Tuesday Night Takeover

Metropolis Angel Counters Pauper EDH

“Death makes Angels of us all and gives us wings where we had shoulders smooth as Raven’s claws”

Art:Metropolis Angel by Lie Setiawan

Metropolis Angel is a super cool commander from Streets of New Capenna, a set jam-packed with many sweet PDH options. Therefore, I think this card gets a little overlooked, and it really shouldn’t. This card is quite strong. We are a midrange Azorius deck with the expected elements of an Azorius deck but with many buffs to all of our flying creatures. Like most PDH decks, this deck is great for a player of any skill level. We are coming from the air on this one! Without further adieu, let’s get it!

The Deck:

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Metropolis Angel Counters!

Commander (1)
Metropolis Angel

Creatures (29)
Cloudfin Raptor
Ainok Bond-Kin
Backup Agent
Martyr for the Cause
Shinewend
Thrummingbird
Apex Hawks
Celestial Regulator
Flaming Fist Officer
Gryff Rider
Guildpact Informant
Kinsbaile Courier
Makeshift Battalion
Sandcrafter Mage
Slith Ascendant
Stalwart Aven
Vigean Graftmage
Warden of Evos Isle
Aven Cloudchaser
Basri’s Acolyte
Gavony Silversmith
Guardian Kirin
Parhelion Patrol
Prowling Felidar
Relief Captain
Messenger Jays
Squad Captain
Supply Runners
Anointer of Valor

Instants (13)
Angelic Intervention
Arcane Denial
Counterspell
Disdainful Stroke
Dispel
Ephemerate
Essence Scatter
Experimental Augury
Light of Hope
Light the Way
Planar Incision
Steady Progress
Unbounded Potential

Sorceries (14)
Contentious Plan
Expanded Anatomy
Homestead Courage
Inspiring Roar
Now for Wrath, Now for Ruin!
Ponder
Preordain
Settle Beyond Reality
Shoulder to Shoulder
Silverflame Ritual
Stealth Mission
Vivisurgeon’s Insight
Wanderer’s Strike
Winged Words

Artifacts (5)
Arcane Signet
Azorius Signet
Greatsword of Tyr
Spare Supplies
Bonder’s Ornament

Enchantments (3)
Witness Protection
Security Bypass
Steel of the Godhead
Lands (35)
Cave of Temptation
Command Tower
Forge of Heroes
Hidden Cataract
Hidden Courtyard
Idyllic Beachfront
Idyllic Grange
10 Island
Lonely Sandbar
12 Plains
Razortide Bridge
Remote Isle
Secluded Steppe
The Fair Basilica
The Surgical Bay

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Why Metropolis Angel?

Metropolis Angel is not a card we have to bring out, but based on our deck plays, it is a nice way to get some card advantage and another flying attacker. While four mana for a 3/1 is not the greatest deal, we do get flying and Metropolis Angel’s ability after a couple turns out Metropolis Angel can be a pretty threatening attacker, and in testing, I did get a commander damage kill.

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!

Creatures:

One of my favorite creatures in the deck is Warden of Evos Isle since it discounts many creatures in our deck. Guildpact Informant may only be a one/one, but being able to proliferate on combat damage with a flyer can help propel us in combat. Shinewend is another sweet card that we can buff up to take out more than one enchantment perfect against the many enchantress-style decks in PDH. Slith Ascendant is a creature that buffs itself every time it connects and can get out of control pretty quickly. One of my favorite cards in the late-game is Anointer of Valor since we can use extra mana to further buff up our commander/creatures. Celestial Regulator is a well-stated flyer that we can use to lock down a key attacker/blocker for a turn.

Instants:

We are an Azorius deck, so we have to have some countermagic like Counterspell,Arcane Denial, and Essence Scatter. Experimental Augury is basically an Anticipate with proliferate attached. Angelic Intervention is a great piece of protection with a buff attached. Light of Hope and Light the Way are great cards that can buff and do other strong effects like destroy enchantments or bounce one of our permanents.

Sorceries:

Our sorcery package contains some of our best buffs, including Now for Wrath, Now for Ruin!, and Silverflame Ritual, which, when we have a board established are efficient ways to mass buff our creatures. That goes into another key part of our deck, which is proliferating our existing buffs with sweet cards like Vivisurgeon's Insight, Wanderer's Strike, and Contentious Plan which can make our existing buffs even better. Settle Beyond Reality is one of my favorite PDH cards since you can exile an opponent’s creature and blink one of ours, which is perfect for re-ETB’ing a key creature.

Artifacts:

As always, we have some mana rocks like Arcane Signet, Azorius Signet, and Bonder's Ornament not too much to say about any of these they are very strong mana accelerants for the deck. Greatsword of Tyr not only buffs our equipped creature but lets us tap down a key blocker and help us get a hit in. We also have Spare Supplies, a strong draw source for the deck, and a nice piece of complimentary card draw.

Enchantments:

Witness Protection is an amazing spell that can turn any commander or creature into a legitimate businessperson. If you think about it, we are doing our opponents a favor! Reducing a threat to 1/1 with no abilities is a strong ability for only one blue. Security Bypass is a great card in the early game or when we have a buffed-up creature/commander, we want to guarantee a hit with. Being able to connive is a great buff as well. Most often, Steel of the Godhead goes right onto Metropolis Angel, giving it a +2/+2 lifelink and unblockable, an absolute powerhouse for only three mana.

Land Base:

We are a deck that cares about counters and buffs, so lands like Cave of Temptation and Forge of Heroes are both great ways to put counters on our commander and creatures. Beyond that classic PDH land base with cards like The Surgical Bay and The Fair Basilica, which can be nice pieces of card draw in the late game. Speaking of the late game, we also have Hidden Cataract and Hidden Courtyard are strong late-game ways to pay the five and get a free card out of the mix. Beyond that, we have a lot of Azorius duals and some basics, as well as some cycling lands to round out our landbase.

Strengths of the Deck:

  • Naturally evasive creatures
  • All of our buffs can help to end games quickly
  • A lot of card draw through various means

Weaknesses of the Deck:

  • Not a strong presence in the early game
  • Weak to creature hate
  • While we are midrange, there are not a ton of ways to interact

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops. We close out games through combat, and in all honesty, it is pretty easy for us to do that. Since we have a bunch of evasive flyers and many ways to buff up our creatures. While we don’t have much success in the early game, we can have a strong and buffed-up board presence by the time the mid-game hits.

Conclusion:

Metropolis Angel is a cool commander of a very cool deck! Who doesn’t love flyers and buffs? Well, probably our opponents. Their opinion doesn’t matter! This is a combat deck, but since we are in Azorius, we can play it into a midrange shell, which allows us to generate a ton of value mostly through card advantage on nearly every turn. I have really been enjoying this one and am very excited to have been able to share this with you all. Thanks for reading to the end and for all of your support!