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The Idea

The other version of my main Mono White Angel Deck (Modern). Is this deck better? I have been working on my angel deck for a very, very long time. But what I made was a bit of a everything in one deck. So now I've just made a deck with only the best angels, focussing on a few aspects. I hope this deck will be better.


General Gameplan

The plan of this deck is really simple. You get some early creatures out, Weathered Wayfarer, Grand Abolisher and Wall of Omens, who can buy time and do something usefull on the board until the angels come out. The cheapest angel is Emancipation Angel , a nice card that you generally dont want to summon asap, but wait until its ability can be used to your advantage instead of disadvantage. Then you can play Archangel of Tithes A very strong angel who makes attacking and blocking a real pain for your opponent. And then in the mid game Baneslayer Angel very strong angel who will give your opponent a real beating. Equip her with Infiltration Lens so your enemy can choose to eiter take a lot of damage or give you the card advantage. And then the finisher in Avacyn, Angel of Hope. In the meantime you can clean the board a bit with Path to Exile and the Infiltration Lens+Godsend combo, you really dont want to block that.


Emancipation Angel

(Mana Cost) 3(Power) / 3(Toughness) +2 (how many copies there are in this deck)
One of the cheapest (mana cost) angels ever printed with an effect that might seem bad at first, but this is an angel that you dont just want to summon whenever you draw it and have the mana for it. Having a card that lets you return a permanent to your hand is nice in every deck, and if you can summon a 3/3 flying angel with it its even better. Wait for the time that its ability becomes useful to you (i.e. an enemy enchantment), and return (the enchanted) a permanent to your hand. Some cards (very few) can actually benefit from this card otherwise, i.e. Wall of Omens. If you're really creature starved that you can also summon it asap and return a land or something else, but only do that when you have no other choice.

Archangel of Tithes

3 / 5+4
I think this is one of the card that shouldve been legendary. The fact that you can have 4 of these on the field (even more with something like Clone in a dual coloured deck) and make your opponent pay for every attacking or blocking creature just cripples them entirely. The power/toughness to mana ratio on this card is also very decent, given the fact it has flying. The mana cost makes it hard to use in multi-coloured deck, but in this deck that shouldnt be a problem. In fact, it helps one of the lands in this deck, Nykthos, Shrine to Nyx, a lot. So a very strong, low mana cost angel thats an absolute must have in almost every mono-white angel deck.

Baneslayer Angel

5 / 5 +4
One of the most Iconic and strongest angels ever printed. This is just a jaw-dropping creature. For the midrange mana cost of 5, you get a 5/5 flying, first strike and lifelink which is absolutely insane already. Of course you also get the flavourable protection from the bad guys which might come in handy a few times (dragon decks are pretty popular atm) but that isnt really a big deal. Since its such a strong card (also nice target for Godsend + Infiltration Lens combo) I put 4 of them into the deck.

Avacyn, Angel of Hope

8 / 8 +2
At the heavy cost of 8, you wont play this angel every time you play with this deck. However if a game lasts long enough, this angel should be the final nail in the coffin. Of course this creature can still be killed by some removal, but a lot of the removal doesnt work on her, or any other creature when shes in play. This ability is very strong and should be treated very seriously. The vigilance is just an extra touch. There is not a lot to say about this angel, but this is the card that secures the late game.


Weathered Wayfarer

1 / 1 +3
An early game creature that can be thrown at attackers to buy more time for the angels to come out. However Weathered Wayfarer also has an excellent ability that makes it possible to play this deck with 22 lands. If you got this card in your opening hand, you generally want to start second. That way you makes sure that in turn two you have less lands than your opponent (or he must be heavily mana screwed, but he wouldnt have kept such a hand) and you can search for any land in you deck, put it in your hand and play it afterwards. This effect is very good both late and early game. If you need more white mana, go search for Plains, are you vs a deck with a lot of Counterspell, search for Cavern of Souls. Does the enemy have an extremely strong non-basic land in the mid-late game that needs to be destroyed? Search for Tectonic Edge. If its the very late game and you don't need any of those lands search for Emeria, The Sky Ruin. But the land that you want to search for 50% of the time is Nykthos, Shrine to Nyx.

Wall of Omens

0 / 4 +3
The only reason this card is in this deck, is time. It buys time for your angels to come out, and throws itself in front of small enemy creatures. And is there anything better than a wall to do that? I thought so too. The card draw effect is pretty neat, and thats why i took this card over other walls like Angelic Wall for example. Can be send back to your hand by Emancipation Angel for an extra card, but this wont be needed most of the time due to other cards like Infiltration Lens.

Grand Abolisher

2 / 2 +2
Yet another early game creature that can be used to block early incomming damage. However you also want to have this creature a bit later in the game. Its effect is very strong, in some strange way a weird other and opposite version of Angelic Arbiter but don't think of that too much. This can be a great card for the finish move in the late game. Of course it is very easily bursted down, and it effect doesn't stack in any way, so 2 of this card.


The Slaughtering starts when you get your angels out on the field of course, but angels can use a little bit of help aswell. Here are the cards that will make them slaughter your opponent!

Luminarch Ascension

+4
This enchantment fits perfectly in this deck. Not only is it a very strong enchantment on its own, making your opponent panic cause they can't afford to not deal you any damage. So they will try to rush and make mistakes. But the deck has cards that help you protect Luminarch Ascension. For example, Archangel of Tithes makes it very difficult for your opponent to attack you, so they have to make a choice, or they have to attack you in a way that maybe lets you destroy some of his/her creatures and they lose a lot of mana, or they dont attack and dont lose any mana, but you will get a charge on Luminarch Ascension. Another card that helps is Godsend, they have to attack you, and even if they control an unstoppable creature that you cant really block, you just exile it. And your opponent can't cast the same card again! There are a lot of combo's that work well with Luminarch Ascension, be sure to make use of them. In the later stages of the game, you will get 4 charges and Overrun your opponent with angel tokens.

Entreat the Angels

+2
Now that were talking about angel tokens, why not Entreat the Angels? This card wouldve been amazing with just the normal effect it has, but the miracle cost makes it very strong. However dont think you will get to use its miracle cost a lot, since you will be drawing cards with Wall of Omens and Infiltration Lens. And miracle only works with the first card you draw each turn. Stil a very strong card that will win you games.

Akroma's Memorial

+2
Once you have all your tokens and other creatures on the field, you can buff them up with this artifact. Trample, vigilance, haste, first strike and protection for all angels is a great way to make them unstopable. There isnt a lot to say about this card, I put in two so the chance you draw one in the later stages of the game are pretty decent.

Godsend

+2
Another legendary card that helps this deck a lot. Godsend costs only 3 mana to cast and 3 mana to equip, and gives +3/+3 which already makes the creature equipped with Godsend pretty tough to deal with, but it also exile's a creature that blocks you or becomes blocked by you. Amazing already, but any cards with the same name as cards exiled with Godsend can't be played! This makes for some strong combo's and really puts your opponent on the spot, do the block that creature and get their creature exiled and cant cast it anymore, or take a lot of damage since the creature's power is buffed a lot. Some combo's are Godsend + Infiltration Lens , or the enemy block, gets his/her creature exiled and you draw 2 card. Or they take a lot of damage. Another one is Godsend + Luminarch Ascension , they need to deal you damage, but if your opponent attacks, he gets his creature exiled. Very strong card, but only 2 copies since its legendary.

Infiltration Lens

+4
I think this is some what of a forgotten card, to me its seems very strong, especially in an angel deck like this. Angels are pretty hard-hitters, so they either take a lot of damage or let you draw 2 cards. The mana cost and equip cost are both ver low at 1 colourless mana. I've already talked about combo's with this card, so there isnt much to say about it. Great card, 4 copies to makes sure you get them every game.

Path to Exile

+4
The standard white removal that you see in 90% of the mono white modern decks out there, and for good reasons. Together with cards like Wall of Omens this card helps destroying enemy threats and buys time for you to play your angels. Can also remove bigger threats later on in the game.


Nykthos, Shrine to Nyx

+2
This is one of my favourite lands ever printed, Works really well in this deck, since a lot of nonland permanents have a lot of devotion to white, i.e Grand Abolisher and Archangel of Tithes etc. Only two of this one, since its legendary. You can make sure to get one using Weathered Wayfarer.

Cavern of Souls

+2
This land should make some decks harder to play, you always want to choose angel as creature type obviously. Its not legendary, but I still chose to put only 2 in, since if you arent casting an angel spell it creates colourless mana, which might be a problem in this deck since it already gets that from a lot of other lands aswell.

Emeria, The Sky Ruin

+2
Another great land that should help you lategame, getting 7 Plains shouldnt be too hard if you get to use Weathered Wayfarer a lot. Its not legendary, but it enters the battlefield tapped which is a big problem. So only two copies in this deck.

Tectonic Edge

+2
This land is only here to destroy annoying non-basic lands your opponent controls. It produces colourless mana, so only two of them in this deck. Again if you really need one, you can search for it with Weathered Wayfarer

Plains

+14
Just the basic lands.


If you like this deck and think its any good, Please click here to give it an upvote! :)


I want to thank my amazing windows paint and imgur skills which helped me make those pictures. They took way longer to make than you think.

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Date added 8 years
Last updated 7 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

18 - 0 Mythic Rares

13 - 0 Rares

15 - 0 Uncommons

Cards 60
Avg. CMC 3.00
Tokens Angel 4/4 W
Folders Serious Decks, Decks for Aric, Beth Decks, Potential Angel Deck, Brian, Cool decks to check out :)
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