The Angel Feather clan is a medical group located in United Sanctuary. The medical group employs angels, and high level scientists to combine science and healing magics. Much like the Red Cross, the Angel Feather clan travels the world healing as a neutral third party to anyone who needs it regardless of nationalities or races.
Angel Feather is one of the strongest and most consistent clans out in Standard. The deck has a very high skill ceiling due to large number of decision trees. One of their core mechanics is being able to manipulate the damage zone, and superior call from the drop zone.
The deck is very versatile and can adapt to any situation. Due to being a Protect clan, the deck is defensive in nature. Combined with the ability to heal damage with Crimson Impact Metatron the clan can create a wall that may be insurmountable for some decks.
Strong defensive capabilities
Heal on ride
Finisher has guard restriction
Can amass protect markers with superior riding
Many lines of play can lead to mistakes
Can be somewhat piece reliant (damage swappers)
Early pressure can force the deck into a corner
Angel Feather is a clan that can roll with the punches, that is to say it can adapt to any situation thrown at it. Part of how they can manage that is their Grade 1 and 2 line up. The deck acts much like a Swiss army knife, with each card solving certain problems.
With that being said, the early game is Angel Feathers greatest weakness. While other decks are proactive, Angel Feather is a reactive deck. Reactive decks require their opponent to commit to a game plan, and generally require a small start up time. Other decks can take advantage of this by pushing hard on the Grade 1 and 2 turns. As the Angel Feather player, your job is to avoid expending a critical amount of resources and pay special attention to the cards going into your damage zone. You'll have to take a lot of damage before finally getting to your big Grade 3 turns. It’s perfectly fine going to 4 damage before your Grade 3 turn. This accomplishes two very important things for the deck:
It gives you chances to get Zerachiel to the damage zone by damage checking them.
It makes every heal trigger in your deck live.
The early game strategy is all about setting up the deck for the mid to late game and not falling behind in resources. Making sure to set up Zerachiel in your damage zone if she is in your hand is very important as well. Do not blindly use effects for the sake of using effects. Every card in the deck serves a purpose, make sure to use each effect wisely!
If you happen to be grade stuck, but have a Zerachiel in your damage zone just continue to play without ride assisting. When your opponent hits Grade 3, you'll be able to superior ride from the damage and catch back up!
This also works against Gold Paladins and their early superior riding!
However, when riding Zerachiel from damage, timing is key. A common mistake is when players ride Zerachiel whenever they have it in damage -- this is the opposite of optimal. It is important to take into account your next turn as well: do you have a Metatron to ride over Zerachiel? Are you setting up for a Hospital turn?
If you are on Metatron, be sure to use her second effect before riding Zerachiel, as you are still able to gain the free damage check and countercharge. Depending on the matchup/situation, you may even need to ride Zerachiel purely for the extra protect marker, especially in games against Force clans that hit high numbers. The general rule of thumb when riding Zerachiel is that just because you can doesn’t mean you should.
You've made it to the mid-game where Angel Feather as a clan begins to take control of the game. Damage management is actually crucial in this deck for reasons outside of superior riding Zerachiel from the damage zone. With your main Grade 3 ride healing you a point every turn, trying to make sure you're at equal or more damage than your opponent becomes imperative.
Your main goal as Angel Feathers is to make your opponent do 10+ damage to you in order for them to win the game. You can achieve this by managing your damage appropriately, making sure both Metatron and heal triggers are live. The reason for this is that your win condition of Mobile Hospital takes a while to power up.
If Metatron hits the damage zone, make sure to swap it to your hand via your Grade 1 cards Arabhaki or Hesediel.
Get your opponent to 4 damage.
Continue building Grade 3s in soul. The more the better. The ideal number is 4.
Get access to Mobile Hospital and Thousand Ray Pegasus.
The mid game generally can last 2 to 6 turns, it depends on how fast you can accelerate your finisher, Mobile Hospital. If you've managed your damage properly, Metatron will essentially give you triple drive with her second ability. By constantly healing and building up Protect Makers, you can extend "the mid game" and run your opponent out of resources.
By abusing your powerful tools and swinging at your opponents rears you can limit the opponent to only 4 damage. You should be very hesitant about giving your opponent 5 damage, as you'll be giving up the ability to benefit from drive or damage checking a heal trigger. By also limiting your opponent to 4 damage you'll be starving them of counterblast.
Once you have multiple Grade 3s in soul, and have pushed your opponent to 4 damage you can begin to shift your focus. With the consistent healing from Metatron and the large amount of protect markers you may have amassed via superior riding you should have effectively stonewalled your opponent out of the game and thinned their hand.
This is the stage of the game where Mobile Hospital takes the stage and shows why it is one of the best finishers in v-era. With a Thousand Ray Pegasus booster, and a Zerachiel VG or RG Mobile hospital can hit 53,000 power with sentinel restrict. For most clans, this is very difficult to guard and will generally be the way you close the game.
It may take more than one Mobile Hospital attack to finish the game, but this late in the game your soul should have enough for another attack the following turn. If your opponent retires Mobile Hospital, make sure to setup a Raguel to retrieve him from the drop zone.
A greedier, and more difficult to perform setup is a double Mobile Hospital turn. Often only used in Protect matchups like the mirror, a double Mobile Hospital turn can spell certain doom for decks reliant on perfect guards.
On Mobile Hospital turns, make sure to always attack with your Vanguard first to make sure that any trigger effects drove check that turn can benefit your all in attack.