This is a deck based around Angels. The purpose of the deck is to win through combat damage, and controlling the board to create advantageous board states. The deck also runs some utility spells, and protective enchantments because the only win condition is really through combat damage. With no board state, it's impossible to win.
Commander -
Archangel Avacyn
- This is the commander because it's my favorite angel. It can be cast earlier than Gisela, and also has a built in board wipe mechanic.
Important Angels:
Avacyn, Angel of Hope
- This is one of the most powerful cards in the entire deck, and if it resolves you are almost guaranteed to win the game. The only real threat you face is a
Merciless Eviction
or a
Settle the Wreckage
. The moment this resolves, you should focus on destroying everyone's board since all your permanents are indestrucible.
Gisela, Blade of Goldnight
- Another huge win condition in the deck. Everything takes double damage and you take half. Because the main win condition is combat damage, this heavily accelerates that gameplan.
Aurelia, the Warleader
- What good is an army of angels without their general? Aurelia creates an extra combat step to further accelerate combat damage wins.
Lyra Dawnbringer
- This angel rewards you for dealing damage because it gives all of your angels lifelink and a +1 / +1 buff. In a longer game, this card will cause victories simply through the amount of life you can gain.
Bruna, the Fading Light
and
Gisela, the Broken Blade
- These two together create an insanely powerful creature that can end games.
Angelic Arbiter
- Crazy good control-based creature that only inhibits your opponents.
Platinum Angel
- If your opponents cannot remove this card, you cannot lose the game.
Linvala, Keeper of Silence
- Another good control-based creature.
Akroma, Angel of Fury
- This spell is heavily anti-control. Which is great considering most spells that can target it will have blue or white in their mana cost, meaning this creature is immune. Black removal spells are still an issue but there are other answers in the deck for that.
Iona, Shield of Emeria
- This card legitimately turns off entire decks.
Emeria Shepherd
- This card allows you to bring back angels when they're removed. Very important.
Other Creatures:
Angelic Skirmisher
- Give all your creatures that extra bit of mileage they need to sometimes break through a wall of defenses.
Angel of the Dire Hour
- This card is
Settle the Wreckage
on a body. Very powerful.
Thalia's Lancers
- This creature tutors out the late game threats this deck has to offer.
Sun Titan
- More recursion to better grind out wins.
Knight of the White Orchid
- Allows a small amount of ramp in certain scenarios. Otherwise a 2/2 First Strike for 2 isn't bad.
Solemn Simulacrum
- Utility creature used to just gain a bit of smaller advantages.
Thalia, Heretic Cathar
- More Control aspects to the deck.
Burnished Hart
- More ramp.
Grand Abolisher
- More control elements to ensure you get to accomplish your combat steps.
Stoneforge Mystic
- Used to tutor out
Sunforger
, one of the powerful swords, or
Sword of the Animist
depending on the situation.
Iroas, God of Victory
- Flavorful.
Angel of Jubilation
- Buffs your creatures and shuts down reanimation-based decks.
Zealous Conscripts
- Nice utility creature to get rid of a creature causing the table trouble or to do a lot of damage with something large.
Swiftblade Vindicator
- Nice early game threat.
Anger
- Gives all your creatures haste.
Stonehewer Giant
- Tutors for the large win condition swords.
Magus of the Wheel
- Boros lacks the ability to consistently draw cards, this card refills your hand.
Instants:
Eerie Interlude
- This card is a panic button when someone wants to exile the board, use it only in response to something.
Boros Charm
- The different forms of this card can provide various types of utility that boros decks need.
Wear/Tear - Great card that should go into most RW decks.
Enlightened Tutor
- Tutors out a lot of various cards in this deck, especially the artifacts the deck includes.
Chaos Warp
- Gets rid of those pesky permanents.
Aurelia's Fury
- This spell is a pause button. If you're about to take lethal damage you can tap the entire board, and it can also be used as a kill spell.
Crush Contraband
- Good removal.
Deflecting Palm
- Good for reversing combo kills directed at you. Can win games out of nowhere.
Swords to Plowshares
- Good single target removal spell.
Faith's Reward
- Answer for board wipes.
Sorceries:
Vandalblast
- Good removal for when board states are advancing too fast in the mid game.
Hour of Revelation
- Good board wipe in EDH.
Austere Command
- Good removal spell with various modes to cover various situations.
Fumigate
- A good boardwipe as it gains you life for each creature killed.
Wrath of God
- The namesake card itself.
Armageddon
- Only use this when you're positive of closing out the game. This is more or else a nail in the coffin statement.
Artifacts:
Sunforger
- This card is so good it should go into any card in its colors. The utility it provides is insane, and the answers it can search for is crazy.
Thought Vessel
- Mana Ramp and synergy with draw effects.
Sword of the Animist
- Another answer to gain lands to cast all the high cost angels in the deck.
Hedron Archive
- Another way to draw cards in colors that normally cannot do it alone.
Sol Ring
- Should go into almost every EDH deck.
Boros Signet
- Helps to balance out colors as needed as the games progress.
Commander's Sphere
- Another source of ramp and card draw.
Lightning Greaves
- This card is mostly important for its ability to give creatures haste for a zero equip cost.
Blackblade Reforged
- Great for trying to kill someone with commander damage.
Wayfarer's Bauble
- Another way to ramp.
Sword of Light and Shadow
- Great utility sword in the deck.
Hammer of Purphoros
- Another way to give creatures haste.
Enchantments:
Assemble the Legion
- If left alone, this card will single-handedly win you the game. Provides numerous chunk blockers to focus on being aggressive with your fliers.
Sunbird's Invocation
- When you start casting the large CMC angels in this deck, this enchantment will allow you to begin cheating out the other ones.
Land Tax
- Another way to get more lands out for the high CMC angels.
True Conviction
- Large damage boost to all creatures in the deck.
Smothering Tithe
- The best white enchantment in EDH.
Dictate of the Twin Gods
- Flash this in when you are able to kill someone with it and protect yourself.
Oblivion Ring
- Answers a lot of threats in EDH.
Luminarch Ascension
- Huge angel generator in the deck.
Always Watching
- More buffs and vigilance on creatures is very important in a combat-focused deck.
Non-Basic Lands:
Command Tower
- Should go in every EDH deck.
Boros Garrison
- Cheats on mana helping to get the high CMC angels out.
Temple of Triumph
- Helps to set up future draws.
Clifftop Retreat
- Check lands are great if a majority of your deck are basics or lands that are titled with the land type necessary.
Evolving Wilds
and
Terramorphic Expanse
- Helps to balance out colors on the field.
Temple of the False God
- Helps later in the game to cast the high CMC angels.
Mistveil Plains
- Great for getting back instants for
Sunforger
to recast.
Rogue's Passage
- Good for getting damage through.
Homeward Path
- Necessary in a combat-focused deck. If your high power creatures are stolen, you need to be able to get them back.
Ghost Quarter
- To get rid of annoying lands.
Reliquary Tower
- Synergy with Land Tax and allows to maximize value from draw effects in the deck.