The encyclopedia magica deconstructs G/W/B Angel RogueFrom our last article we now go to a new design created by me, it's based on Desolation Angel and cards with a lot of synergy with it. Anyway it's been doing great in testing so I wanted to share the deck and it's many incarnations with you. (If you just want the deck-list and test results, it's at the bottom of the article :P) Otherwise read on for a quick history.
Anyway the deck started as an early concept piece of garbage that I created from my idea that if I made a deck from Desolation Angel I would rule the world. Needless to say my early designs were a pile.
Panzer Dragoon
Lands
4x Coastal Tower
4x Salt Marsh
4x Caves of Kolios
5x Swamp
5x Plains
3x Island
Spells
4x Death Grasp
4x Absorb
4x Vindicate
4x Addle
4x Rout
3x Undermine
4x FoF
4x Probe
Creatures
4x Desolation Angel
SB
None
Needless to say the deck was crap, and got maimed by everything on the planet. But, the concept was good enough that I wanted to try again with it, but this time I took as bunch of cards with actual SYNERGY with what I was trying to do. Then I got the idea to turn the deck into G/W/B, while playing Panzer Dragoon Saga, hence the name. I started up apprentice and threw this deck together.
Angelic Dragoon Saga
Lands
4x Llanowar Wastes
4x Elfhame Palace
4x Caves of Kolios
5x Swamp
5x Plains
3x Forest
Spells
4x Elhame Sanctuary
4x Overgrown Estate
4x Vindicate
4x Addle
4x Rout
4x Eladamari's Call
Creatures
4x Spectral Lynx
1x Sabertooth Nishoba
1x Spiritmonger
1x Voice of All
4x Desolation Angel
SB
3x Aura Blast
1x Sabertooth Nishoba
1x Spiritmonger
1x Dodecapod
1x Voice of All
4x Orim's Chant
2x Gaea's Herald
3x Dueling Grounds
So after creating this, I began to see how deck synergy helps. So I began playing with it, and I really liked it, then after testing I realized this may be worth playing in a PTQ. Pretty much the deck was testing great, but was losing too much to Go-mar/No-mar or whatever that retarded piece of garbage is called. (It's a good deck, I just don't like it
I changed some original 4 Voice of All to something more useful, since I already had 3 Call's I figured I could put some 1-2 ofs in the deck.
Anyway on with card choices.
Lands-This IS the best land mix, this deck always worked very well with this configuration. Also I only lost to mana-screw I think 6 times out of like 50 games.
Elfhame Sanctuary-This card is very good since it keeps pumping out lands, which is important for a 7th or 8th turn kickered angel.
Overgrown Estate-Sac a land, gain 3 life, sounds great to me! Espically when I play an angel to kill everyone's lands. EoT Rout, Kickered Desolation Angel, Sac all lands for 21 life is game, and that happens in about 15% of all your games!
Rout-Duh, killing all creatures when you only have 1 or none out is always a good option. The fact that you can play it as an instant so you can play the angel right after, really helps the deck out.
Addle-It strips hands of annoying cards that may stop you later in the game.
Vindicate-Your answer to whatever comes your way. My favorite is against lands, and then they are color screwed.
Eladamari's Call-It's very useful to be able to go and search for a creature you need. Also if you search in response to a Verdict you can go and grab a nice Dodecapod to drop.
Spectral Lynx-Early beats and defense for your deck.
Sabertooth Nishoba- If this gets out, it's over for U/G since it can't be bounced.
Spiritmonger- Just a nice large creature. To beat the other guys head in.
Voice of All-These are great for defense and can finish off an ailing opponent.
Desolation Angel-The core of the deck, there Armageddon ability is amazing, and the fact that there 5/4 flyers helps too.
SB
Aura Blast-Just in case someone plays Wild Research, Domain, or if you ever played a mirror match!
Dodecapod- Discard ownage, 'nuff said.
Orim's Chant-Is very effective against counter decks. Or can just be a time walk other times.
Gaea's Herald-Is great for letting creatures get through the counter decks defenses.
Dueling Grounds-Maims G/R worse then anything I've seen.
Now for the match-ups... I played 20 games in each match-up 10 Pre-SB and 10 After-SB.
G/R: You own them, and after SB you. I lost one to mana-screw, the other one was him getting a good draw and not making any mistakes.
Pre-SB 80%-20% After SB 100%-0% Avg. 90%-10%
No-mar: This deck can give you problems since it has counters and removal, you never want your angel to be bounced. I did crappy against no-mar pre-sb, after SB I did ok.
Pre-SB 30%-70% After SB 60%-40% Avg. 45%-55%
W/B Arena: You will get maimed by hand destruction in the 1st game. After though you won't have to worry about it as much thanks to Dodecapod.
Pre-SB 30%-70% After SB 70%-30% Avg. 50%-50%
G/U Goose: If they get going with bears, bounce, and counters. Well, you 'can' win because you try to sneak good spells in between all those counters and bears. Since a single lynx can hold off armies of bears and if one rout slips there army is gone, you win. Sabertooth Nishoba like I said is game against them. After SB Orim's Chant helps with counters.
Pre-SB 50%-50% After SB 70%-30% Avg. 60%-40%
Machine Head: This deck is annoying, I mean they have discard, creatures and creature removal. Pretty much the first game goes up to how good a draw the Machine Head player has.
Pre-SB 30%-70% After SB 40%-60% Avg. 35%-65%
Well, that all I've had time for in my testing, although I think I covered all the big time decks. Now for just 3 general rules when playing the deck.
1. Never worry about a low life total if you have Overgrown Estate. Some people freak out when they begin to take a lot of damage from bears. Remember with Elfhame Sanctuary you have the chance to gain 3 life a turn for one land. Also after you drop Desolation Angel remember to keep sac-ing lands if need be.
2. Your deck will normally supply you with Overgrown Estate and Angel, or Rout and Angel. You shouldn't wait for both! I can't stress that enough, the point is not to hit them with the ultimate chain of cards. The point is to play one or the other so you win, if you get all 3 of the cards in time. That's great, good for you, otherwise play with what you have.
3. If your combo doesn't come or you think it will be stopped by counters or bounce. Play everything else then, one of two things will happen. One-They will ignore the creatures and you can hurt them enough to make them care. Two-They will counter or respond to everything and you can slip a kickered Desolation Angel out.
Overall I think this is a really solid deck, that can beat or go even with a lot of the popular ones in the environment.
Well, that's all for me! Have fun with the deck.
Joshua S.
Vegeta2711
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"You won't escape my Wrath!(of God)"