I’ve been wanting to make a angel/demon deck for a while, more so swamps and plains but I am open to adding red. However I’m a bit at a loss, as the conflicting abilities.
the idea of the deck is quick and harsh annihilation of the opponents/if the game did go on longer I could drop a huge bomb. I like the power of modern decks but the freedom of casual as I don’t have to worry about banned cards. (Also would like to play the bigger demons or angels if possible)
Both demons and angels don't synergize overly well within their tribes, less so with the other. But that's no reason not to try to build a deck around them. Just be aware of it.
There are but a handful of cheap angels and demons, and most of those still cost 3+ mana. So the deck won't be too aggro oriented if you stick to those two tribes. The early turns therefore should be dedicated to mana ramp. You can play mana rocks like Orzhov Signet, Mind Stone, or dare I suggest the broken card, Sol Ring. Many other options exist, too. You could try the poor nongreen man's Rampant Growth known as Wayfarer's Bauble, or the repeatable land search engines of Journeyer's Kite and Thaumatic Compass, the later can eventually transform into Spires of Orazca. Or go for cards like Coalition Relic or Chromatic Lantern for ramp and color security.
To name a few of the 4 cost critters: Gisela, the Broken Blade, Mindwrack Demon, Desecration Demon, Seraph of the Scales, Sublime Archangel, and many many more. So you don't actually have to get to that much mana to play heavy hitters. But if you do have the desire to play a 7+ mana critter, you need to dedicate more cards slots to mana ramp and card draw. The later is abundant in black, fortunately, and adding some will hurt only a litle (black card draw usually costs you some life or a creature).
Oh, and add some spot removal, you'll need it. Maybe some reanimation tools as well.
I’ve been wanting to make a angel/demon deck for a while, more so swamps and plains but I am open to adding red. However I’m a bit at a loss, as the conflicting abilities.
the idea of the deck is quick and harsh annihilation of the opponents/if the game did go on longer I could drop a huge bomb. I like the power of modern decks but the freedom of casual as I don’t have to worry about banned cards. (Also would like to play the bigger demons or angels if possible)
Any suggestions would be greatly appreciated!
Both demons and angels don't synergize overly well within their tribes, less so with the other. But that's no reason not to try to build a deck around them. Just be aware of it.
There are but a handful of cheap angels and demons, and most of those still cost 3+ mana. So the deck won't be too aggro oriented if you stick to those two tribes. The early turns therefore should be dedicated to mana ramp. You can play mana rocks like Orzhov Signet, Mind Stone, or dare I suggest the broken card, Sol Ring. Many other options exist, too. You could try the poor nongreen man's Rampant Growth known as Wayfarer's Bauble, or the repeatable land search engines of Journeyer's Kite and Thaumatic Compass, the later can eventually transform into Spires of Orazca. Or go for cards like Coalition Relic or Chromatic Lantern for ramp and color security.
You liklely want some of those 3 mana angels and demons. Most are huge for their cost but come with drawbacks. Here are some that lack a harsher drawback: Ammit Eternal, Baleful Ammit, Soulcage Fiend, Herald of Torment, Taborax, Hope's Demise, Embodiment of Agonies, Angel of Vitality, Emancipation Angel, Resplendent Angel, Serra Avenger. But don't get too caught up over those cheaper creatures, because both angels and demons already bring the hurt for as low a cost as 4 mana.
To name a few of the 4 cost critters: Gisela, the Broken Blade, Mindwrack Demon, Desecration Demon, Seraph of the Scales, Sublime Archangel, and many many more. So you don't actually have to get to that much mana to play heavy hitters. But if you do have the desire to play a 7+ mana critter, you need to dedicate more cards slots to mana ramp and card draw. The later is abundant in black, fortunately, and adding some will hurt only a litle (black card draw usually costs you some life or a creature).
Oh, and add some spot removal, you'll need it. Maybe some reanimation tools as well.
Former Rules Advisor
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