 Celestial
Boringness.
Description of deck by it's author
(quoted):
Well, there's your deck. I chose to build
around the Bird theme pretty hardcore. Every creature either is a Bird
or helps the Bird in all of us. The Aerie, Aviary, Falconer and Keeper
each pump the birdies. This can really help the team by giving them some
staying power.
The Keeper of the Nine Gales acts like a cheaper
Tradewind Rider, tapping two birds and itself to bounce any permanent.
There are plenty of Birds in this deck, from the token-producing Battle
Screech to major Birds like the Gatekeepers, Glarecasters, Eesha, Kirtar,
and such. For card drawing, I tossed in four Raven Familiars, four Seaside
Havens and a pair of Airborne Aid. You only need to resolve one Aid in
order to draw mega cards. The Familiars are Birds as well as giving you a
slightly smaller Impulse when they resolve.
The Seaside Haven is possibly the best card in the deck.
You can sacrifice a Bird for a card with the Haven, thus giving you
something if one of your Birds is about to bite it, via damage or targeted
removal. Feel free to chump block, then sacrifice the defender before it
dies for a card. Trade creatures in combat and sacrifice for a card so you
make out.
You can also sacrifice a Bird to kill off a Celestial
Gatekeeper to bring back two other Birds. That way you can do it at any
time, giving you a guaranteed sacrifice outlet that cannot be Disenchanted
or countered. You can also use the Haven to stock your graveyard with two
Birds to bring back out when your Gatekeeper dies. Note you can sacrifice
a Familiar if you don't want to pay the echo to get another card out of it
before it dies.
You can always draw a card just because you need to
explore. And remember one more thing: dying Birds put counters on the
Soulcatchers' Aerie. You can play havoc with combat math by sacking a Bird
to give all Birds a permanent +1/+1 bonus and you draw a card too. That
Haven is pretty handy, I'd say.
Because you are running enchantments of your own, there
are only two Aven Cloudchasers in the deck. Don't play them unless you
have an opposing enchantment target or you don't have any of your own
enchantments out.
The deck includes a pair of Phantom Flock. They are
especially good in this deck because while they are pumped by a variety of
Bird-pumping effects, they are unkillable by damage. They become just this
shy of indestructible (after all, they can still be offed by destruction
effects, like removal spells)
Commander Eesha is around as your uber-blocker. After
getting her pumped she becomes a one-Bird killing machine. A 5/7
pro-creatures, Eesha is no joke to opponents. When she dies, she'll be a
top Gatekeeper target to bring back.
Another top target would be the Kirtar of Happiness. As
the only removal “spell” in the deck, this Seal of Order (or Order / Chaos
fun) can be reused by a Gatekeeper. He's pretty good if opponents are
willing to swing into you, but you'd rather they don't.
Between perpetual blockers like Eesha and the Flock,
Kirtar and the Keepers of the Nine Gales, you are honestly hoping that
people chose another target at the multiplayer table.
And let's not forget the power of the Glarecaster. Once
this guy gets out, it's tough getting any damage through to you. If the
Glarecaster should fall, remember your Gatekeepers and use them well. In
the late game, cards like Kangee and Glarecaster should help bring you
victory.
Would you like to pick two targets for the Gatekeeper?
There are many good choices. Eesha and Kirtar are great at holding the
line early. Eesha is a winning condition. Glarecaster holds the line late.
Raven Familiar draws you a card. Cloudchaser kills an enchantment. Keeper
of the 9G will bounce permanents. Phantom Flock is another perpetual
blocker under the right circumstances.
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