For Honor and Glory...but Mostly Just for Blood
Commander / EDH
SCORE: 12 | 41 COMMENTS | 3280 VIEWS | IN 8 FOLDERS
UpsetYoMama says... #2
I like your land suggestions, I'll have to work on which ones I might want to incorporate.
Chromatic Lantern is already in here, you must have missed it.
I don't like Survival Cache as a sorcery and it's rather slow. Life gain is nothing I care about in this deck, even if it does draw me a card.
Seer's Sundial is just costly to set up, and I'm not doing any type of land fetching, so not sure how good it would be in here.
Grand Abolisher is nice, it's something I will consider for the SB at least.
I'm just not a fan of that Avacyn.
I'm not really running that many angels, so Herald of War is out.
I think I have enough defensive spells at the moment, otherwise I would consider Faith's Reward.
Savage Beating is pretty good and I'll have to consider what to take out for it
The number of mono-black decks I will play against is probably small, so I think I'll pass on Absolute Grace.
Reconnaissance is a card I've never seen and it's something I'll have to think about.
Thanks for your comments.
July 9, 2015 noon
Zealous Conscripts might be cool to add as an oops, I win card when you pair it with Kiki-Jiki, Mirror Breaker. Plus, the card seems powerful on its own in this deck.
July 10, 2015 4:54 p.m.
UpsetYoMama says... #5
Thanks for all the suggestions, folks. Going to put the on the maybeboard for now and think and/or test them one-by-one.
July 10, 2015 4:58 p.m.
UpsetYoMama says... #7
Anyone have any suggestions for the deck? It's been a long time and it has changed a lot since its inception.
January 21, 2017 1:02 p.m.
shaistyone says... #8
I guess the key for suggestions would be some game info. How are you losing? What strategies are giving you problems? etc..
At a base level, lots of the new Vehicles have attack triggers which would be great in a multi-combat deck.
Other (non-specific) thoughts -
Reconnaissance - still absurd in your deck
Angel of Jubilation - pump + shuts off some key strategies
Goblin War Drums - solid effect
Sunblast Angel - asymmetrical effects are my favorite
Vandalblast - ditto
Soltari Visionary - nice utility creature that seems to always have targets
Adriana, Captain of the Guard - melee stacks well w/extra combats
Tyrant's Familiar - nice removal
Master Warcraft - with any kind of board state, this should probably be ggs
January 22, 2017 7:22 p.m.
UpsetYoMama says... #9
I think counterspells or removal are my biggest issues probably? I try to hopefully protect myself with Blood Moon effects, and I've considered adding Price of Glory. The deck is more resilient to board wipes thanks to Boros Charm and Ghostway. Thanks for the suggestions, I like a lot of them. Reconnaissance doesn't trigger infinite combats since Aurelia only triggers on the first combat. Or is there some other obvious use that I'm missing?
Vandalblast is an auto-include, not sure how I didn't put that in here. I just need to figure out what to cut for it. Odric functions as a Master Warcraft and I'd rather have a creature, I think. Usually, people either don't have flying to block Aurelia if I get her out early or they can't block her because she has a sword attached with protection.
Angel of Jubilation is pretty nice, I'll have to think about it. Obviously it stops Grave Pact and other problems like Merciless Executioner.
Tyrant's Familiar is fun, and it can obviously be removal on a creature, but if something costs 7 mana, it better be winning me the game. And it encourages targeting Aurelia, which I dislike.
I'll think about a couple of the other ones. Thanks for the suggestions!
January 22, 2017 8:22 p.m.
shaistyone says... #10
Well, for 'draw-go' style decks, my favorites are Mana Web (errata text means it hits all opponents) / War's Toll. They tend to draw less hate, and don't impact your play at all.
Yeah, Angel of Jubilation is great. The other day I had a Meren player scoop right after I played it..
The key to Reconnaissance is that regardless of what creatures you have, you can attack with every creature during every combat step, without fear of losing them to blockers. I have used it for Condemn to fun effect, and made a player super-salty when his AEtherspouts got nerfed. Plus because of how combat works now, you can untap all of your attackers at the end of combat step after damage, essentially giving your creatures vigilance as well.
January 22, 2017 11:14 p.m.
DespairFaction says... #11
Hey Im a long time Aurelia player. Here are a few suggestions for you. let me know what you think.
Mask of Memory and Skullclamp for more card draw. Sword of Light and Shadow is one of my least favorite of the cycle. However it can be good if you are running into a lot of board wipes, so just pay attention to how it is performing for you. Sword of Fire and Ice is awesome, but pricey. Sword of War and Peace is good for that blue player that likes draw a million cards. Conqueror's Flail looks awesome if you are facing counterspells. Spirit of the Labyrinth is great prison effect against a lot of people. Since you are not opposed to land destruction Cataclysm is great against decks that are trying to go too big or not commit threats to the board. Insurrection with Aurelia usually ends the game. Tajic, Blade of the Legion is good if you're on the token plan. Theres probably a ton more suggestions that I could make, but that seems good for now. enjoy!
June 26, 2017 12:58 p.m.
UpsetYoMama says... #12
Hey DespairFaction, thanks for the suggestions! I'll go through and address each one quickly:
- I'm not really a fan of Mask of Memory, as you have to connect to draw.
- Skullclamp should definitely be in the deck, I agree. I had it in here at one point, but then took it out because I had taken some token generators out (i.e. Assemble the Legion). Since the addition of Monastery Mentor, clamp deserves a slot.
- People in my meta do play lots of board wipes, which is why I really like Sword of Light and Shadow. It also dodges the best spot removal with the pro white and black. Fliers are often most common in those colors, and I don't want to get chumped.
- Sword of Fire and Ice is obviously a good value card and I will consider it. I've never really liked Sword of War and Peace as I feel it's the most variable of the Swords. It also negates Boros Charm double strike (although some of the others swords do, as well).
- Conqueror's Flail is one I hadn't considered before, and it looks awesome. Dragonlord Dromoka is a powerhouse and having that effect on an artifact I can tutor is sick. One of the biggest problems I have is if someone counters Aurelia, obviously.
- I had Spirit of the Labyrinth in here and it was underwhelming. It also makes Wheel of Fortune a dead card in hand.
- Armageddon seems much more efficient to me than Cataclysm, but if I wanted another effect I've considered running Cataclysmic Gearhulk instead. The main thing I don't like about the cards is that they wipe my mana rocks. With Armageddon and multiple mana rocks, I can often still cast spells.
- Insurrection is very slow for this deck, and if it's countered, I'm in big trouble. I aim to win far before that with commander damage. It's also contingent on board state and can be a dead card in hand, so I'm not a fan.
- I tried Tajic, Blade of the Legion and cut him almost immediately. He usually ends up being a vanilla beater with an upside that isn't worth the mana investment.
Thanks for the suggestions! I'm trying to make Aurelia as competitive as possible :)
June 26, 2017 7:14 p.m.
DespairFaction says... #13
Thanks for taking a look. Yeah a lot of these choices are meta dependent, and if you're trying to go as competitive as possible, then some may not work. I play in slightly slower meta. Id say try out the mask of memory, it doesn't look like much on paper, but it does an amazing job of keeping the hand full. The biggest problem I've run into playing in competitive metas with Aurelia is that she is largely a fair deck, and can fold pretty quickly to unfair decks.
June 26, 2017 8:03 p.m.
UpsetYoMama says... #14
DespairFaction Yeah, obviously it's hard to keep up with say, turn 3 combo win or such, but I've still had Aurelia out on t3 and have won by t5. I would say with this build I can usually get her out on t4 on average.
That's why the Blood Moon effects are so great, as they punish the majority of decks and slow them down significantly.
But Aurelia is just an awesome card :)
June 26, 2017 8:36 p.m.
ReaperDrek says... #15
I am an Aurelia player aswell, and you have got a really nice build there, but since you play 41 lands and another ~5 mana rocks, and very little draw effects, besides wheel, do you actually have fuel to drop stuff if Aurelia gets countered/destroyed multiple times?At least that is what problem with my meta tends to be, being arguably the strongest deck at the table, my Aurelia is always greeted by a counterspell or Anguished Unmaking or something, therefor I stall with playing her and try to only play her when i can protect her (with greaves + Leonin shikari) or just them being tapped out. It isn't strange if she gets to 14 mana later in the game though. I don't run the card due to budget restriction, but i might buy it, what do you think of Grand Abolisher? I think he's quite the perfect card for aurelia, due to him being 'WW':you cant target or distrupt aurelia in any way this turn, unless you counter me.
December 26, 2017 7:20 p.m.
DespairFaction says... #16
Hey Reaper,
I think Grand Abolisher is a great choice if your meta is full of counters and instant speed removal. Since Aurelia is often a tap out on your own turn kind of deck I might check out a card like Price of Glory as another means to shut down the instant speed stuff. Conqueror's Flail also gives you a similar type effect. Angelic Renewal is also a solid card if you're facing a lot of removal, and it combos with sun titan and burnished hart. If you want some really sideboardey tech for a removal heavy meta Red Elemental Blast and Pyroblast if you face a lot of blue decks. Also Rebuff the Wicked might be helpful in your meta. anyway check out these suggestions, see what works for you.
shaistyone says... #1
Lands
Kor Haven - nice effect
Tower of the Magistrate - niche effect, but crushing to some decks
Winding Canyons - Boros flash is not something most decks see coming.. lol
Rocks
Chromatic Lantern - smooths out your mana so much, plus utility lands get better
Draw
Survival Cache - almost always nets two cards and four life
Seer's Sundial - repeatable draw + usually doesn't get targeted
Anti-Blue
Grand Abolisher - love the asymmetry
Mana Web - prefer this to Price of Glory as it only hits opponents
Others
Avacyn, Guardian Angel - very relevant + big vigilance
Herald of War - good by itself + makes about half of your creatures cheaper
Faith's Reward - another defensive spell, but gets back noncreatures as well
Savage Beating - Three double-striking combats seems good
Absolute Grace - sideboard
Reconnaissance - probably the best card nobody runs: allows for attacking with everything without fear every combat step + untap post damage for pseudo-vigilance
July 9, 2015 11:22 a.m.