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Detain enemy creatures and control them while constantly cycling your creatures in and out, awakening the angels themselves from their tomb. Together with your flying army, supported by the winds themselves, your enemy will not have a chance to get into the game properly or even harm your creatures as they seem to disappear whenever threat occurs.
Try to abuse the detain effect of the Azorius Arrester and Lyev Skyknight and combine it with the downsides of both Faerie Impostor, Emancipation Angel and Restoration Angel. Further abuse the creature control with Peel from Reality and Cloudshift. Favorable Winds and Angel's Tomb should be enough to kill the enemy somewhat slowly but surely. Your biggest enemy, instants, are handled with the familiar and dispel.
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Nice, I've been wanting to build a true detain deck. Good to see an example.
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thx, just checked out your decks by coincidence, nice work :)
Ok so here's what I have to say your deck: I think you have too much bounce for the amount of creatures with ''enters the battlefield''. And most of them are back to your hands, which means you have to cast it again, making you a pretty slow caster since you cast the same cards over and over again.I think the Angel's Tomb can be replaced with something better and so can Peel from reality. Faerie Impostor cannot be cast first turn and you should have something to cast on the first turn, so I'd go fo something like Cloudfin Raptor instead. Do put Voidwalk but to use it u need good creatures to cipher on like Geist perhaps. And then I'd go control from there, counters and maybe detention sphere since artifacts and planeswalkers can be threats aswell. Soul Tithe is cheap and good.SO yeah that's what I think.Check my decks! http://www.mtgvault.com/manax/decks/standard-control-azomirhv
Gryffs are weeeeeird lookin'....But I like this deck!