d a m n n n n E X I L E
K E Y C A R D S
Path to Exile
1 cost exile card of a target creature, with the speed of an instant. Great way to wipe the board of a major threat drop at any point of the game.
Admonition Angel
The heavy hitter of the deck and with the very useful and easily exploited landfall ability to allow us the ability to exile any nonland permanent. A double whammy of a 6/6 Flying and exile threat.
C O M B O S
Admonition Angel
+
Ruin Ghost
By using Ruin Ghost's ability, we can exile our own land, return it, thus triggering Admonition Angel's ability of landfall. That is two possible exiles in one go if you play your regular land drop + Ruin Ghost's ability.
Kor Cartographer
+
Ruin Ghost
Need some plains in your life? A good way to bring out some much needed land, if mana becomes an issue. However, that is a big if.
Isochron Scepter
+
Path to Exile
Give yourself an endless supply of Path To Exile.And being a mana ability, you can trigger it when you need it.
Cloudshift / Otherworldly Journey + Creatures
A good way to keep our creatures safe. The only draw back would to be blink Admonition Angel or Angel of Serenity since they would have the most stacked exiled cards on them. However, we do have some fail safes for that.
F A I L S A F E
End Hostilities
This will be our "oh shit" moment card.If we do happen to wipe our own creatures in the process, this is where Emeria, The Sky Ruin will help us bring back some creatures from the grave for no cost. And possibly adding in Defy Death from the sideboard.
B R E A K D O W N
C R E A T U R E B L O C K
Admonition Angel - Use/reason explained
Angel of Serenity - 2nd big hitter and our highest cost card overall. This nifty little angel allows us to exile up 3 target creatures from either the field, or that pesky graveyard that some people like to bring things back from. The later won't be as important, but does give a little edge on self-sacers/necromancers. And having a 5/6 with flying isn't so bad either. Also, any cards returned if shes removed the field goes back to the owner's hand instead the field, which is a plus.
Banisher Priest
+
Fiend Hunter
- Our 3 cost exile friends to help remove threats and put out some creatures of our own. Thus saving our other tasty treats for even more exiling down the road.
Ruin Ghost
- Explained, but here to just exploit the hell out of Admonition Angel's landfall ability.
Kor Cartographer - A good way to get some needed mana if needed. And if used in conjunction with Admonition Angel's landfall ability plus with our Cloudshift or
Otherworldly Journey
, you can ramp up the exile this way if needed. (Thinking of removing to replace with the effects of Endless Horizons and adding in like
Isolation Zone
or something of the like)
S O R C E R Y / E N C H A N M E N T / I N S T A N T B L O C K
End Hostilities - The main board wipe of the deck. Useful for token decks or some sort of creature ramp deck. The added benefit of destroying any permanents attached to them is a solid plus for those aura/enchantment play styles. Bit of a last resort if some how the exiling can't keep up.
Banishing Light
+
Journey to Nowhere
+
Oblivion Ring
- For obvious reasons. Exile their shit away.
Rest in Peace - Kill off chances of any potential gravedigging. will hate this the most.
Cloudshift
+
Otherworldly Journey
- Use these as a last second blink save. Or perhaps you wish to change the exile target of one of your Fiend Hunter's or Banisher Priest's?
Path to Exile - The card says it all.
Isochron Scepter - Endless supply of Path To Exile. Thinking of replacing this with Endless Horizons