Honor-Worn Shaku is another nice card for Traxos, effectively making your artifacts (and colorless planeswalkers) cost 1 less in a turn where you cast multiple ones with Traxos out. Like Cloud Key but better, I think...
You can definitely play Incubator with just 20 creatures of the tribal type, but if you aren't at least 25-30 cards dense with that creature type, I would opt for playing the 3-mana-costing, 2-mana-producing rocks like Worn Powerstone or Coalition Relic that can also tap to cast expensive sorceries or otherwise utilize mana for non-tribal uses, before I dipped into the Horn, which you really want to hit at least one in three or four turns to make it worth playing. I would even play Commander's Sphere or Unstable Obelisk in a one-color Angel deck than the Horn, if you want a 3-drop that accelerates you, simply because they tend to be better late-game draws.
Shenanigans that let you stack the top of your deck, like the kind that a Sphinx tribal deck can play but which would be more scarce in Angels, would definitely make the Horn more of a must-have.
Play repeatable self-discard effects, like Mind over Matter, Peace of Mind, Aquamoeba, Tireless Tribe, looters, etc. This way you can clear out spells that will no longer be useful and draw back up to 5 cards each turn to replace the lost ones.
EDIT: Duplicity and Moonring Mirror let you re-order your entire hand every other turn while giving access to new cards.
Let's not forget good old Edric, Spymaster of Trest. Especially since Kondo gives his bonus to your opponents' attacking creatures that aren't going after you.
Play some creature lands as part of your mana base; you can Reweave/Polymorph them into Avacyn if it's an emergency and your commander isn't available, or if you're setting up for a Jokulhaups etc.
I am also constantly getting redirected to ad pages on the forums, on my iPad. They're not even ads for legitimate products; they're the sort of thing that blares "you have won a free gift card/prize, click here to claim it" but without an easy way to simply return to the page I was trying to access. Can anyone explain this?
Decks that rely heavily on their commander as a combo piece are especially vulnerable to decks that can repeatedly sweep the board clean, especially at instant speed. Think Grave Pact effects or Pestilence effects, with a commander who can synergize with those. If your opponents need to get their commander to stick to the board for a full turn cycle, make them gun-shy.
Also consider commanders that can make your opponents fearful of playing their own commander: Empress Galina in a Merfolk shell backed by abundant counterspells and bounce, and ways to make Islandwalk relevant; Starke of Rath in an artifact-heavy build with ways to reuse him and plenty of Threaten effects; a Mangara of Corondor blink/flash deck; or whatever else can reliably dissuade your opponents from going all-in on their creature-based strategies while you accrue incremental advantage each turn.
I agree that Commander is too complex a format to get people into Magic with. You can start them out by using old well-drafted decks as intros. If you have old draft decks lying around, maybe add a few interesting rares that are on-theme and you can teach them the ropes with little preparation.
I have used this in a Doran Rebels deck... The second ability benefited from all the high-toughness creatures, but the first also helped push through a million-toughness Task Force for lethal damage.
Definitely don't neglect ramping since you're going to have a very full hand and will need to cast that stuff (one on my turn, and one on your turn, and one on yours, etc.). Also to let you shuffle the (visible) top of your deck if you've already gotten your Rashmi trigger for the turn but don't like what is being offered up next.
Force of Will is a no-brainer. Foil is probably good enough to make the cut as well.
Re: Glint-Sleeved Artisan: Has mono-white ever gotten a 3/3 for 3 at common? Much less one with an option to go wide as well? That's something new, for drafters at least.
I played a Gahiji, Honored One deck like this a while ago. Cards I used that work in your colors R/W include:
- Goblin Sharpshooter: Fits with your "enemy creatures dying" theme. Take down bigger creatures after a few small ones die, or turn those death triggers into Blood Artist triggers minus the lifegain.
- Fumiko the Lowblood: A pillowfort creature that is often missed when you are assuming a token swarm on the enemy side.
- Warmonger Hellkite: Like Gisela, encourages your opponents' armies to hit each other rather
- Tempt with Vengeance, Death by Dragons, Benevolent Offering: Can't forget these "symmetrical with a bonus" token makers from the Commander sets.
- Grenzo, Havoc Raiser: In combination with your commander, giving all your creatures menace means forcing your opponents to attack each other even more, or snagging card advantage if you have a lot of mana.
- Volcanic Wind: Take out all the opponents' creatures save for the tokens you created.
I also second the earlier suggestion for Varchild's War-Riders, very fun to bring that out.
There isn't an aura version of Arcbond but there is Balefire Dragon... For triggers off damage being dealt to a particular creature, albeit in more limited ways than what you're looking for, there's Coalhauler Swine, Boros Reckoner, and Spitemare
Shenanigans that let you stack the top of your deck, like the kind that a Sphinx tribal deck can play but which would be more scarce in Angels, would definitely make the Horn more of a must-have.
EDIT: Duplicity and Moonring Mirror let you re-order your entire hand every other turn while giving access to new cards.
Also consider commanders that can make your opponents fearful of playing their own commander: Empress Galina in a Merfolk shell backed by abundant counterspells and bounce, and ways to make Islandwalk relevant; Starke of Rath in an artifact-heavy build with ways to reuse him and plenty of Threaten effects; a Mangara of Corondor blink/flash deck; or whatever else can reliably dissuade your opponents from going all-in on their creature-based strategies while you accrue incremental advantage each turn.
You do still get to put it into your hand if it's a land, since you "don't cast" it.
Courser of Kruphix and Oracle of Mul Daya haven't been mentioned yet but are also powerful Lantern/Future Sight supplements. Lens of Clarity is the same low cost as Lantern but lets you hide the information. Field of Dreams if you want to go old-school.
Definitely don't neglect ramping since you're going to have a very full hand and will need to cast that stuff (one on my turn, and one on your turn, and one on yours, etc.). Also to let you shuffle the (visible) top of your deck if you've already gotten your Rashmi trigger for the turn but don't like what is being offered up next.
Force of Will is a no-brainer. Foil is probably good enough to make the cut as well.
- Goblin Sharpshooter: Fits with your "enemy creatures dying" theme. Take down bigger creatures after a few small ones die, or turn those death triggers into Blood Artist triggers minus the lifegain.
- Fumiko the Lowblood: A pillowfort creature that is often missed when you are assuming a token swarm on the enemy side.
- Warmonger Hellkite: Like Gisela, encourages your opponents' armies to hit each other rather
- Tempt with Vengeance, Death by Dragons, Benevolent Offering: Can't forget these "symmetrical with a bonus" token makers from the Commander sets.
- Grenzo, Havoc Raiser: In combination with your commander, giving all your creatures menace means forcing your opponents to attack each other even more, or snagging card advantage if you have a lot of mana.
- Volcanic Wind: Take out all the opponents' creatures save for the tokens you created.
I also second the earlier suggestion for Varchild's War-Riders, very fun to bring that out.
There isn't an aura version of Arcbond but there is Balefire Dragon... For triggers off damage being dealt to a particular creature, albeit in more limited ways than what you're looking for, there's Coalhauler Swine, Boros Reckoner, and Spitemare