Judgement Day

by msquared on 11 December 2010

Main Deck (100 cards)

Sideboard (15 cards)

Artifacts (1)


Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

The Angels are descending, and they'll judge the unworthy.

Walls and attack-foiling instants are used to delay the game until the angels can make their appearance.

Sideboard: is made up of cards useful against certain colors (especially unfortunate black decks) or cards that fit the deck theme, but are expensive. Since the deck's angels are so high cost (most between 4-7 mana) it's best not to clutter it up with any more expensive cards than are absolutely necessary. But any of them could be exchanged in as needed.

The deck listed isn't actually the playable deck, it's just the collection of cards that I use in this deck. I like to keep multiples of cards together, so if I ever want them, I don't have to dig through boxes looking for them. I usually only use one copy of each of the angels (except the lower costing ones). I also cut back on the a few of the higher casting cost ones until I'm comfortable I can get them in play. Land count varies by the final size of the deck.

If the deck above proves too challenging (say, you can't get enough land in play to make it effective), simply remove 4-8 cards as suggested for trimming the deck to 60, and replace them with more plains, it should fix the problem. I only have one Gift of Estates, if I had a few more, they'd be in the deck.

How to Play

Land will come slow, but MOST cards in the deck cost only 2 mana (though all of the ones that will allow you to win will cost much, much more). Bide your time, put walls on the field, start gaining life by any means at your disposal and wait...once you get enough land in play, start the aerial assault with wave after wave of angels. Don't waste your Humble's either, since most of the walls lack the ability to kill. Hold them, and trap your opponent's biggest nastiest creature when they attack you with an untapped Sustainer of the Realm or other untapped angel...it should make them weep...just a little. The deck above (as listed) is for casual multi-player with each player fielding a deck of 100 cards. In this scenario, use your global enchantments as soon as able...it may make you enemy number one for some, but you will be godsend to other players. Gain life in large bunches as soon as you can. Use your walls liberally, but don't waste them unnecessarily...remember, you have plenty of life gaining ability, so focus on blocking weaker creatures, and only throw away your wall to block a big one if you are set to bring angels into play the next turn. Even after angels hit the field, the walls will still have value, as not all of the angels have vigilance (though many do).

Deck Tags

  • Tribal "Angel"

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 930 times.

Mana Curve

Mana Symbol Occurrence

1010000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Judgement Day

1-16-13, just updated the deck. The deck listed above is set for a casual multi-player game where each player plays a deck of 100 cards. So this is the maximum size for the deck. It can easily be reduced to 60 by eliminating high cost multiples, color specific cards (Voice of Truth, Absolute Law, etc). Dropping the 4 Drifting Meadows leaves the deck with a nice 26 land count (suitable for 60 card play), other cycling lands can be trimmed as well, Gift of Estates can also be taken out. Lastly, remove any of the cards that get specifically advantageous in multi-player play that would be of less benefit head-to-head (Luminarch Ascension for example). I'd reconsider dropping excess walls, since they are imperative to defending against so many types of decks (small flyers, weenie decks, early ground pounders, etc). It would be better to trim a few angels than walls, even though the walls won't help you "win" the game, they will buy time for you until the big angels hit the field.

0
Posted 27 January 2013 at 00:43

Permalink

I used this deck against a friend, who fielded a vampire deck. The early game went all his way...he had about 73 life, and whittled me down to 1. He's not as experienced as me, so I spend the previous few turns helping him with card playing strategy, pointing out mistakes...basically, I knew the game was over for me, but wanted to help him become a better player. Than something happened, I got a big life gaining angel (don't remember which one) which all but nullified his persistent one flying vampire threat. Then he went on a four turn run of drawing land...and had nothing else to play in his hand. In that time, I managed to get a few more angels in play, exiled his flyer, killed his death touch defender (losing an Angel in the process)...then beat him down...amassing 86 life I took him down to 3 before he capitulated when he knew he couldn't win. Swear to God, that's what happened. In a span of 5-7 turns I reversed a -70 life deficit to a 85+ victory...an epic game. We were both pretty amazed when it ended. His deck was kicking my ass turn after turn...and I was throwing in the towel...but my deck came back. Of all my decks, this is the ONE that can literally come from the brink of death game after game. On several occasions, while play testing it against my other decks (mostly black), it did similar reversals, from 1-4 life, to defeating the opponent deck in a matter of turns.

0
Posted 24 May 2013 at 16:18

Permalink