**
INDRODUCTION
**
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.