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The Power of the Angels (Modern)

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Para jogar com seu deck em um torneio oficial ("sancionado por DCI"), você precisa de uma folha de listagem de deck. Aqui você pode baixar tal folha já preenchida com os cards desse deck!

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Favor notar que: Esse não é um serviço oficial DCI. Logo, sempre se certifique que a folha contém todas as cartas de seu deck, e atende a todos os requisitos DCI. Caso note algo errado, favor entrar em contato conosco! DCI is a trademark of of Wizards of the Coast LLC.

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The idea behind this is simple. Keep preventing the incoming damage from your opponent's forces and exiling them untill you get to summon Archangel of Tithes and/or Guardian of the Gateless. Here we can use the Aegis Angel effect to make Guardian of the Gateless indestructible, so your opponent should forget about winning attacking; not only is totally useless but it will also cost him/her some mana for each attacking puppy.

At this point should come the core of the creatures part, the Herald of War. It helps you to cast your Angels spells with less colorless mana, wich is amazing.

There is an interesting combo in here if you need some global removal. Let's suppose you have the Twilight Shepherd on the battlefield and your opponent has summoned a dangerous creature. What do we do now? Use Wrath of the God. When it resolves, all the creatures will go to the graveyard and won't be able to be regenerated. What happens now? Why would we do such a suicide play? Becuase of the Twilight Sepherd's Persist ability. When it dies it returns to the battlefield with a -1/-1 counter on it, and he says "When Twilight Shepherd enters the battlefield, return to your hand all cards in your graveyard that were put there from the battlefield this turn." See it now? You have cleared the board, but the Shepherd will bring back your creatures from the undergrave. At this very point of the match, you should have enough mana to cast the most powerful angels, even if you have the Herald of War in your hand and so all it's counters missing.

You main win conditions apart from winning by attacking are Iona, Avacyn and Linvala. There should be no problems about reaching turn 8 or 9 if you draw good hands and you're not facing a full control deck or a mono red burn one.

Emeria, the Sky Ruin is usefull for evident reasons. Gift of States and Knight of the White Orchid share a same purpose, to accelerate your mana in case you're behind in lands. One's a spell and the other is a 2/2 with First Strike, wich is really nice at its cost.

Akroma's Memorial is a good tool to boost your Angels, and also accelerate the Herald of War-Archangel of Thune combo since they will gain Haste. This will help the Twilight Shepherd's utility aswell since you can summon it, attack with all your creatures in a suicide tactic that will end up with only the Shepherd onto the Battlefield and all your now-not-so-dead creatures in your hand, in most of the cases.

I'm open to any suggestions.

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This deck appears to be legal in Modern.

Turno: Your life: Opponent's life: Poison counters:
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