Conditions Allow - Gabriel Angelfire

by
Ben Doolittle
Ben Doolittle
Conditions Allow - Gabriel Angelfire
(Gabriel AngelfireGabriel Angelfire | Art by Daniel Gelon)

A Vial of Angel Fire

Welcome back to Conditions Allow, where I take a commander with a downside and try to turn it into a strength. Last article, I focused almost as much around a mechanic, Splice onto Arcane, as I did a legendary creature, Atemsis, All-SeeingAtemsis, All-Seeing. This week's article is similar, but we have a much larger set of mechanics to choose from with Gabriel AngelfireGabriel Angelfire.

Gabriel Angelfire

Gabriel AngelfireGabriel Angelfire has an ability that lets him choose between flying, first strike, trample, or Rampage 3 every turn. Most of these are pretty typical for Angels, so it seems a little unfair for Gabriel to have to choose between them every turn, especially since he costs seven mana. What sets Gabriel apart is his ability to gain Rampage 3. This means that when he is blocked, Gabriel will gain +3/+3 for each creature blocking him after the first. Against a large enough field, Gabriel can quickly gain huge amounts of power, making him a tempting Voltron commander with a few unique wrinkles in the usual formula.

First, Rampage doesn't do anything if our opponents choose to block with only one creature. We need to force as many creatures to block our commander as possible. This means manipulating how creatures block and giving creatures away for our opponents to block with. We also need to ensure Gabriel will survive combat. Creatures need to be small so we aren't stuck perpetually re-casting our commander. And, of course, we have the usual concerns: protecting against removal, and including enough ramp for the inevitable few times that Gabriel does die. With those concerns laid out, though, I think we can start brainstorming how to build around Gabriel AngelfireGabriel Angelfire and Rampage.


None Shall Pass

Roar of Challenge
Indrik Umbra
Odric, Master Tactician

Almost every Voltron deck will have at least a few cards dedicated to making sure its commander can't be blocked. Gabriel thrives in the opposite scenario, gaining huge amounts of power when blocked by numerous creatures. His EDHREC page illustrates this right from the start with cards that will force all creatures to block our commander. Some instants and sorceries, like Roar of ChallengeRoar of Challenge, can do this for a single round only, while enchantments like Indrik UmbraIndrik Umbra last through the whole game, and don't target our opponents or their creatures. These two cards in particular are also great picks because they protect our commander for a round, fulfilling two needs in one sweet package.

The most fun option, however, is Odric, Master TacticianOdric, Master Tactician. In token decks and some Voltron decks, Odric effectively gives multiple creatures unblockable. In this case, however, you will always put as many creatures as you can squarely in front of your commander. Odric also gives some extra utility to mana dorks, since this deck won't be running many creatures more expensive than Llanowar ElvesLlanowar Elves.


Giving Creatures

Sylvan Offering
Seed the Land
Dual Nature

Speaking of creatures, we're going to need to make sure our opponents always have a couple. Some sorceries, like Sylvan OfferingSylvan Offering and Mercy KillingMercy Killing, can do this in large bursts, while enchantments like Seed the LandSeed the Land will dole out a slow stream of tokens. Dual NatureDual Nature essentially doubles the number of creatures in each opponent's deck, but it's a double-edged sword. Dualcaster MageDualcaster Mage and other strong ETB effects get twice as good, which makes this enchantment the riskiest way to generate creatures for our opponents.

Jolrael, Empress of Beasts
Awakening
Terra Eternal

The most efficient way for us to create creatures, however, is to manipulate a resource our opponents will already have: every commander deck is guaranteed to have at least one or two lands, and Kamahl, Fist of KrosaKamahl, Fist of Krosa and Jolrael, Empress of BeastsJolrael, Empress of Beasts turn those lands into creatures. In conjunction with Terra EternalTerra Eternal those lands won't die either, so we can repeatedly slam damage through the awakened landscape. The great thing about this is most players won't expect this approach the first time they see it. To ensure that they don't catch on and, in response, start tapping their lands before they can be declared as blockers, wait to transform their lands until the last possible moment in combat. There is no way to really prevent anyone from tapping their land creatures so they don't have to block, but even then, you're still getting damage through.


Keeping the Fire Burning

Of course, this all falls apart if Gabriel Angelfire dies a couple times. He is already very expensive to cast and can quickly become nearly uncastable. Protection is very important, especially because we are hoping to have him be blocked as often as possible, by as many creatures as possible.

Hammer of Nazahn
Lightning Greaves
Veil of Summer

The Hammer of NazahnHammer of Nazahn does everything this deck wants. Giving Gabriel AngelfireGabriel Angelfire indestructible lets him weather board wipes and massive rounds of combat alike, while the additional power pushes through that much more damage. Additionally, the Hammer discounts us mana by auto-attaching any later Equipment we cast. Paired with Lightning GreavesLightning Greaves or Swiftfoot BootsSwiftfoot Boots, Gabriel becomes nearly unstoppable. For any tricky business on the stack, however, we have both Heroic InterventionHeroic Intervention and Veil of SummerVeil of Summer.

Elesh Norn, Grand Cenobite
Fyndhorn Pollen
Crovax, Ascendant Hero

Combat damage is also something we have to take into consideration. Making Gabriel AngelfireGabriel Angelfire indestructible is one way to avoid dying to damage, but it isn't the only way. Elesh Norn, Grand CenobiteElesh Norn, Grand Cenobite cuts a large chunk out of the power and toughness of opposing creatures. Fyndhorn PollenFyndhorn Pollen doesn't reduce toughness, but will ensure they can't kill our commander. This is the most important part, since as long as those creatures have less than 3 power, they won't be able to kill Gabriel with damage because of the +3/+3 boost he gets from Rampage. That boost also helps offset the power Gabriel himself will lose to Fyndhorn PollenFyndhorn Pollen, and ensure we can still deal lethal damage to players in a round or two.

Humility
Overwhelming Splendor

Is it possible to take this power reduction too far? Maybe. Be careful when pairing Elesh Norn, Grand CenobiteElesh Norn, Grand Cenobite with Kamahl, First of KrosaKamahl, First of Krosa, as that will quickly destroy lands even if they are indestructibleindestructible. I also initially thought of HumilityHumility as a way to make creatures as small as possible. Unfortunately, HumilityHumility also makes Gabriel AngelfireGabriel Angelfire into a 1/1 with no abilities. It also garners an emphatic negative reaction from most tables, which is probably not worth the cost of the card. Overwhelming SplendorOverwhelming Splendor does a slightly more tame impression of HumilityHumility, one you can point at a single opponent. This is great when your game of Commander turns into Archenemy, but could still push games in a direction you may not want to go.


Angelic Smite

Strionic Resonator
Chariot of Victory
Horned Helm

Gabriel may not seem like much, as far as Voltron commanders go. He only has a base power and toughness of 4, without a clear way of gaining more. Rampage can be a little difficult to understand, especially without the reminder text. For every blocker beyond the first, he will get +3/+3. This means, even with just five blockers in combat, Gabriel will sit at an impressive 16/16 power and toughness. With the help of JolraelJolrael and KamahlKamahl, we can regularly expect many more than five blockers. This means power isn’t the problem we face; rather, our task is to give our commander trample.

Of course, trample is another keyword Gabriel can give himself, so Strionic ResonatorStrionic Resonator is an option to double his trigger and select an additional keyword. Several Equipment also solve this problem for us: Chariot of VictoryChariot of Victory and Haunted CloakHaunted Cloak grant a long list of keywords each, and are very cheap to equip. O-NaginataO-Naginata is also both cheap to cast and to equip, as is Horned HelmHorned Helm.

True Conviction
Duelist's Heritage
Battle Mastery

Another keyword that works beautifully with both trample and Rampage is double strike. This helps as much damage as possible get through blockers. In the above example, the 16 damage would be absorbed by blockers, even with trample. Add in double strike and there is another 16 damage coming entirely unhindered. It also makes it much easier for Gabriel to survive (or at least trade with) a group of larger creatures if Elesh Norn or Fyndhorn Pollen aren’t in play.

The last important areas to consider are ramp and card draw. Ramp is easy in green, but I’m still going to throw in a few artifact sources because this deck does want to push up to seven or eight mana as quickly as possible. Card draw can be a little trickier, but we do still have a few options. Keen SenseKeen Sense and Snake UmbraSnake Umbra will do work, but the real value comes from Greater GoodGreater Good. This turns the power gained from Gabriel’s Rampage into more cards, and the large amount of ramp in the deck should allow us to sacrifice and recast our commander once or twice if we're really starved for cards.

Time for the list!


Gabriel Angelfire

View on Archidekt

Commander (1)

Creatures (14)

Enchantments (18)

Artifacts (16)

Sorceries (8)

Instants (8)

Lands (36)

Gabriel Angelfire

This deck is a fun twist on a Voltron strategy. Instead of avoiding blockers, you are forcing creatures to block. Your Equipment don't directly grant power, but create a volatile cocktail of keywords. In this version of the deck, most of Gabriel AngelfireGabriel Angelfire's power comes from Rampage. Once your playgroup starts to realize how to counter the land creature strategy built around Jolrael, you may want to include some more Equipment that directly buffs Gabriel's power, and a few ways to recur spells like Sylvan OfferingSylvan Offering and Mercy KillingMercy Killing.

What do you think? Is it possible to win a game on the back of Rampage? Let me know if I missed anything down in the comments. As always, thanks for reading.

Ben Doolittle

Ben was introduced to Magic during Seventh Edition and has played on and off ever since. A Simic mage at heart, he loves being given a problem to solve. When not shuffling cards, Ben can be found lost in a book or skiing in the mountains of Vermont.

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