I have three principle Angel decks, with the creatures falling under one of the categories of protection, life, or strength. Any that don't are just classed "miscellaneous" and thus, I will generally use these in whichever deck they best compliment. I also try to keep support cards within the Angelic theme as well (Glorious Anthem, for example, because it looks and seems reasonably angelic), though sometimes I stray a little bit for the sake of effectiveness. I still juggle the cards around to try and get the most effective mix, however, so I don't always form decks that strictly follow one of the three categories.
I also have Serra Avatar. Serra is an Angel, therefore, in my book, her avatar counts as being Angelic, despite not strictly being an Angel. The same goes for Angelic Page, which is a spirit, of course.
Also, I must point out, I will never, ever touch Platinum Angel just out of principle. I have a friend who has no less than THREE Platinum Angels in his Artifact Deck of Stupidness (tm), and I want nothing to do with that monstrosity of a card.
Anyway, here is the list of Angels that I own, from memory.
ANGELS OF PROTECTION
- Akroma, Angel of Wrath
- Pristine Angel
- All of the Voices (All, Truth, Law, Reason, Duty and Grace).
ANGELS OF LIFE
- Angel of Mercy
ANGELS OF STRENGTH
- Radiant, Archangel
- Angelic Page
MISCELLANEOUS
- Angel of Retribution
- Tormented Angel
- Haunted Angel
- Wayward Angel
The angelic support cards I have are:
- Angel's Feather (Artifact)
- Angelic Favour (Instant)
- Akroma's Blessing (Instant)
- Serra's Hymn (Enchantment)
- Glorious Anthem (Enchantment)
- Worship (Enchantment)
- Serra's Blessing (Enchantment)
- Serra Aviary (Enchantment)
To compare this against, I have compiled a list of all of the white Angels I could find. It may not necessarily be a comprehensive list of all white Angels in Magic, but I trawled through various websites and have yet to find any others to add to the list. I didn't include non-white Angels as I only play a pure white deck, and I compiled the list to help me in collecting my Angel decks.
The exceptions are Iridescent Angel and Guiding Spirit, both of which are white/blue.
It also has a fairly good listing of Angel support cards in there (instants, enchantments, artifacts, etc).
CREATURES
- Akroma, Angel of Wrath (Legendary Angel) (5WWW)
6/6, Flying, First Strike, Trample, Haste, Vigilance, Protection from
Red, Protection from Black.
- Reya Dawnbringer (Angel Legend) (6WWW)
4/6, Flying, At the beginning of your upkeep, you may return target
creature card from your graveyard to play.
- Radiant, Archangel (Angel Legend) (3WW)
3/3, Flying, Vigilance, Radiant gets +1/+1 for each other creature with
flying in play.
- Exalted Angel (Angel) (4WW)
4/5, Flying, Whenever Exalted Angel deals damage, you gain that much
life. Morph 2WW (You may play this face down as a 2/2 creature for 3.
Turn it face up any time for its morph cost.
- Serra Angel (Angel) (3WW)
4/4, Flying, Vigilance.
- Pristine Angel (Angel) (4WW)
4/4, Flying, As long as Pristine Angel is untapped, it has protection
from all colours and from artifacts. Whenever you play a spell, untap
Pristine Angel.
- Luminous Angel (Angel) (4WWW)
4/4, Flying, At the beginning of your upkeep, you may put a 1/1 white
spirit creature token with flying into play.
- Seraph (Angel) (6W)
4/4, Flying, At the end of a turn in which any creature is damaged by
Seraph and put into the graveyard, put that creature directly into play
under your control as though it were just summoned. If you lose control
of Seraph or if Seraph leaves play, bury that creature.
- Blinding Angel (Angel) (3WW)
2/4, Flying, Whenever Blinding Angel deals combat damage to a player,
that player skips his or her next combat phase.
- Angel of Retribution (Angel) (6W)
5/5, Flying, First Strike.
- Serra Advocate (3W)
2/2, Flying, Tap: Target attacking or blocking creature gets +2/+2 until
end of turn
- Iridescent Angel (Angel) (5WU)
4/4, Flying, Protection from all colours
- Warrior Angel (Angel) (4WW)
3/4, Flying, Whenever Warrior Angel deals damage, you gain that much
life.
- Angelic Wall (Wall) (1W)
0/4, (Walls can't attack), Flying.
- Tormented Angel (Angel) (3W)
1/5, Flying.
- Angel of Fury (Angel) (4WW)
3/5, Flying, If Angel of Fury is put into your graveyard from play, you
may choose to shuffle Angel of Fury into your library.
- Avenging Angel (Angel) (3WW)
3/3, Flying, If Avenging Angel would be put into a graveyard from play,
you may put Avenging Angel on top of its owner's library instead.
- Angelic Curator (Spirit) (1W)
1/1, Flying, Protection from Artifacts.
- Starlit Angel (3WW)
3/4, Flying.
- Glimmering Angel (Angel) (3W)
2/2, Flying.
- Archangel (Angel) (5WW)
5/5, Flying, Vigilance.
- Herald of Serra (Angel) (2WW)
3/4, Flying, Echo (During the beginning of your next upkeep after this
permanent comes into play, sacrifice it unless you pay its casting
cost), Vigilance.
- Melesse Spirit (Angel) (3WW)
3/3, Flying, Protection from Black.
- Voice of All (Angel) (2WW)
2/2, As voice of all comes into play, choose a colour. Voice of all has
protection from the chosen colour.
- Voice of Grace (Angel) (3W)
2/2, Flying, Protection from Black.
- Voice of Duty (Angel) (3W)
2/2, Flying, Protection from Green.
- Voice of Law (Angel) (3W)
2/2, Flying, Protection from Red.
- Voice of Reason (Angel) (3W)
2/2, Flying, Protection from Blue.
- Voice of Truth (Angel) (3W)
2/2, Flying, Protection from White.
- Guiding Spirit (Angel) (1WU)
1/2, Flying, Tap: If the top card of target player's graveyard is a
creature card, put that card on the top of that player's library.
- Sustainer of the Realm (Angel) (2WW)
2/3, Flying, Whenever Sustainer of the Realm blocks, it gets +0/+2 until
end of turn.
- Haunted Angel (Angel) (2W)
3/3, Flying, When Haunted Angel is put into a graveyard from play,
remove Haunted Angel from the game and each other player puts a 3/3
black Angel creature token with flying into play.
- Angel of Mercy (Angel) (4W)
3/3, Flying, Whenever Angel of Mercy comes into play, you gain 3 life.
- Angelic Page (Spirit) (1W)
1/1, Tap: Target Attacking or Blocking Creature gets +1/+1.
- Silver Seraph (Angel) (5WWW)
6/6, Flying, Threshold - Other Creatures you control get +2/+2 (You have
threshold as long as seven or more cards are in your graveyard.)
- Angelic Protector (Angel) (3W)
2/2, Flying, If Angelic Protector is the target of a spell or ability,
it gets +0/+3 until end of turn.
- Wayward Angel (Angel Horror) (4WW)
4/4, Flying, Attacking doesn't cause Wayward Angel to tap. Threshold -
Wayward Angel gets +3/+3, is black, has trample, and has "at the
beginning of your upkeep, sacrifice a creature."
SPELLS/ARTIFACTS
- Angel's Feather (2)
Whenever a player plays a white spell, you may gain 1 life.
- Angelic Chorus (3WW)
Whenever a creature comes into play under your control, gain life equal to that creature's toughness.
- Angelic Voices (2WW)
As long as the only creatures you control are white or artifact creatures, all creatures you control get +1/+1.
- Angelic Favor (3W)
If you control a plains, you may tap an untapped creature you control instead of paying Angelic Favor's mana cost. Play Angelic Favor only during combat. Put a 4/4 white Angel creature token with flying into play. Remove it from the game at end of turn.
- Angel's Trumpet (3)
Attacking does not cause creatures to tap. At the end of each player's turn, tap all untapped creatures he or she controls that did not attack this turn. Angel's Trumpet deals 1 damage to that player for each creature tapped this way.
- Guardian Angel (XW)
Prevents X damage from being dealt to any one target. Any further damage to the same target this turn can be canceled by spending 1 mana per point of damage to be canceled.
- Opal Archangel (4W)
When an opponent plays a creature spell, if Opal Archangel is an enchantment, Opal Archangel becomes a 5/5 Angel creature with flying. Attacking doesn't cause it to tap.
- Decree of Justice (XX2WW)
Put X 4/4 white Angel creature tokens with flying into play. Cycling 2W. When you cycle Decree of Justice, you may pay X. If you do, put X 1/1 white Soldier creature tokens into play.
- Akroma's Blessing (2W)
Creatures you control gain protection from the colour of your choice until end of turn. Cycling W (W, Discard this card from your hand: Draw a card).
- Serra's Hymn (W)
During your upkeep, you may put a verse counter on Serra's Hymn. Sacrifice Serra's Hymn: Prevent up to X damage total to any number of creatuers and/or players, where X is the number of verse counters on Serra's Hymn.
- Angelic Renewal (1W)
If any creatures are put into your graveyard from
play, you may bury Angelic Renewal and put one of those creatures into play.
- Serra Aviary (3W)
All creatures with flying get +1/+1.
- Glorious Anthem (1WW)
Creatures you control get +1/+1.
- Angelic Blessing (2W)
Target creature gets +3/+3 and gains flying until end of turn.
- Serra's Embrace (2WW)
Enchanted creature gets +2/+2 and gains flying.
Attacking does not cause enchanted creature to tap.
- Serra's Blessing (1W)
Creatures you control have vigilance.
"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I've watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time, like tears in rain. Time to die."