I have been trying to make an Angel tribal deck work in EDH since... well, since I started playing EDH. The first deck I made was Radiant, Archangel, later upgraded to Avacyn, Angel of Hope. However, I slowly came to realise that Angel tribal just wasn't working out. It was too clunky, didn't work unless I had fast artifact mana (but that meant playing less angels), and in terms of P/T for mana cost, the angels weren't pulling their weight against various green fatties even when I managed to get them out. Another problem was (is) that I play on MTGO, so I couldn't just find "a more causal playgroup". One by one, the angels came out for boardwipes and Armageddon effects and my Avacyn deck changed from angel tribal to mono-white control. I moved on, but now and then I tried to make it work again with different commanders: Basandra, Gisela, Aurelia, even Elesh Norn. (It didn't.)
Additionally, I was a rather late convert to playing a general "for the colours". Usually, my approach to EDH is find interesting general (that does something I want to do), build around that interesting general. Eventually, though, I came around to it and decided to apply that to my favourite Angel tribal. This is the result, with Rith, the Awakener heading up a whole bunch of angels, and it finaly works - even while running a fair number of gimmicks/deck building restrictions. It's definitely not competitive, but it runs smoothly (for an inherently clunky and expensive tribe), usually has something meaningful to do from turn 4 onwards, can win reasonably often (though not, of course, against top tier generals) and means I finally have an Angel tribal deck I'm happy with.
Why Rith?
(it's a rather unconventional choice, I don't think I have seen any other Angel deck with Rith at the helm.)
Why not Mayael, the Anima?
Mayael only triggers on creatures with power 5 and above. Unfortunately, many Angels have 3-4 power, so she is not all that useful. I have also tried to play more 4-5 mana angels, so that I won't get steamrolled early, and therefore her ability doesn't really save much mana. I know Mayael is one of the most common commanders for Naya angels, but to me, she is not all that good (unless you are playing more casually and all your angels cost 7-9 mana, but even so something like Reya Dawnbringer has only 4 power).
How did I decide on Naya colours? For me, White is non-negotiable in an angel deck, but there is too little mana acceleration and card draw in White to make a deck with mainly 5-6 mana ceatures work, so Green is necessary as well. Green also gives good generic tribal support, which is good because Angels have no good tribal cards specific to them (seriously, try to come up with something better than Defy Death or Seraph's Sanctuary!) Plus, I always include a non-combat wincon in my decks, and green is also the colour of Primal Surge - a 10 mana I WIN button in this deck. I could have stopped with Selesnya, but I decided to add Red as well. Primal Surge needs haste to win the same turn, and red gives Fires of Yavimaya and Warstorm Surge which can trigger a table to death off of Primal Surge. Plus, there are excellent angels with splashy effects in Boros (Aurelia, Gisela, Anya, even Firemane Avenger) - some of which are wincons in their own right.
I left out Blue - while I do miss Jenara, Asura of War and Stoic Angel, 3 different colours of mana on the same card is a little difficult to assemble without proper (read - expensive) manafixing. Iridescent Angel and Empyrial Archangel cost too much mana. Besides, green can already contribute enough card draw so blue is not so necessary here. Black would be good if I wanted to go reanimator or for tutoring (which I don't, because most of the support for these is spell-based and conflicts with the Primal Surge wincon), but doesn't have good Angels otherwise. 5 colour would allow for Maelstrom Archangel and Maelstrom Nexus, but I think I would end up devoting too many slots to manafixing.
This deck was designed before Commander 2016, but if I were to go 4-colour, 5-colour is probably better and requires about the same amount of manafixing (with the added benefit of being able to play the aforementioned Maelstrom stuff). The partner commanders are weak, have no interaction with the deck theme, and having 2 commanders just means I get to play 1 less angel. Null-black would allow me to play the greatest variety of angels, but Gay Guys of Meletis is group hug - which I don't like (to put it mildly) as a playstyle. Atraxa, Praetors' Voice is an insult to angel tribal - oh, great, a legendary angel! But it's also a horror! And...which angel tribal cards use counters? Door of Destinies?
So what does Rith bring to the table that the other Naya commanders don't? I think the best way to play Angel tribal is as "fliers/medium-sized-creature tribal" because if there's something most/all MTG angels have in common, it's that they fly and have decent (>3) power. As one of only two Naya commanders which fly (lolPalladia-Mors), Rith fits right in and can benefit from most of the "tribal" support I run: Bower Passage Frontier Siege (Dragon mode) Elemental Bond Moat Cream of the Crop Greater Good (seriously, I have won once by using Rith as a very expensive Harmonize when I got mana flooded) Warstorm Surge
Rith can also gum up the board with Saprolings (especially if given unblockable with Bower Passage), which help with the various creature-ETB effects that I run, and can act as chump blockers or protect against token strategies (and considering I have very few wraths, I do need help against token swarm). The way Rith's ability is worded, if there is someone churning out infinite tokens, then Rith will also keep pace and churn out infinite tokens as long as those tokens have a colour and Rith can connect with an opponent, which is nice.
That's not all, though! Besides being all permanents (for Primal Surge), this deck also has 2 more restrictions/"gimmicks":
- Every card in the deck is either an enchantment, a creature, or Primal Surge (with one exception). - Every creature is an Angel. (except Rith, of course)
Why? Because I can! The first restriction started off as me trying to use Sigil of the Empty Throne to the fullest, then evolved into "hey, maybe I can cut Sol Ring/Mana Crypt and get away with it". It does make this deck slightly weak to land destruction with all the "enchant land"s (I wish Wizards would print a enchantment that tapped for 1 mana), but that's why I run Darksteel Citadel. The only exception is Sensei's Divining Top - because I already have a Top and this really should be Mirri's Guile but I don't want to spend 9 tix for more or less the same card. The second is just me wanting to play more angels and less mana dorks. It works, because I can generally replace most desired spells with either an enchantment or an angel's ability, except for two - enchantment recursion (which is limited to the clunky Emeria Shepherd) and tutoring (only Sterling Grove, but then again I don't think tutors should be such a large part of a singleton format).
How I play:
Make land drops, play some angels, play more angels, pray really hard that I draw Primal Surge.
Without Primal Surge, beatdown is the way to go - with every creature having evasion and hitting for 4-5 damage per turn (more if Gisela/Aurelia are around), beatdown is how I usually win. It helps that this deck is pretty good at being non-threatening (as long as I don't play a mana doubler) since it is generally not a good idea to go after the guy running the janky tribal deck.
As previously mentioned - I play on MTGO, so prices/availability of cards might be a little different as compared to paper (I'm thankful I got Moat when it still cost 5 tix and Cavern of Souls when it still cost 11-12 tix).
Have you considered Shared Animosity? It's a powerhouse in tribal decks that want to attack a lot. Alpha Status is another powerful buff for tribal decks, though it only pumps one creature, whereas Animosity pumps everyone.
Have you considered Shared Animosity? It's a powerhouse in tribal decks that want to attack a lot. Alpha Status is another powerful buff for tribal decks, though it only pumps one creature, whereas Animosity pumps everyone.
Thanks for your suggestions!
I considered Shared Animosity but I felt that I usually attack with maybe 3-4 decently sized creatures, as opposed to "wide" tribal decks like Goblins/Soldiers where they attack with lots of small creatures, so it wouldn't help me that much. The game plan is not to aggro from the start, but to use angels with decent P/T and splashy effects to stay alive long enough to cast Primal Surge or finish off weakened opponents with a single threat (e.g. Gisela with a decent sized board, or hasted Anya when everybody is at less than 20 life).
I don't like auras that just boost P/T and don't do much else, as it leaves me open to being 2-for-1'ed.
What I would love are cheap enchantments that help me ramp (why is there no 2CMC enchantment with "T: add 1 to your mana pool"?)
What I would love are cheap enchantments that help me ramp (why is there no 2CMC enchantment with "T: add 1 to your mana pool"?)
There sort of is. Cryptolith Rite makes all your creatures into mana-dorks. Like you said, you don't go very wide, so it might not be super effective in this deck but it's something to consider.
There sort of is. Cryptolith Rite makes all your creatures into mana-dorks. Like you said, you don't go very wide, so it might not be super effective in this deck but it's something to consider.
Haha, I tried most of those already - Utopia Sprawl wasn't considered since I only run like 5 basic forests with no painlands. Khalni Heart Expedition - was in there for a little while, would be useful if I used fetchlands, but I don't have them. Cryptolith Rite was in there for a longer while (if Rith connects, I can actually produce quite a few tokens) but most of the time it didn't do much and it especially hurt when I was behind with no creatures on board.
Only Wild Growth is pretty good (above the "curve" for land auras) but pricey on MTGO.
What I need is stuff like Font of Fertility (enchantments, place lands into play or into hand) since the land auras are pretty vulnerable to land destruction (with the exception of Trace of Abundance which helps me protect a karoo land or something).
(Angel Tribal EDH)
I have been trying to make an Angel tribal deck work in EDH since... well, since I started playing EDH. The first deck I made was Radiant, Archangel, later upgraded to Avacyn, Angel of Hope. However, I slowly came to realise that Angel tribal just wasn't working out. It was too clunky, didn't work unless I had fast artifact mana (but that meant playing less angels), and in terms of P/T for mana cost, the angels weren't pulling their weight against various green fatties even when I managed to get them out. Another problem was (is) that I play on MTGO, so I couldn't just find "a more causal playgroup". One by one, the angels came out for boardwipes and Armageddon effects and my Avacyn deck changed from angel tribal to mono-white control. I moved on, but now and then I tried to make it work again with different commanders: Basandra, Gisela, Aurelia, even Elesh Norn. (It didn't.)
Additionally, I was a rather late convert to playing a general "for the colours". Usually, my approach to EDH is find interesting general (that does something I want to do), build around that interesting general. Eventually, though, I came around to it and decided to apply that to my favourite Angel tribal. This is the result, with Rith, the Awakener heading up a whole bunch of angels, and it finaly works - even while running a fair number of gimmicks/deck building restrictions. It's definitely not competitive, but it runs smoothly (for an inherently clunky and expensive tribe), usually has something meaningful to do from turn 4 onwards, can win reasonably often (though not, of course, against top tier generals) and means I finally have an Angel tribal deck I'm happy with.
Why Rith?
(it's a rather unconventional choice, I don't think I have seen any other Angel deck with Rith at the helm.)
Why not Mayael, the Anima?
Mayael only triggers on creatures with power 5 and above. Unfortunately, many Angels have 3-4 power, so she is not all that useful. I have also tried to play more 4-5 mana angels, so that I won't get steamrolled early, and therefore her ability doesn't really save much mana. I know Mayael is one of the most common commanders for Naya angels, but to me, she is not all that good (unless you are playing more casually and all your angels cost 7-9 mana, but even so something like Reya Dawnbringer has only 4 power).
Ok, why not Kaalia of the Vast?
She draws too much hate. Plus, Green has a lot of very nice tribal support - Bower Passage, Steely Resolve, Descendant's Path and just nicer ramp. Black also doesn't have many good angels.
How did I decide on Naya colours? For me, White is non-negotiable in an angel deck, but there is too little mana acceleration and card draw in White to make a deck with mainly 5-6 mana ceatures work, so Green is necessary as well. Green also gives good generic tribal support, which is good because Angels have no good tribal cards specific to them (seriously, try to come up with something better than Defy Death or Seraph's Sanctuary!) Plus, I always include a non-combat wincon in my decks, and green is also the colour of Primal Surge - a 10 mana I WIN button in this deck. I could have stopped with Selesnya, but I decided to add Red as well. Primal Surge needs haste to win the same turn, and red gives Fires of Yavimaya and Warstorm Surge which can trigger a table to death off of Primal Surge. Plus, there are excellent angels with splashy effects in Boros (Aurelia, Gisela, Anya, even Firemane Avenger) - some of which are wincons in their own right.
I left out Blue - while I do miss Jenara, Asura of War and Stoic Angel, 3 different colours of mana on the same card is a little difficult to assemble without proper (read - expensive) manafixing. Iridescent Angel and Empyrial Archangel cost too much mana. Besides, green can already contribute enough card draw so blue is not so necessary here. Black would be good if I wanted to go reanimator or for tutoring (which I don't, because most of the support for these is spell-based and conflicts with the Primal Surge wincon), but doesn't have good Angels otherwise. 5 colour would allow for Maelstrom Archangel and Maelstrom Nexus, but I think I would end up devoting too many slots to manafixing.
This deck was designed before Commander 2016, but if I were to go 4-colour, 5-colour is probably better and requires about the same amount of manafixing (with the added benefit of being able to play the aforementioned Maelstrom stuff). The partner commanders are weak, have no interaction with the deck theme, and having 2 commanders just means I get to play 1 less angel. Null-black would allow me to play the greatest variety of angels, but Gay Guys of Meletis is group hug - which I don't like (to put it mildly) as a playstyle. Atraxa, Praetors' Voice is an insult to angel tribal - oh, great, a legendary angel! But it's also a horror! And...which angel tribal cards use counters? Door of Destinies?
So what does Rith bring to the table that the other Naya commanders don't? I think the best way to play Angel tribal is as "fliers/medium-sized-creature tribal" because if there's something most/all MTG angels have in common, it's that they fly and have decent (>3) power. As one of only two Naya commanders which fly (lolPalladia-Mors), Rith fits right in and can benefit from most of the "tribal" support I run:
Bower Passage
Frontier Siege (Dragon mode)
Elemental Bond
Moat
Cream of the Crop
Greater Good (seriously, I have won once by using Rith as a very expensive Harmonize when I got mana flooded)
Warstorm Surge
Rith can also gum up the board with Saprolings (especially if given unblockable with Bower Passage), which help with the various creature-ETB effects that I run, and can act as chump blockers or protect against token strategies (and considering I have very few wraths, I do need help against token swarm). The way Rith's ability is worded, if there is someone churning out infinite tokens, then Rith will also keep pace and churn out infinite tokens as long as those tokens have a colour and Rith can connect with an opponent, which is nice.
That's not all, though! Besides being all permanents (for Primal Surge), this deck also has 2 more restrictions/"gimmicks":
- Every card in the deck is either an enchantment, a creature, or Primal Surge (with one exception).
- Every creature is an Angel. (except Rith, of course)
Why? Because I can! The first restriction started off as me trying to use Sigil of the Empty Throne to the fullest, then evolved into "hey, maybe I can cut Sol Ring/Mana Crypt and get away with it". It does make this deck slightly weak to land destruction with all the "enchant land"s (I wish Wizards would print a enchantment that tapped for 1 mana), but that's why I run Darksteel Citadel. The only exception is Sensei's Divining Top - because I already have a Top and this really should be Mirri's Guile but I don't want to spend 9 tix for more or less the same card. The second is just me wanting to play more angels and less mana dorks. It works, because I can generally replace most desired spells with either an enchantment or an angel's ability, except for two - enchantment recursion (which is limited to the clunky Emeria Shepherd) and tutoring (only Sterling Grove, but then again I don't think tutors should be such a large part of a singleton format).
Decklist:
1x Rith, the Awakener
Angels: (29)
1x Adarkar Valkyrie
1x Admonition Angel
1x Angel of Jubilation
1x Angel of Serenity
1x Angel of the Dire Hour
1x Anya, Merciless Angel
1x Archangel of Tithes
1x Aurelia, the Warleader
1x Avacyn, Angel of Hope
1x Blinding Angel
1x Dawnbreak Reclaimer
1x Emeria Angel
1x Emeria Shepherd
1x Firemane Avenger
1x Gisela, Blade of Goldnight
1x Guardian of the Gateless
1x Guardian Seraph
1x Herald of War
1x Karmic Guide
1x Linvala, Keeper of Silence
1x Platinum Angel
1x Pristine Angel
1x Seraph of the Sword
1x Serra Avenger
1x Sigarda, Heron's Grace
1x Sigarda, Host of Herons
1x Sublime Archangel
1x Sunblast Angel
1x Twilight Shepherd
1x Bower Passage
1x Cream of the Crop
1x Descendants' Path
1x Elemental Bond
1x Frontier Siege
1x Lurking Predators
1x Moat
1x Primal Surge
1x Sigil of the Empty Throne
1x Steely Resolve
1x Warstorm Surge
Utility:'
1x AEther Flash
1x Aura of Silence
1x Aura Shards
1x Banishing Light
1x Fires of Yavimaya
1x Greater Good
1x Legion's Initiative
1x Lignify
1x Oblivion Ring
1x Privileged Position
1x Rest in Peace
1x Sensei's Divining Top
1x Stasis Snare
1x Sterling Grove
1x Sylvan Library
Mana:
1x Fertile Ground
1x Font of Fertility
1x Mana Reflection
1x Mirari's Wake
1x Overgrowth
1x Trace of Abundance
1x Cavern of Souls
1x Homeward Path
1x Kessig Wolf Run
1x Mistveil Plains
1x Mosswort Bridge
1x Seraph Sanctuary
1x Strip Mine
Mana lands:
1x Ancient Tomb
1x Boros Garrison
1x Clifftop Retreat
1x Command Tower
1x Darksteel Citadel
1x Flagstones of Trokair
4x Forest
1x Gruul Turf
1x Jungle Shrine
1x Krosan Verge
1x Mountain
1x Naya Panorama
1x Nykthos, Shrine to Nyx
6x Plains
1x Plateau
1x Rootbound Crag
1x Selesnya Sanctuary
1x Sunpetal Grove
1x Temple of Abandon
1x Temple of Plenty
1x Temple of the False God
1x Temple of Triumph
1x Wooded Bastion
By card type:
1x Rith, the Awakener
Creature (29)
1x Adarkar Valkyrie
1x Admonition Angel
1x Angel of Jubilation
1x Angel of Serenity
1x Angel of the Dire Hour
1x Anya, Merciless Angel
1x Archangel of Tithes
1x Aurelia, the Warleader
1x Avacyn, Angel of Hope
1x Blinding Angel
1x Dawnbreak Reclaimer
1x Emeria Angel
1x Emeria Shepherd
1x Firemane Avenger
1x Gisela, Blade of Goldnight
1x Guardian of the Gateless
1x Guardian Seraph
1x Herald of War
1x Karmic Guide
1x Linvala, Keeper of Silence
1x Platinum Angel
1x Pristine Angel
1x Seraph of the Sword
1x Serra Avenger
1x Sigarda, Heron's Grace
1x Sigarda, Host of Herons
1x Sublime Archangel
1x Sunblast Angel
1x Twilight Shepherd
1x AEther Flash
1x Aura of Silence
1x Aura Shards
1x Banishing Light
1x Bower Passage
1x Cream of the Crop
1x Descendants' Path
1x Elemental Bond
1x Fertile Ground
1x Fires of Yavimaya
1x Font of Fertility
1x Frontier Siege
1x Greater Good
1x Legion's Initiative
1x Lignify
1x Lurking Predators
1x Mana Reflection
1x Mirari's Wake
1x Moat
1x Oblivion Ring
1x Overgrowth
1x Privileged Position
1x Rest in Peace
1x Sigil of the Empty Throne
1x Stasis Snare
1x Steely Resolve
1x Sterling Grove
1x Sylvan Library
1x Trace of Abundance
1x Warstorm Surge
1x Sensei's Divining Top
Sorcery (1)
1x Primal Surge
Land (38)
1x Ancient Tomb
1x Boros Garrison
1x Cavern of Souls
1x Clifftop Retreat
1x Command Tower
1x Darksteel Citadel
1x Flagstones of Trokair
4x Forest
1x Gruul Turf
1x Homeward Path
1x Jungle Shrine
1x Kessig Wolf Run
1x Krosan Verge
1x Mistveil Plains
1x Mosswort Bridge
1x Mountain
1x Naya Panorama
1x Nykthos, Shrine to Nyx
6x Plains
1x Plateau
1x Rootbound Crag
1x Selesnya Sanctuary
1x Seraph Sanctuary
1x Strip Mine
1x Sunpetal Grove
1x Temple of Abandon
1x Temple of Plenty
1x Temple of the False God
1x Temple of Triumph
1x Wooded Bastion
How did I build the deck?
Add in every playable 2-5 CMC angel with 3 or more power. (Blinding Angel gets a free pass, because the effect is really powerful.) CMC 6 and above angels only get in if they provide a rare effect such as recursion (Dawnbreak Reclaimer, Emeria Shepherd, Adarkar Valkyrie, Twilight Shepherd, wraths (Sunblast Angel, Angel of the Dire Hour), repeatable spot removal (Admonition Angel, Angel of Serenity) or have a powerful, game winning global effect (Aurelia, the Warleader, Avacyn, Angel of Hope, Gisela, Blade of Goldnight, Platinum Angel). Pristine Angel gets in for being so damn hard to remove. Akroma, Angel of Wrath and other individually powerful but expensive beaters need not apply. Basically, I got around the problem of most angels being expensive by playing cheaper angels, so that I don't need to spend so many slots on mana acceleration.
Why don't I run:
Iona, Shield of Emeria: I like to play nice, and I'm scared of Bribery.
Gisela, the Broken Blade/Bruna, the Fading Light: I don't even class this cards as angels, and I hate it when Wizards kills off all my favourite angels just so the Jacetice League can come in and save Innistrad.
Nicer duals/Archangel of Thune: budget constraints.
How I play:
Make land drops, play some angels, play more angels, pray really hard that I draw Primal Surge.
Without Primal Surge, beatdown is the way to go - with every creature having evasion and hitting for 4-5 damage per turn (more if Gisela/Aurelia are around), beatdown is how I usually win. It helps that this deck is pretty good at being non-threatening (as long as I don't play a mana doubler) since it is generally not a good idea to go after the guy running the janky tribal deck.
As previously mentioned - I play on MTGO, so prices/availability of cards might be a little different as compared to paper (I'm thankful I got Moat when it still cost 5 tix and Cavern of Souls when it still cost 11-12 tix).
Comments welcomed!
Retired: WUEphara, God of the PolisWU blink | WGerrard CapashenW lifegain | WUB Ertai, the CorruptedWUB combo | WAvacyn, Angel of HopeW
mono-white controlangel tribalPauper: UBDimirKittyUB | RBG Deathcycle RBG
Modern: GWUEnchantressGWU | GWUTurbofogGWU
Retired: WUEphara, God of the PolisWU blink | WGerrard CapashenW lifegain | WUB Ertai, the CorruptedWUB combo | WAvacyn, Angel of HopeW
mono-white controlangel tribalPauper: UBDimirKittyUB | RBG Deathcycle RBG
Modern: GWUEnchantressGWU | GWUTurbofogGWU
My Helpdesk
[Pr] Marath | [Pr] Lovisa | Jodah | Saskia | Najeela | Yisan | Lord Windgrace | Atraxa | Meren | Gisa and Geralf
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
Thanks for your suggestions!
I considered Shared Animosity but I felt that I usually attack with maybe 3-4 decently sized creatures, as opposed to "wide" tribal decks like Goblins/Soldiers where they attack with lots of small creatures, so it wouldn't help me that much. The game plan is not to aggro from the start, but to use angels with decent P/T and splashy effects to stay alive long enough to cast Primal Surge or finish off weakened opponents with a single threat (e.g. Gisela with a decent sized board, or hasted Anya when everybody is at less than 20 life).
I don't like auras that just boost P/T and don't do much else, as it leaves me open to being 2-for-1'ed.
What I would love are cheap enchantments that help me ramp (why is there no 2CMC enchantment with "T: add 1 to your mana pool"?)
Retired: WUEphara, God of the PolisWU blink | WGerrard CapashenW lifegain | WUB Ertai, the CorruptedWUB combo | WAvacyn, Angel of HopeW
mono-white controlangel tribalPauper: UBDimirKittyUB | RBG Deathcycle RBG
Modern: GWUEnchantressGWU | GWUTurbofogGWU
Tymna & Ishai, ie Esper Edric
Crosis Turbotrash
There sort of is. Cryptolith Rite makes all your creatures into mana-dorks. Like you said, you don't go very wide, so it might not be super effective in this deck but it's something to consider.
[Primer] Dralnu Control/Reanimator BU
[Primer] Jolrael, Empress of Beasts GG
Nath Stax BG | Borborygmos Enraged RG | Ladies of Magic UGW | Aminatou Control UWB | Enduring Ideal Zedruu UWR | Momir Vig Combo UG
Modern
Restore Balance RWUG
Kiki Chord RWG
Haha, I tried most of those already -
Utopia Sprawl wasn't considered since I only run like 5 basic forests with no painlands.
Khalni Heart Expedition - was in there for a little while, would be useful if I used fetchlands, but I don't have them.
Cryptolith Rite was in there for a longer while (if Rith connects, I can actually produce quite a few tokens) but most of the time it didn't do much and it especially hurt when I was behind with no creatures on board.
Only Wild Growth is pretty good (above the "curve" for land auras) but pricey on MTGO.
What I need is stuff like Font of Fertility (enchantments, place lands into play or into hand) since the land auras are pretty vulnerable to land destruction (with the exception of Trace of Abundance which helps me protect a karoo land or something).
Retired: WUEphara, God of the PolisWU blink | WGerrard CapashenW lifegain | WUB Ertai, the CorruptedWUB combo | WAvacyn, Angel of HopeW
mono-white controlangel tribalPauper: UBDimirKittyUB | RBG Deathcycle RBG
Modern: GWUEnchantressGWU | GWUTurbofogGWU