Token Generators

When choosing token generators, it’s important to ensure that they can be cast at any point in the game. In the early game, you’ll want to comfortably cast these cards to aid in blocking and keeping your life total high. In the later game, you’ll want them to efficiently create your Angels.

In that regard, March of the Multitudes is a great Magic card and one of the best token generators in the set, but we don’t run one because it’s so ineffective in the early game. On turn-4, you can create three lifelink tokens for four mana and an open board state. Those tokens are forced to block right away, and the end result is gaining three life for all that cost. No thanks.

Occasionally, you might be able to pump some crazy amount of mana into this card and create seven or eight Angels, but is that necessary? It’s just “win more” at that point.

Cheap, consistent token generators. Play the safe game, and you’ll find your Angels, I promise.

Legion’s Landing is as consistent of a token generator as you can ask for in this deck. You get a token immediately just for casting it, and once that card flips, you’ll have access to a steady flow of lifelink vampires throughout the game.

Once Divine Visitation comes down, three mana produces a 4/4 Angel each and every turn. Not bad!

Divine Visitation also guarantees that this will never be a dead card in your hand. The first one flips into Adanto, but the second one still creates an Angel for a single mana when you cast it. Then, if you draw the third and the fourth one, you can still cast them to get that Angel. The legendary rule destroys your old one, but it doesn’t matter. You still get that Angel!

A perfect card for our deck and a stupidly overpowered common. Early in the game, this creates two token blockers for just two mana, a good deal for one of the gummiest plays in Magic. Opponents hate plowing through token blockers, and that’s what this is.

When Divine Visitation hits the board on turn-5, if you hit a land drop on turn-6, you can cast Saproling Migration with its kicker for six mana, creating FOUR Angels! This is why we’re not playing March of the Multitudes, it gets overshadowed by a silly, little, common sorcery. It’s much better in the early game and just as effective in the later game.

Even if you don’t have Divine Visitation on turn-6, Saproling Migration can still effectively gum up the board with four Saprolings and hold back attackers until you find it.

If Emmara comes down on turn-2, she’s a bear that can block nicely. More importantly, she can attack if an opponent leaves an opening, creating tokens each time she taps.

In the early game, the lifelink tokens will help sustain your life total while you wait for Divine Visitation. Later in the game, every time she taps, she’ll create an Angel. Opponents will definitely want to waste a block on her since Emmara gets out of hand easily and generates so much free value every single turn.

We do have Song of Freyalise in our deck, and with that cast, Emmara has the potential to tap for a free Angel two turns in a row. That’s just a rude, broken move.

Another useful common. While not half as effective as Saproling Migration, Yavimaya Sapherd is still a great blocker to cast on turn-3 and an effective Angel generator on turn-6. Three mana gets you a 2/2 blocker and a a 4/4 Angel.

Good early, good late. Consistent. Great common.

Time to open your wallets, friends. History of Benalia is an expensive card, but man oh man, for three mana you’re getting two Knight tokens for two turns, meaning four tokens in total!

If cast on turn-3, the Knights act as quality blockers to hold the line until Divine Visitation hits the board. On turn-5, if you cast Divine Visitation, don’t hesitate to send the pumped up Knights in for big damage. If they are killed or trade with a few creatures, they’ll soon be replaced by Angels anyway.

Casting History of Benalia after Divine Visitation gets you two Angels a turn for two turns. Sadly, those Angels don’t benefit from the third ability, but whatever. Not necessary. That’s 16 points of damage and should be enough to fly over everything and close the game.

Tendershoot Dryad is a bit out of our range as an effective early blocker, but we’re still playing one because it’s far too effective to overlook.

Turn-5 Divine Visitation and turn-6 Tendershoot Dryad means you’re getting an Angel every single turn for the rest of the game for absolutely free. I mean, what’s not to like about this combination?

What’s that? Ascend doesn’t matter? Well, if you don’t find Divine Visitation, you still need a way to win, and an army of 3/3 Saprolings can still get the job done. Perfect top of our curve.

Other Spells

Sometimes, you just need a little help getting that mana. Song of Freyalise helps you ramp properly into Divine Visitation, and it even allows players to take advantage of it right away!

Cast Song of Freyalise on turn-4, then Divine Visitation on turn-5, and you should still have at least two or three untapped creatures on the board to cast a Yavimaya Sapherd or an unkicked Saproling Migration. That’s an Angel or two on turn-5! If one of the creatures you tapped is Emmara, that’s an additional Angel!

I also like Song of Freyalise later in the game. If cast with Shalai on the board, your vigilance Angels can attack and then tap right away, generating mana to trigger Shalai’s pump ability. The synergies. They hurt so good!

Removal is important in every deck of Magic, so we’ll need at least one or two of these. I’m not too worried about taking down threats since our blockers should hold them back long enough to get our Angel engine running.

Still, trample destroys us in the meantime, and there are plenty of evasive abilities that tokens can’t deal with. You’ll need a removal spell in those situations. Conclave Tribunal is essentially free in this deck, requiring nothing but tapped creatures to hold down their biggest threat. Doesn’t get cheaper than that!