Thanks to the overlooked Angel of Glory's Rise, we now have a very realistic option. It's everything you could want in a finisher: not only does it have an immediate and enormous impact on the board, but it's one of the most dramatic "grind-you-out" cards we've ever seen. Remember how much attention Sun Titan got for being a fatty that could bring back a weenie every turn? How about a fatty that flies and brings your entire graveyard back into play? If you're going to enact some recursion plan involving a random beater, you can't go wrong with reanimation on this scale. Patriarch's Bidding still gets attention for its mass recursion; the angel only applies to you and throws in a 4/6 flyer for just two more mana. Because of this, the angel makes an especially great capstone as you can play a normal, "fair" game of Magic for the first ten or so turns, but when it's late game and resources are tight, you can ask everyone else at the table the "okay, can anyone stop this?" question.
So obviously Angel of Glory's Rise restricts your deckbuilding somewhat as she only affects humans, but it's actually much more generous than you probably think. Take a look at the following lists; they're not supposed to be comprehensive, but the highlights should give you an idea of what you have at your disposal.
"Oh no, you mean I'm stuck playing Weathered Wayfarer, Auriok Champion, Mirran Crusader and Ranger of Eos? Whatever shall I do?" Yes, there are no shortage of humans that you will very much want to be playing anyways, and don't forget - Miror Entity counts as a human! There's no better follow-up for bringing all of your creatures back than turning them all into 7/7s the next turn.
A natural combo to be found here is the interaction between Fiend Hunter and Angel of Glory's Rise. You can exile your own Angel after she recurs your whole team, meaning a boardwipe will accomplish nothing against you. If the field is wiped, the Angel comes back, recurs everyone again and can be safely tucked away once more. You thought her undoing one boardwipe was bad, now she can undo every boardwipe from here to forever!
Say Halo to my Little Friends
Angel of Glory's Rise rewards you for playing cards that already have great standalone value, meaning you needn't ever be stuck flopping weak cards and praying for the other half of the combo to turn up before you die. That said, you can do more than just another "good stuff" build: human tribal has turned out to be versatile enough that the Angel can in fact form the core for a number of solid theme decks.
You a fan of Soul Sisters? Well, guess what: Soul Warden, Soul's Attendant, Serra Ascendant, Auriok Champion, Syndic of Tithes, Basilica Guards, Knight of Obligation, Ranger of Eos... all humans! This deck is already well-suited to sitting back and extorting multiple foes in a multiplayer setting, but the Angel forms the perfect remedy for your main weakness.
How about all the love token aggro has been getting lately? Curve out with Mother of Runes/Champion of the Parish into Precinct Captain into Blade Splicer into Master Splicer/Hero of Bladehold into Geist-Honored Monk into Captain of the Watch... hey look at that, all humans.
Allies are too narrow? How about soldiers? Consider you're working with Champion of the Parish, Auriok Steelshaper, Precinct Captain, Veteran Armorsmith, Field Marshal, Gideon's Avenger, Mentor of the Meek, Veteran Swordsmith, Daru Warchief, Enlistment Officer, Catapult Master, Knight-Captain of Eos and Captain of the Watch... whew! Every one of them a lord or a source of incremental card advantage. Imagine the swing that bringing back a Swordsmith, Warchief and Field Marshal all at once would be.
Here's another fan favourite - the more recently anointed knight creature type. We're talking Student of Warfare, Knight of the White Orchid, Knight Exemplar, Mirran Crusader, Silverblade Paladin, Hero of Bladehold, Crusading Knight, Knight of Obligation, Riders of Gavony and Pentarch Paladin, just for starters. Much like soldiers, knights have a strong 1- and 2-drop that can help you coast into the various hugely strong 3- and 4-drops. Knight Exemplar was of course always at its best when you can get two out at once - well, that's not too hard when you're bringing both back in one fell swoop. You may not have a way to tuck your Angel for re-use, but who cares about Wraths when all of your humans are now indestructible?
If You Build It, They Will Come Back
Okay, so we have a few ideas for archetypes, now let's talk about the deck itself. You know you'll want a set of Angel of Glory's Rise and a ton of humans. Past that you'll probably want a bit of card draw - not white's strong suit, but things like Mentor of the Meek and Well of Lost Dreams can work, depending on your build. What else is there to work with?
If you're building around Emeria, don't forget support cards like Tithe, Land Tax, Gift of Estates and Endless Horizons, as well as (human) creatures like Weathered Wayfarer, Knight of the White Orchid and the underrated Noble Templar. Ultimately, keep in mind that Emeria decks want upwards of 26 lands, and likely no more than 10 spells so you have a solid core of 24-or-so creatures to work with.
Colour Me Mine
Adding blue cranks the self-mill up to eleven, thanks to offerings such as Traumatize, Windfall, Increasing Confusion and Selhoff Occultist. The ally shell likewise gets a huge alternate win condition in Halimar Excavator. It can build up creatures in your graveyard in the early game, then empty your opponent's deck all in one go thanks to the Angel. Bring back two Excavators and three other allies and that's 50 cards off the top of your opponent's library - probably that's game!
Touched by an Angel
So do we get to see a decklist after all these ideas being thrown around? At this point... I don't think it's necessary. The 'ideal' shell you're working in is pretty straightforward and practically builds itself. The various archetypes presented will all work well for creating a strong deck with surprising lategame punch, sure to take your opponents by surprise in a multiplayer setting. When in doubt, remember that Extort creatures (such as Syndic of Tithes and Basilica Guards) are good for filling any cracks in the end. Ideally you'll want something beefy like Hero of Bladehold, Mirror Entity or even a simple Champion of the Parish to close out your games, but thanks to the resilience an Angel of Glory's Rise provides, you can probably get there thanks to the rush of weenies backed up by Extort triggers!
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