White Wingies

by dynathy on 01 March 2013

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (3)


Instants (2)


Enchantments (2)

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 Goal:

Improve white win'ies

The Means:

Feathers.

The Fix:

Control, field wipes, and buffing when your poor humans die.

How to Play

The Cards:

Angel of Glory's Rise: The highest cost creature, gives you the game when she is played. Hey look, your army is back.

Boros Elite: This aggressive one drop will power up your hits, and also be cannon fodder for your opponents removal. Keeps them targeting them, while you secretly prepare your hand for a glorious return.

Cathedral Sanctifier: Here is a card that will slip under the radar. Oh who cares about three life, they will think. She'll definitely be around for more, and makes for a good chump blocker.

Champion of the Parish: Another huge target for removal. If they happen not to have one, you'll punish them for it. He gets a huge boost when Glory comes into play.

Emancipation Angel: She is the poster girl for this deck, why? She is soo pretty. She bounces your stuff too! One of the lowest cost angels, she works good in this deck.

Fiend Hunter: You wont help but smile when one of these gets into the graveyard, and you wont help but laugh when it comes back and starts a combo.

Front Line Medic: A one up for all your creatures, and gives you a bit of counter power. Unheard of in white.

Precinct Captain: Probably will be your most sided out card, but for two mana, what more could you want?

Serra Avenger: The cheapest angel, comes on the battlefield at turn four. She can give some much needed air support, as well as hold down the fort.

Arrest: Stop activated abilities, stop them from blocking. Gets you a bit extra damage early game.

Call to Serve: Make them humans angels, give them flying, and give them a major defense buff. It is always nice to have a flying elite.

Oblivion Ring: Bye bye, anything that happens to be a threat.

Sphere of safety: Helps you dig in when you need it. Puts to work all them enchantments.

Terminus: The field wipe, Gets completely sided out in second game for human death effects.

The Sideboard:

This sideboard is meant to make removal think twice about when they should kill something. It also offers a draw outlet, which is missing in the main board. Ideally, you'd field wipe with mob out, and a cathar or two, and pretty much any other human. Then you'd save mob, and get a huge creature. Lastly, when you glory rise' all the enter the battlefield combos go off.

Almost should be in the main board. Almost.

I mention the graveyard a bunch for only running one return card, but by the time you play glory's rise, there are a bunch of creatures in it anyway. So its helpful to know what exactly is happening.

Deck Tags

  • White
  • Cheap
  • Tournament
  • aggro/control
  • Standard

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,294 times.

Mana Curve

Mana Symbol Occurrence

520000

Card Legality

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

Deck discussion for White Wingies

Flyers in standard are pretty valuable. The more you have, the more likely you'll win. Why? Because flying creatures in the meta are rare. You might see a play set of a flyer like, thundermaw hellkite, or restoration angel, but other than that, they do not come out to often. Thats why Orzhovs gift, or is it reward? The enchant that gives flying, is really good. So more likely than not, you can swing over the top right up to around turn 5-6 no problem.

If you have any suggestions, or just like this variation of the build, post some comments below! If its good, you'll get rep!

Yay Rep!

0
Posted 01 March 2013 at 23:56

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There is really no point for the green mana in there. unless you get some green creatures or spells or something. not worth it i think.

Also use radiant's judgment instead of smite the monstrous. it costs less, and it has cycling. Unless of course you are doing standard.

-1
Posted 02 March 2013 at 00:22

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Gavony Township, Grove Guardian if you prefer. I probably should take out the shocklands for transguild promenades.

If you don't like giving counters to everything, you could run vault of the archangel and isolated chapels instead, then everyonce in awhile, all your humans have lifelink and deathtouch. If that's more your style of course. You could continue like that for slayers strong hold, moorland haunt, or shoot even hellion crucible. It just depends on what you want your land to do for you.

0
Posted 02 March 2013 at 00:24

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Instead of having smite the monstrous you should have intrepid hero's, they great and you can use them a lot.

Another thing you could do would be to put in an Akroma's Memorial or 2 just for the fuck you factor

1
Posted 06 March 2013 at 16:03

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