The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
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.
A casual Angel deck, it's fun!
This deck has been viewed 953 times.
Angel decks are slow because people try to use the biggest, strongest angels out there, and a lot of them. Try using the cheaper angels that are few in number but very effective. Also add more mana accel than just clear the land and scouting trek. Clear the land is expensive for accel and allows your opponent to do the same AND isn't even 100% effective. Scouting Trek doesn't really accel, it just makes sure for the next 5 turns all you draw is land, meanwhile your not drawing any cards to counteract your opponent's moves. Try mana accel cards that put the lands into play, tapped or untapped, and don't give your opponent the same ability. The idea of mana accel is that for every 1 mana more than your opponent you have, that is one turn ahead of your opponent in playing things and this is an incredible thing. Try adding Wall of roots and BOP for accel as well as instants and sorcerys.
Permalink
It's very unlikely but when I do draw Scouting Trek, Clear the land and have at least 2 mana in my hand I will scouting trek for 6 lands on the top on turn 2, and on turn three I will draw the third land play clear the land and have 8 lands on turn 3. Oblivion Ring, Path to Exile, and Wall of blossoms help in the meantime. If all else fails I have Quicksilver amulet on turn 4 to start pumping angels out.
Right, but against many standard decks even, you won't really make it to turn 4. Bant has easy ways of ending the game consistently on turn 4. And clear the land allows your opponent to get lands too, increasing their ability to counter something you do later on. And if you do get those 2 together and you do put the 6 on top and someone has an answer to the Clear the land, you're drawing all lands for the next 5 turns, that's a shame. If you can pull it off that would be good, but against control you're doomed since you don't have any protection for your creatures too. Having large creatures isn't always best (it is good though), don't forget you can get overrun by small creatures and you can only block one at a time.