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Sumner1595's Kenrith's Angels Deck

Commander / EDH Angels Flying Lifelink

nambrose1595


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INDRODUCTION

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Welcome one and all to my Kenrith Angel's Deck tech. I've been working on getting Angel tribal to work for years. At first I tried Kaalia of the Vast but found I would get hated out of games, then I tried Saskia the Unyielding and ran into consistency issues.

So now I bring you Kenrith, the Returned King . The main strategy is to get your mana base underneath you quickly so you can either cast your Angel creatures, or use Kenrith, the Returned King 's abilities. Usually you'll find angel beat down as your primary ways to end the game, but there are a few combos that also get the job done.

KENRITH SYNERGY

So, of course, a Kenrith, the Returned King deck isn't complete without a few particular inclusions. Training Grounds , Biomancer's Familiar , Zirda, the Dawnwaker , and Heartstone all reduce Kenrith's ability costs. Whilst Sword of Feast and Famine , Wilderness Reclamation , Seedborn Muse , and Mirari's Wake amps up the mana production for multiple activations.

THE MANA BASE

Pretty easy mana base to work with. 10 Fetch Lands 10 Shock lands make up the majority of our mana base as any fetch can almost get you any color you need (i.e. Flooded Strand can get you Watery Grave or Godless Shrine if you need black). Command Tower , Prismatic Vista , Mana Confluence , City of Brass , Reflecting Pool , and Exotic Orchard all tap for any color you need and come in untapped. The three triomes can also be fetched for, however they come in tapped so usually you'll want to play them on turns where you don't need the extra mana that turn, Sequencing is very important. Ancient Tomb is here to get you more raw mana, and usually you have enough life gain to keep up with the 2 damage. Lastly since you need white, blue, and green mana the most I've included 2 each of Plains , Forest , and Island and 1 each of Swamp and Mountain .

THE RAMP

This deck wants as much mana as possible, so ramp is pretty important to be cheaper whilst getting as much mana as possible. Dockside Extortionist , Bloom Tender , and Incubation Druid are cheap dorks that can generate more mana than they cost and are on the cheap end. Farseek , Nature's Lore , and Skyshroud Claim all get Shock Lands or Triomes for lots of color fixing. Cultivate and Kodama's Reach not only ramp but also line up your next land drop. Sakura-Tribe Elder is cheap ramp that can be reanimated to ramp again, plus it flips Archangel Avacyn  . Selvala, Heart of the Wilds is great ramp when we have large creatures in play, which of course works with Angels. Life from the Loam and Sevinne's Reclamation are both here to buy back fetch lands, loam doesn't ramp but it does allow us to hit every land drop for several turns. Exploration allows us to get ahead in land drops especially when we get card draw going. Great henge only costs 3 with Kenrith in play and does a lot of work, not only triggering life gain effects, but also making our creatures bigger and drawing us cards. Lastly Sol Ring because Sol Ring XD.

THE ANGELS

Now for the meat of the deck. The Angel's. There were a lot to choose from and I had a hard time tooling the deck to figure out which ones and how many to run. So, without further ado here is my list of Angels included in this deck and why, in order of cmc.

Linvala, Shield of Sea Gate - Early blocker to stem early aggression. Late game it gives your entire team either indestructible or hexproof depending on your needs. Best part you can just reanimate it with Kenrith or Adarkar Valkyrie for repeated protection.

Resplendent Angel - This is here to directly work with Kenrith's life gain ability as he procs the first ability of this card by himself. Also works with some of the other incidental life gain synergies.

Atraxa, Praetors' Voice - This card can get out of hand very quickly if left untouched. Not only does it slow early aggression, but it also directly works with Kenrith's +1/+1 ability. This also has the side benefit of working well with Shalai, Voice of Plenty , Archangel of Thune , Regna, the Redeemer , and The Great Henge

Gisela, the Broken Blade - This card is nice to, again, stem early bleeding and buff your life total. Works really well with Archangel of Thune and Regna, the Redeemer . However it truly becomes powerful when you get this on the table with Bruna, the Fading Light . Brisela, Voice of Nightmares really makes it difficult for opponents to stop you from killing them in combat as it shuts off a lot of efficient removal.

Shalai, Voice of Plenty - This card is arguably one of the best Angels in this deck. Not only does it give the rest of your team hexproof, making it harder for your opponents to remove your bigger Angels, but it also gives YOU the player hexproof as well. Best example as to why this is relevant is Aetherflux Reservoir can't be pointed at you with this on the board, along with a ton of different uses. The second ability also pumps your team permanently and works great with Atraxa, Praetors' Voice and can be reduced by the same cards that Kenrith uses as well. Over all great card.

Angel of Destiny - Great alternate win condition that plays well into our life gain subtheme. Works well with Kenrith's +1/+1 ability as doublestrike makes making this card bigger very appealing and Lyra Dawnbringer will allow you to gain life twice as fast. Also works really well with Archangel of Thune and Regna, the Redeemer . The best combo with this card would have to be with Aurelia, the Warleader as being able to cause two players to lose with the last ability is not only effective, but immensely satisfying.

Archangel Avacyn   - At first glance this card doesn't seem very good as you need a non-Angel creature to die in order for this card to flip. But, the indestructability this card gives at instant speed does save your board more often than not, and when your opponents least expect it. This works really well with a sac outlet and Kenrith as you can reanimate multiple times for repeated protection. And I've found that flipping this card is often not too terribly difficult. If you are able to flip it with Lyra Dawnbringer or Gisela, Blade of Goldnight it'll definitely benifit you very nicely.

Archangel of Thune - Synergy for this card is littered all over the place in this deck. Kenrith's life gain ability being the most consistent way to proc this card's ability, even on opponents turns.

Lyra Dawnbringer - No Angel deck would want to go without this card as it's one of the only "Lords". Plus giving all your Angels lifelink is pretty sweet for enabling cards like Resplendent Angel , Archangel of Thune , Angel of Destiny and Regna, the Redeemer . This also works with Archangel Avacyn   as the damage being dealt by Avacyn, the Purifier will gain lifelink, so you can easily gain 30+ life in a single turn.

Maelstrom Archangel - This card is here to cheat on costs, especially for our higher costing Angels, as Kenrith giving it haste makes it pretty effective. It also has the side benifit of enabling Bloom Tender to tap for 5 mana.

Sigarda, Host of Herons - This card is a strong commander in her own right. Here she's awesome at protecting our board from Sacrifice effects such as Grave Pact or Sheoldred, Whispering One . She also is great against Annihilator effects from the Eldrazi titans. But the best part is this card makes removing Avacyn, Angel of Hope immensely more difficult.

Adarkar Valkyrie - This card is here to keep our creatures on the battlefield. Kenrith's haste ability turns this card on immediately. It also can steal other people's creatures when they die. It works well with Sakura-Tribe Elder and Linvala, Shield of Sea Gate . The best use for this card, however, is with Aurelia, the Warleader and Altar of Dementia . As this combo can be used for infinite attack steps and infinite milling for your opponents.

Aurelia, the Warleader - Being able to start over an additional attack sequence is absurdly powerful in many decks, and this deck is no exception. Not only can you melt through opponents life totals very quickly with this, but it works with Incubation Druid , Bloom Tender and Sword of Feast and Famine for even more mana production. It also works well with Angel of Destiny to wipe out two opponents if your life total is above 55. The best use for this card, however, is with Adarkar Valkyrie and Altar of Dementia . As this combo can be used for infinite attack steps and infinite milling for your opponents.

Regna, the Redeemer / Krav, the Unredeemed - Yes, I know, Krav isn't an Angel. But to be fair he does Tutor up an Angel so not only does it work for flavor, but it also is replacing itself in your hand. Not to mention the Card advantage he gives you once Regna gets going, which he can do by himself. And of course Krav also triggers Archangel of Thune with each activation. The best uses for Krav are sacrificing your board in response to a Merciless Eviction so you can reanimate it later, or going infinite with Kenrith's last ability and Dockside Extortionist for infinite mana, life, and cards. Regna is also good because of all the other life gain synergies in the deck.

Angel of Serenity - This deck is a little light on removal, so this card fills that need very well as it exiles three things at once, including troublesome creatures lurking in the graveyard. Even if they remove this card to get their creatures back, they go back to hand, meaning they'll have to replay it to get them back into play. In a pinch you can exile your own creatures in the graveyard to get them back and replay them if you're short on cards. The best use for this card has to be to be to pair it with any sacrifice outlet and Kenrith's last ability, as you can sacrifice this card in response to its etb trigger so its leave the battlefield trigger happens first. The end result is you exile three creatures permanently and can do it repeatedly.

Bruna, the Fading Light - This card is here to get back any fallen Angel if Kenrith isn't sticking. It also can bring back Kenrith if your feeling a little risky sending him to the graveyard. The ability is on cast too so basic counter magic doesn't stop it. However it truly becomes powerful when you get this on the table with Gisela, the Broken Blade . Brisela, Voice of Nightmares really makes it difficult for opponents to stop you from killing them in combat as it shuts off a lot of efficient removal.

Gisela, Blade of Goldnight - This card is one of the fastest ways to end the game with a beat down plan, as doubling your damage output can evaporate life totals quickly. It also prevents damage rather well as opponents need 10 damage to remove this card from the table. If you can get enough +1/+1 counters on your creatures this card can make Blasphemous Act a one sided wrath. It also works rather well with Archangel Avacyn   as it doubles the 3 damage to 6 damage Avacyn, the Purifier is doing to your opponents creatures while reducing the damage to your creatures to 1 damage.

Platinum Angel - This card is our last ditch effort to staying alive against mill strategies, lethal damage from a gaint token army or Craterhoof Behemoth , or a random Door to Nothingness . It also shuts off alternate win conditions our opponents might be using such as Laboratory Maniac or Biovisionary . If this card is protected by Linvala, Shield of Sea Gate , Shalai, Voice of Plenty , Archangel Avacyn  , and Avacyn, Angel of Hope it'll buy us even more time to assemble enough creatures to kill the table with.

Avacyn, Angel of Hope - This card is my all time favorite card in the entire deck. Not only does it have awesome beating power but it protects everything on your board. Paired with Shalai, Voice of Plenty and Sigarda, Host of Herons it makes your board very hard to remove, as only a select few cards can do it.

LAST FEW BITS

The last couple of inclusions are just things every commander decks want. Removal, board wipes, tutors, and card draw. All of which we want to be as cheap as possible as the Angels take the expensive slots.

Board wipes - Blasphemous Act only costs a single red mana a majority of the time. Supreme Verdict can't be countered and is only 4 mana, when we want the board wiped we want it to happen, counter magic or not. Cyclonic Rift very flexible as it can keep you safe early or one sided wrath late, definitely a great way to crash in with your Angel army to end the game.

Removal - Swords to Plowshares one mana deal with an Ulamog, the Ceaseless Hunger or similar problematic creature that Angels can't handle. Nature's Claim one mana deal with pesky Artifact or Enchantment. Assassin's Trophy very effective removal that hits anything.

Tutors - Vampiric Tutor and Demonic Tutor get us any card we need for cheap. Enlightened Tutor get us any utility Artifact or Enchantment. Fauna Shaman and Survival of the Fittest each do two things, first pitch creatures to the graveyard to be reanimated later, second get us any creature we might feel like destroying our opponents with.

Card draw- Dark Confidant , Sylvan Library , and Necropotence are all here to trade our life for cards, and lots of them, since we have life gain stapled to our commander and littered all over the rest of our deck we can easily replenish paid life.

LAST INCLUSIONS

We have three last cards I've included in this deck, as they seem like great fits that do help the deck.

Kaalia of the Vast - Great creature to help cheat our creatures into play, especially when Kenrith can give her haste. Works amazingly well with Aurelia, the Warleader to get two for the price of one and Survival of the Fittest for selection of any creature from our deck to drop into play.

Teferi's Protection - Amazing card to keep your stuff on the board or keep yourself from dying. Only card in my deck that deals with opposing Cyclonic Rift s.

Spark Double - So each Angel in the deck that costs 4 or more is powerful enough. Now imagine what having two would be like. This clone is the only one currently that is cheap and can copy legendary creatures. So imagine two Shalai, Voice of Plenty s for permanent hexproof, two Aurelia, the Warleader s for three combat steps, two Gisela, Blade of Goldnight s for quadruple damage, or two Angel of Destiny s for ridiculous life gain. This card is strong and very flexible.

CONCLUSION

In conclusion this deck is a lot of fun to build and pilot. This is a unique build for sure and I'm hoping for some sweet Angels to add to this deck in Commander Legends. I'm sure to make a few tweeks and I'll make sure to post Updates as soon as they come up. Thanks for reviewing this deck tech and I wish you luck in your games if you decide to build an Kenrith's Angels deck of your own.

Suggestions

Updates Add

Ok so a few things Ive learned whilst playing the deck, plus some spicy new cards to add. Here's Update number 1

I've Cut the following cards out of the deck:

Heartstone - Turns out Kenrith is a remove on sight commander, so ive tuned the deck to streamline that a bit. Also Heartstone 's discount on Kenrith's Abilities is minimal at best and at worst a dead draw when your needing out of a pinch. Plus I don't exactly like helping my opponents with activated abilites.

Seedborn Muse - Overreliance on Kenrith's abilities to make this card good isn't worth the drawback of the immediate attention this cards brings from the rest of the table. Ive replaced this with card draw instead as the deck was having issues drawing cards if Kenrith was kept out of play.

Mirari's Wake - Replaced this one with card draw as this card was once again only good if Kenrith stuck around. This card also found itself getting shot out from underneath me with no way to recover it later.

Canopy Vista , 1 Plains , 1 Island , 1 Forest - I replaced each of these with the Battlebond lands that come in untapped if you have two or more opponents to further spread out my color fixing. Still found that only 5 basics left in the deck was completely fine as the other ramp cards got either shocks or triomes.

Selvala, Heart of the Wilds - Replaced this one with some card draw as I would find that I would have a ton of mana but nothing to do with it especially if Kenrith was kept out of play. Also very rarely drew a card off of it as well.

Life from the Loam - This deck struggled with drawing cards in the first place, and having this extra hoop of messing with my draws to replay this card was not worth the extra effort. The more straightforward ramp options replaced this.

Sevinne's Reclamation - Trimmed down the mana cost of the ramp package in this deck to make getting to 5 mana more easily, so this card sadly got the axe.

Skyshroud Claim - Trimmed down the mana cost of the ramp package in this deck to make getting to 5 mana more easily, so this card sadly got the axe.

Exploration - This card is only good if your running more than 40 lands or have a lot of card draw to back it up. This deck struggles with both of those, so it turned out to be a dead draw 75% of the time. Replaced it with more straightforward ramp.

Altar of Dementia - Made more room for removal with this slot, defiantly looking for a way to re-add it but for now losing it hasn't hurt that badly.

Resplendent Angel - No Kenrith makes this card really hard to work with. So to continue to make this deck a little less reliant on Kenrith this card was cut.

Platinum Angel - I've rarely had a situation where this card was relevant at keeping me alive. And times where it did it got removed and I died. Replaced it with another Angel that'll pump more damage through and is also decent on the defense as well.

Fauna Shaman - Feels like a dead draw Late game, and only being able to activate it once a turn turned out to be too inefficient.

Spark Double - So this card was fun with creatures on the board. Turns out there were way too many games where I drew this when I just had my board wiped. Swapped this out with another creature that would be decent on an empty board and played more to the strengths of the deck just the same.

Liesa, Shroud of Dusk - I tried adding this card in to have another nice flyer that took advantage of the life gain subtheme and taxed my opponents. Turns out the tax really didn't add much and I found this card to be too lackluster, so it got cut for another new Angel.

I've Added the following cards out of the deck:

Tymna the Weaver *f-etch* - So this deck needed more card draw without Kenrith, I've tried Rhystic Study but it kept getting paid for or shot without drawing me any cards so I figured since I play alot of evasive attackers this card would be a better fit.

Kindred Discovery - Again, more card draw without relying too much on Kenrith to stick around. This card works on both ETB and on attack of any Angel so it at least replaces itself if you have 1 Angel on the board.

Magmaquake - Needed more removal for problematic creatures. This card in particular deals with pesky ground creatures and planeswalkers all while leaving my flyers completely untouched. Plus I can use it at instant speed, so its a great reactionary card as well that players are not likely to see coming.

Toxic Deluge - Again, more removal fro problematic creatures. Since we are able to still gain a decent amount of life, if we fall behind this wrath is cheap and gets rid of even indestructible threats.

Bountiful Promenade , Sea of Clouds , Spectator Seating , Vault of Champions - I added each of these with because they come in untapped if you have two or more opponents to further spread out my color fixing, each being able to tap for white. Still found that only 5 basics left in the deck was completely fine as the other ramp cards got either shocks or triomes.

Fact or Fiction - More card selection for the deck at instant speed. Doesn't fully matter how piles are split as we can bring back creatures that weren't selected. Usually getting 3 cards for 4 mana at instant speed will be nice to smooth out those early turns or dig for a much needed answer.

Arcane Signet , Fellwar Stone , Three Visits - I've tweeked the ramp a little to be a little lower to the ground early so I can more consistently get to my bigger threats earlier.

Ethereal Valkyrie - This Kaldhiem card is a slam dunk for this deck. It has a nice card draw ETB on it, plus it triggers when it attacks. The best part is the fortelling of any card in your hand to make it 2 mana cheaper on a following turn, and protects it from hand hate, discard, and wheels. Card draw and mana ramp, A+ add.

Sigarda, Heron's Grace - Kenrith getting shot got you down? well look no further than this card. Not only does it also protect you from those pesky Aetherflux Reservoir but it also gives Kenrith hexproof, making him a lot more difficult to shoot down. Also gives you a little sacrifice protection with making tokens just in case a Grave Pact, Sheoldred, Whispering One, or Eldrazi Annihilator shows up.

Akroma, Vision of Ixidor - So this card is a nice big finisher that can pump your entire team based on their keywords. 80% of your creatures fly so +1/+1 there. Kenrith's first ability grants your team +2/+2 because of haste and trample. This also gives Krav, the Unredeemed and Regna, the Redeemer +1/+1 since they have partner as well. Plus this card gets silly when there is an Aurelia, the Warleader involved as the Akroma buff happens with EACH combat.

Marchesa, the Black Rose - This creature works very well with the +1/+1 counters that Kenrith gives out. Making it much harder to remove your creatures when they can just come back. This card gets hilarious with a The Great Henge on the board because the +1/+1 counters are replaced when the creatures come back and you draw cards as well.

Comments

94% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

25 - 0 Mythic Rares

55 - 5 Rares

8 - 0 Uncommons

7 - 1 Commons

Cards 100
Avg. CMC 3.68
Tokens Foretell, Human Soldier 1/1 W, Treasure, Warrior 1/1 W
Folders Commander
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