us. In multiplayer they may not stop her from attacking and pseudo-overruning their creature base... But she won't be attacking us. (so we won't receive general damage from our own general.) The other all important card in keeping the fine lady on our side is Homeward path. Homeward path is amazing 1v1 (especially against edh decks with sticky fingers.) While it is not as good in multiplayer, you can at least stop the larger threat from utilizing her.
The second challenge is the mana base... I don't own, nor have access to any of the super old and expensive dual lands. So what i have here is a compilation of the best duals I could muster that weren't already required in standard, modern, legacy, etc decks that i run in tournaments. I also held back on the Scars of mirrodin duals, old ravnica double mana duals, guild gates, 1 life gain zen block duals, or any duals that come into play tapped. I don't like when my lands come into play tapped. Once RtR rotates I'll put in shocks and farseek.
The deck theory besides tribal beat down is effectively ramp and play game changing creatures. I also have a ton of fun ways to cheat in my angels (wild pair, summoning trap, descendant's path, Lurking Predators, etc)
1 Karona, False God
==Creatures== 24
--cmc2--
1 Shapesharer
--cmc3--
1 Jenara, Asura of War
--cmc4--
1 Sublime Archangel
1 Angel of Jubilation
1 Restoration Angel
--cmc5--
1 Baneslayer Angel
1 Herald of War
1 Maelstrom Archangel
1 Sigarda, Host of herons
1 Basandra, Battle Seraph
1 Radiant, Archangel
--cmc6--
1 Sunblast Angel
1 Bruna, Light of Alabaster
1 Victory's Herald
--cmc7--
1 Tariel, Reckoner of Souls
1 Angelic Arbiter
1 Gisela, Blade of Goldnight
1 Platinum Angel
1 Angel of Serenity
1 Angel of Despair
--cmc8--
1 Empyrial Archangel
1 Avacyn, Angel of Hope
1 Akroma, Angel of Wrath
--cmc9--
1 Iona, Shield of Emeria
==Non-Creature Spells= 19
--cmc1--
1 Mystic speculation
1 Swords to plowshares
1 Crop rotation
1 Path to exile
1 Condemn
1 Green sun's zenith
1 Demonic Tutor
--cmc3--
1 Harrow
1 Cultivate
1 Fabricate
--cmc4--
1 Divine Reckoning
1 Day of Judgement
--cmc5--
1 Slave of Bolas
1 Deny Reality
1 Unburial Rites
1 Defy Death
--cmc6--
1 Summoning Trap
--cmc7--
1 Boundless Realms
--cmc8--
1 Nicol Bolas, Planeswalker
--cmc2--
1 Heartless summoning
--cmc3--
1 Mana Flare
1 Celestial Dawn
1 Rites of Flourishing
1 Vow of wilderness
1 Vow of flight
1 Descendants' Path
--cmc4--
1 Call to the Kindred
--cmc5--
1 Gravitational Shift
1 Wild Pair
--cmc6--
1 Lurking Predators
--cmc8--
1 Eldrazi Conscription
==Artifacts== 9
--cmc1--
1 Expedition Map
1 Sol Ring
--cmc2--
1 Fellwar Stone
1 jounreyer's Kite
1 Rakdos Signet
1 Coalition Relic
1 Chromatic Lantern
1 Darksteel ingot
--cmc 5--
1 Door to nothingness
==Land== 35
--Basics--
1 Mountain
1 Swamp
5 Island
5 Forest
8 Plains
--Ping Lands--
1 Arid Mesa
1 Scalding Tarn
--Duals--
1 Clifftop Retreat
1 Sunpetal Grove
1 Glacial Fortress
1 Hinterland Harbor
1 Rootbound Crag
--Any color--
1 Transguild Promenade
1 City of brass
1 Command Tower
1 Forbidden Orchard
--Specialty Lands--
1 Temple of the False God
1 Homeward path
1 Vesuva
1 Urborg Tomb of Yawgmoth
The deck is still missing a few really good angels (red akroma, reya, etc) but it's still a beast.
It may be farfetched, but i was hoping to make it more competitive. Any suggestions?
[i]Legacy:[/i]
UBW Affinity
RRR Burn
WWW Death and Taxes
[i]EDH:[/i]
UUU Azami's High Tide Wizards
0R0 Daretti's Staxheep
URG Animar Combo
WUBRG Progenitus Superfriends
WWGSissay's Sissies
[i] Tiny Leaders EDH
1RR Chandra Burn
RBW Alesha's Aristocrats & Taxes
UUU Kira's Merfolk Cult
GGG Ezuri's Elfball