Overview

The original Innistrad block was the set that drew me into MtG and it remains one of my favorites. The Legends of these sets really stick out to me, from Olivia Voldaren to Grimgrin, Corpse-Born to Mikaeus, the Unhallowed. Above all else to me was Geist of Saint Traft, so I decided after all this time to build a proper deck around him.

Card Rundown

Saint Traft is interesting because he has two major parts: hexproof and the ability to summon an angel when he attacks. Clearly, he's a very combat-centered Commander, so this deck is loaded with plenty of buffs and gear to keep him on the offense.

Evasion is the key to push through Commander Damage:
Aqueous Form
Steel of the Godhead
Thassa, God of the Sea
Trailblazer's Boots

And if natural Hexproof wasn't enough, Protection is critical:
Commander's Plate
Mother of Runes
Spirit Mantle
Sword of Sinew and Steel

Elspeth, Knight-Errant's second +1 ability is very useful for both evasion and some extra damage, and getting to her ultimate should all but secure your win.

Even with natural Hexproof, St. Traft is far from untouchable. If you're finding him locked down, it might be time to rely on some backup:
Kor Spiritdancer, Danitha Capashen, Paragon, and Thalia, Heretic Cathar are all fine targets for secondary combat aggressors.

You can even suit up the Indestructible Gods to fight on your behalf: Ephara, God of the Polis or Thassa, God of the Sea (good luck with that devotion, though).

Saint Traft's triggered ability is mostly unique among legendary creatures. These 4/4 flyers can be the key to winning the game if our opponents manage to consistently lock down Traft.
Cards that produce angels:
Geist of Saint Traft
Invocation of Saint Traft
Moonsilver Spear

Sundial of the Infinite can allow us to end our turn during combat, keeping our angel tokens for just .

Though Traft is at the core of this deck and is certainly the #1 wincon, we also need a good amount of board control. This will not only protect our demon-slaying spirit cleric, but also give us a significant defensive advantage.

Being a low-creature deck, our biggest threat is often other creatures. We can deal with them either through targeted effects:
Path to Exile
Swords to Plowshares

Mass-removal effects:
Divine Reckoning
Supreme Verdict

By slowing down our opponents just a little bit:
Blind Obedience
Silent Arbiter
Thalia, Heretic Cathar

Or by controlling our opponents' card advantage:
Aven Mindcensor

And of course, what would an Azorius deck be without excessive card draw:
Bident of Thassa
Curiosity
Ephara, God of the Polis
Kor Spiritdancer
Mystic Remora
Rhystic Study
Staggering Insight

Winning the Game

Simply put: let our commander control the battlefield and protect him at all costs. If he is unable to push through enough damage by himself, one of our ally creatures or even our angel guardians should allow us to reach our opponents anyway. It's not uncommon to gather a small squad of angels over the course of the game, especially with an effect like Sundial of the Infinite at the ready.

My playgroup typically likes to play decks with a slower buildup, and with a decent opening hand this deck can pick up speed very quickly, especially for being in Azorius. It's not difficult to have a fully-armed Traft by turn 4 or 5, and from then on most of the game is spent on the attack, utilizing spells to deal with any threats.

Thanks for reading! I'm always open to any helpful suggestions.

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95% Casual

Competitive

Top Ranked
Date added 3 years
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

45 - 0 Rares

20 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 2.69
Tokens Angel 4/4 W, Bird 2/2 U, Emblem Elspeth, Knight-Errant, Soldier 1/1 W
Folders Tinnuki's EDH Decks, Random Decks
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