DALE'S Avacyn, Angel of Hope VOMMANDER PRIMER
Introduction:
Hi and welcome to my Primer for playing Avacyn, Angel of Hope in commander format. Lets take a look at the card:
Avacyn, Angel of Hope
Every commander player should start by identifying the strengths and weaknesses of their commander. Once I have identified the strengths and weaknesses of my commander, I like to build the rest of the deck so that I can utilise that cards strengths, and work around it's weaknesses. Lets investigate the strengths and weaknesses of Avacyn, Angel of hope as a commander:
Strengths:
-Big beater with evasion
-Built in Safety (Indestructible) keeps her on the field
-Makes opponents “destruction” cards useless
-Enables combos that generate card advantage (e.g. board wipe)
Weaknesses:
-Mono-Coloured commanders limit our card pool
-Slow (Expensive to play at 8cmc)
-Still vulnerable to exile, return to hand, -1/-1 effects, etc
Lets investigate each strength and weakness individually and look at some of the companion cards we can use with her.
Strengths:
Big beater with evasion
Avacyn is an 8/8 flyer, who can only be blocked by other fliers. This suggests to me that I shouldn’t invest in any buffs such as Honor the Pure. At 8/8 She is already stronger than most other fliers, and making her a 9/9 will not help her to beat many (if any) new opponents, nor would it save her from spot removal such as
Path to Exile
. This means that a deck built around Avacyn should go tall, not wide
Note: Tall vs Wide Strategy:
Here is a basic introduction to Tall vs Wide Strategy. If I have 1 x 8/8 creature, and my opponent has 8 x 1/1 creatures, we each have very specific problems to overcome. For example, The player with 8 x 1/1 creatures will lose a creature to combat damage if they swing with them all, but the player with 1 x 8/8 creature can’t possibly hope to block them all and thus has no way to prevent the direct damage the other creatures will deal. As a “tall” player, you don’t want to let your opponent be “wider” than you. It is wise to invest heavily in board wipes that keep “resetting” the creature count on your opponent's side of the field when they get too wide for you to handle. Board Wipe has the ability to take out many cards on the “wide” field, while only removing a few cards on the “tall” field (because tall cards are typically more expensive to play and therefore fewer tall cards are played).
Beaters:
Archangel of Thune
Baneslayer Angel
Gisela, the Broken Blade
Linvala, Keeper of Silence
Lyra Dawnbringer
Akroma, Angel of Wrath
Sun Titan
Angel of Jubilation
Archangel of Tithes
Admonition Angel
Angelicarbiter
Emeria Shepherd
Bruna, the Fading Light
Resplendent Angel
Angel of Sanctions
Sephara, Sky's Blade
Radiant, Archangel
Angel of Serenity
Adarkar Valkyrie
Angel of Finality
Karmic Guide
Angel of Grace
Serra Ascendant
Heliod, God of Sun
Indomitable Archangel
Sublime Archangel
Twilight Shepherd
Reya Dawnbringer
Serra's Guardian
Angel of Deliverance
Emeria Angel
Makes opponents “destruction” cards useless
This is one of Avacyn's biggest strengths. If myself and my opponent have 7 cards in our hands, and I can make 2 of them useless, it is like playing against an opponent who has 5 cards instead of 7. I will mention that it can also make combat advantages useless as well. Any creatures that are taller than you should not be a problem, after all, your creatures are indestructible blockers.
Enables combos that generate card advantage (e.g. board wipe)
Board wipe is strong in any tall deck, but it is even stronger in this deck because of Avacyn’s ability to make all of your permanents indestructible, saving all of your cards from destruction. For this reason, we should priorities “destruction” board wipe over “exile” or “return to hand” board wipe.
For Example, cards like
Magus of the Disk
and
Nevinyrral's Disk
can be made indestructible by
Avacyn, Angel of Hope
and we can use their ability every turn, essentially clearing all non land permanents our opponents have, while our cards remain untouched.
Weaknesses:
Mono-Coloured
Being a white card, you can only play other white cards. White has its own strengths and its own weaknesses that we need to work around. Two of the biggest weaknesses in white are Mana ramp and Draw power, so it is essential that we find other ways around these weaknesses so that we can keep up with other multi colored decks.
Ramp:
Darksteel Ingot
Sol Ring
Land Tax
Sword of Animist
Marble Diamond
Commander's Sphere
Mind Stone
Fellwar Stone
Herald's Horn
Cost Reduction:
Instead of ramping Mana, some spell are useful at reducing the cost of cards. Cards like
Oketra's Monument
can allow us to play
Avacyn, Angel of Hope
on turn 7 instead of turn 8. I have included the following "cost reduction" spells:
Oketra's Monument
Pearl Medallion
The Immortal Sun
Urza's Incubator
Draw Power:
Endless Atlas
Dawn of Hope
Skull Clamp
The Immortal Sun
Herald's Horn
Heirloom Blade
Well of Lost Dreams
Vanquisher's Banner
Slow (Expensive to play at 8cmc)
Avacyn will hit the field on turn 8 if you don’t find a way to ramp or decrease her cost. This gives your opponent 8 turns to prepare for her which is surprisingly problematic. Some decks are designed to finish the game in 8 turns, other decks will use cards such as (insert cards) to prevent her from ever being played. So, what can we do to solve this problem? I have already addressed Mana ramp/ Cost Reduction above.
Board wipe:
Nevinyrral's Disk
Magus of the Disk
Armagedon
Austere Command
Day of Judgment
Catastrophe
Cleansing Nova
Ruot
Akroma’s Vengence
Wrath of God
Still vulnerable to exile, return to hand, -1/-1 effects etc
There is a saying about how careful one should be when keeping all their eggs in one basket, because if you drop the basket, you break all your eggs. Some people like to split their eggs into multiple baskets so that A single drop won’t break so many eggs, however, in this instance I think it is best to invest in bubble wrap to protect our basket from drops. With most of your deck relying on avacyn, and with such a hefty mana cost, you can’t afford to play her into removal spells too frequently. If she isn’t on the board, our destruction so The solution here is to play protection spells such as…
Protection:
Lightning Greaves
Swiftfoot Boots
Mother of Runes
Flickering Ward
Indomitable Angel
Rebuff the Wicked
Shelter
Brave the Elements
Other strategies in the deck:
**Reanimation:
**
Lyra Dawnbringer
Sun Titan
Resurrection
Marshal's Anthem
Brought Back
Emeria Shepherd
Bruna, the Fading Light
Karmic Guide
**
Spot Removal:
**
Swords to Plowshare
Path to Exile
Return to Dust
Mangara of Corondor
Aura of Silence
(dis)Enchantment
Generous Gift
Crush Contraband
Revoke Existence
**Land:
**
plain
Emeria, The Sky Ruin
Seraph Sanctuary
Temple of the False God
Homeward Path
Terrain Generator
Rogue's Passage
Kor Haven
Miren, the Moaning Well
Arcane Lighthouse
Buried Ruin
High Market
Inventors' Fair
Nykthos, Shrine to Nyx
Ghost Quarter
Mirrorpool
Seagate Wreckage
Hall of Heliod's Generosity
Strip Mine
Command Beacon
Boseiju, Who Shelters All
Cavern of Souls
Field of Ruin
**
Angel Tribal Bonuses:
**
Sword of the Animist
Herald's Horn
Vanquisher's Banner
**
Mana Sinks:
**
Dawn of Hope
**
Other:
**
Helm of Possession
Helm of the Host
Ghostly Prison
Glaring Spotlight
Crackdown
Nevermore
**Statistics:
**
Overall CMC cost of this deck: