The core of the deck is built around damaging yourself in the most efficient way possible. The premier cards of the deck are the five lands that deal you damage:
Ancient Tomb
,
Tarnished Citadel
,
City of Brass
,
Nomad Stadium
, and
Grand Coliseum
. It is unquestionably wrong to not include these cards in any list; however, according to EDHRec only 50% of decks are running them (the colisuem and nomad stadium are cheap too!). These cards allow us to play Darien and immediately get 1-3 tokens just by leaving a mana up. Effectively, with Darien in play, every card in the deck has the text "and put a 1/1 soldier token into play" printed on it.
Because the lands are so important to make the deck function and we only have 5, we want to make sure we can replicate and find them. Cards like
Vesuva
,
Thespian's Stage
,
Manascape Refractor
, and
Deserted Temple
will allow us to double up on any pain land in play. We can also tutor for lands with
Expedition Map
and the very underplayed
Weathered Wayfarer
. Wizards is starting to print cards that search for plains if you're behind but I want another wayfarer so badly. Typically the best pain land is Ancient Tomb followed by Tarnished Citadel or a copy land but we run a lot of non-basics that this little one drop can REPEATEDLY tutor for 27 unique cards in the deck.
The only non-mana source of pain this deck runs is the namesake card,
Angel's Trumpet
. Another card I believe should be in every Darien list. It serve's two purposes: the first that it damages us and allows us to double our board every turn cycle; the second is that it puts our opponents in tight spot. Do they attack us and give us more tokens, swing at another player and either suicide their creatures or lower someone else's life total, or do they leave their creatures back which deals them some damage and leaves them open for a fatal attack from someone else. This card is amazing in Darien and does everything you want a card to do.
Similar to the Trumpet is
Luminarch Ascension
. Just a fantastic card in its own right, it puts the same pressure on our opponent. Do you attack me and give me soldiers or wait and give me angles? In general, cards that encourage other people to attack you should be considered for Darien and this is one of the best cards that immediately make people want to attack you.
After dealing yourself damage, the other combo with Darien is gaining it back. White is very good at this and we get to pick our preferred package of gaining it back.
Angelic Chorus
and
Healer of the Pride
allow us to go "infinite" and gain more life than we lost whenever we are dealt damage and are the most powerful on their own. We then have
Soul Warden
,
Soul's Attendant
,
Ajani's Welcome
, and
Auriok Champion
which are the most mana efficient cards that have this ability. This deck rounds out its life gain with a land
Blighted Steppe
, which is a tutorable Congregate that doesn't take up a card slot and can be re-bought with a number of cards such as Crucible of Worlds or Sun Titan. At this point you have the option of going more life gain heavy than me at which point I would remove some of the pump effects.
If you have it, I would try and slot in
Candelabra of Tawnos
. It acts as a powered up Deserted Temple and will double the amount of damage you can deal to yourself with your lands.
Scout's Warning
can potentially blow your opponents out by flashing in Darien after a big swing your way when they think you are still setting up. At its worst, it cycles for 1 mana. Very low cost to run for a big benefit. It is hard to hold up 7 mana and not seem suspicious so you need to time it correctly.
Contested War Zone
is a fun idea, and minimal cost if you are okay giving up a land drop one turn cycle. You shouldn't be worried about your opponents getting a mana boost from this card as it will almost always be given to them tapped.
Ankh of Mishra
with a lot of fetchlands can deal you a lot of damage at once but it does require landfall which is not guaranteed and without fetchlands is always going to be sorcery speed. Has the upside of punishing heavy ramp strategies early and can also annoy the table into targeting you.
Suture Priest
,
Anointer Priest
,
Daxos, Blessed by the Sun
are the other Soul Warden cards you could run if you want to go heavy with that effect.
Elspeth Tirel
is a fantastic planewalker in this deck. She has the ability to add to our board and heals us after we've built a board. A solid card that was in the deck for awhile but had to take her out for new toys.
True Conviction
is another card that was in the deck for awhile. It pumps our team and allows us to gain a lot of life quickly. This is a card that should strongly be considered if making a more aggressive deck as it doubles as an anthem and can recoup the life you lost.
Jinxed Idol
is cute but very bad. It is very slow dealing you damage and a minor annoyance if you donate it to your opponents.
Impassioned Orator
is outclassed by soooo many other cards.
Congregate
too minimal to be worth a slot in the deck. Blighted Steppe can be recurred, Elspeth Tirel's +2 activation can be repeatedly used, and there are many other cards that give our creature's lifelink.
All of these cards are not that great, but I think any Darien player should have some slotted up to throw in and change the deck up from time to time because they make the deck interesting and a little hilarious.
Jade Monolith
is an interesting card that I had in the deck in its infancy. While it has the potential to deal you a lot of damage, in my experience it just reads "Creature's your opponents control can't block" which is good but I have never been able to make the card work. I encourage you to try it because I want to make the card great.
Blood of the Martyr
is a one time Jade Monolith activation that has the upside of being hidden. I actually like this card more than the Monolith because it can be used in aggressive soldier tribal builds to protect your attackers and build to your board.
Dingus Staff
can potentially turn your soldiers into hydras where if one dies two take it's place. This is always going to be win-more and can open you up to dying to a wrath, but that is a pretty sweet way to lose.
Bullwhip
puts the smell of blood in the air for your soldiers to come out. Your opponent might not attack you, but it can put an opponent in an uncomfortable situation and lead to bad attacks.
Urborg, Tomb of Yawgmoth
+
Karma
. You can run Urborg in a mono-white deck hilariously enough and combo that with Karma to deal a lot of damage each turn cylce. This combo is actually kind of good, but each half of the combo does nothing without the other.
Blasting Station
can go infinite with Darien and a Soul Warden. If you have multiple you can gain infinite life, with Anointed Procession you can get infinite creatures, with Cathars's Crusade you can make your board +inf/+inf. A little janky as it doesn't do a whole lot on it's own and requires two other cards plus Darien to be infinite, but a fun accomplishment to pull off regardless.