|Commander / EDH||Legal|
Printings View all
Combos Browse all
Angel of Glory's Rise
Creature — Angel
When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.
Price & Acquistion Set Price Alerts
|Have (19)||, rikertchu , accioali , EliGjerdingen , Falte , pskinn01 , rakdos24 , jhTheMan99 , bradyofportdetroit , Tiddilywinkus , ZombieFood , failurechild88 , golgarigirl , saj0219 , Brandbrower21 , Caldazar , Splashy , TheRealPeaches , Zhorus_The_Bauqret|
Angel of Glory's Rise Discussion
1 day ago
in case you were interested, there's an old "no lands" deck that wins through Laboratory Maniac. To pull the combo off you simply cast Balustrade Spy and then mill yourself for your entire deck. Upon doing so, the 4 Narcomoeba in the deck trigger, and then you can sacrifice them to flashback Dread Return. You use the Dread Return to resummon Angel of Glory's Rise, which in turn brings back Laboratory Maniac and Azami, Lady of Scrolls. You use Azami, Lady of Scrolls to draw a card, at which point you win through Laboratory Maniac.
It may sound crazy, but in the right deck it can go off pretty consistently. If you're playing against some casuals trying to summon big creatures they will absolutely get wrecked.
3 days ago
Check out the leaked commanders! Now we have three new 5-color janks, one 3-color jank, and a whopping tier 3 UW spellslinger aggro commander.
Ur-Dragon is cute, but the mana cost makes it too unwieldy, probably to the point of Tier 5. Ramos is interesting but the once per turn limitation probably makes it Tier 4 at best, since it allows you to chain spells for a bit. O-Kagachi is a 4-turn clock with Flying-Trample. Unfortunately, the attacked-you rider makes the triggered ability largely irrelevant since no one will attack you (which no one would anyway since you have a GIANT FLYING BLOCKER). Now that I think about it, the design is just terrible without haste. It will probably be relegated to Tier 4 just because it is efficient and 5-color. Wasitora is also cute. Like O-Kagachi it is an efficient creature with Flying-Trample, thought the 5-turn clock hurts its strength. The sacrifice is nice, since it messes with low creature-count commander-centric decks...which only seem to be Arcum and Brago. The token is decent for Stax shenanigans. I can see a Stax build of Wasitora in Tier 4, MAYBE Tier 3.
And then there's Taigam. He is AMAZING. Likely Tier 3. Maybe Tier 2.5 if his ideal strategy is fast enough. The uncounterability is nice. He could be a more counter-heavy GAAIV that has something like a Dramatic Scepter win instead of RIP Helm. The Rebound part is cool, like a delayed Yidris. I like that the Rebound spells are also uncounterable if Taigam is still around. The 4 toughness makes him harder to block and kill with mana dorks. I also like that you can suicide him and cast some uncounterable Rebound instants before he dies to damage. He has a lot of potential. The Dragon part of him is irrelevant.
A knock against him as part of the 99 is that white mana symbol. This severely limits the number of spellslinger decks that can run him. The top decks that COULD and actually MAY run him would be Narset, Scion, Zur, Tazri, Breya, Atraxa, and GAAIV (maybe a few others). At 4 mana, Taigam costs too much and does too little (immediately) to justify the large investment. He feels too slow for Zur, Tazri, and Breya. He messes with Narset's curve/race to drop her (besides the flavor-fail). He is cute in Scion, but, again, does not seem to justify spending 4 mana. Taigam's most likely homes look to be Atraxa and GAAIV. Being a human is nice for the Angel of Glory's Rise win in Atraxa. He can also help Dread Return actually land (though it just makes him a more expensive Grand Abolisher). GAAIV can drop him for 2 mana, which justifies the effect (again, the main comparison is Grand Abolisher). Since Atraxa and GAAIV have somewhat low spell counts, Taigam may not be added to them for the uncounterability part. Since he also adds Rebound, Taigam can double up the powerful spells Atraxa and GAAIV DO run. Overall, I rate his inclusion in the 99 of competitive decks to be...drumroll..."eh, maybe."
Unfortunately, since most of the good spellslingers that are not Zur do not include white, most decks do not have a high enough spell count to make Taigam exceptionally desirable.
This was a long-ass post; I do not feel like looking it over. Have fun parsing it! :)
5 days ago
TheDevicer, It's one of those things where the upsides outweigh the downsides even if both are minimal. It usually goes like this:
- Is Green Sun's Zenith good in your deck?
- Do you want 1 mana ramp?
"Oh hell yeah! I need to get my commander down a turn early."
- Would you rather not flood your spell slots with cards that don't generate card advantage?
"Well... I do have 10 ramp spells already..."
- Can you afford to have one tap-land that's vulnerable to removal?
- You should probably have Dryad Arbor.
"Uhh, I guess so..."
The reason it's good is just that making GSZ double as a Llanowar Elves is good enough to include in most decks that wanted GSZ, whether or not you have that much else built around it. And even if you don't get GSZ, having one land be a tap land isn't the end of the world. It's the same reason people will sometimes run Bojuka Bog.
That said, it's not an auto-include by any means. If it's not helping out enough then there's probably something better that could go in it's spot. Some decks it really shines in though. Like my Edric list where I need the T1 ramp, and having a 1/1 that I can attack with later is just gravy.
Gates88, You should link cards when you think people might not be familiar with them. It saves people time looking things up. You can do so like this:
And while that combo is neat in that Grand Abolisher would stop your opponent's interaction, putting in 4 creatures that are totally useless outside of your combo (Nomads en-Kor, Cephalid Illusionist, Angel of Glory's Rise, and Hapless Researcher) is a bit of a problem for something that's supposed to be the "best Protean Hulk pile available." Part of what makes a lot of the top EDH combos "the best" is that the cards in them are very interchangeable and function in a bunch of other combos as well. Also, what happens if you draw one of those creatures and can't cast it?
1 week ago
This is Really REALLY unreliable but this is the best I think you will get:
Turn 1 on the play:
Add 2x green to you pool from the chancellors. GG in pool
exile Simian Spirit Guide. RGG in pool.
Use RG for Desperate Ritual. RRRG in pool
Use RR for Burning-Tree Emissary. RRGG in pool Emissary in play
Put Balustrade Spy into play. R in pool
Mill deck. 4x Narcomoeba into play R in Pool
3x narcoemeba 4x zombie token in play
Endless Obedience into hand.
Convoke any 6x creatures for Endless Obedience.
Target Angel of Glory's Rise.
Tap Azami, Lady of Scrolls to win the game.
1 week ago
Not too long ago, I took to this forum with an idea. I had just had a friend of mien explain legacy Oops, All Spells to me. Fascinated, I wanted to see if there was a way to build it in modern. So I built VialDredge (Modern All Spells). The deck used fast-mana to drop Aether Vial which you needed in your opening hand. You then somehow needed to start dredging and draw into Endless Obedience to get Balustrade Spy, then cast another Endless Obedience to win. It was a cute idea. Won on maybe turn eight, nine or ten at best.
I was recently clearing out all my old decks when I came across this old deck, which I had;t given any thought to in over a year. And I realized, Holy Shit, I can do this without Aether Vial!
Here's how my new-and-improved modern all-spells works. Draw to eight, discard, begin dredging. Once you have enough creatures that come into play from the grave (Prized Amalgam, Narcomoeba), cast Endless Obedience to reanimate Angel of Glory's Rise. Angel of Glory's Rise must reanimate at least one of each of the following: at least one Undercity Informer, at least one Snapcaster Mage or [[eternal witness], and at least one Wild Cantor or Burning-Tree Emissary. First, use Snapcaster Mage/Eternal Witness to allow us to recast our now-resolved Endless Obedience. Then, use the mana from Wild Cantor/Burning-Tree Emissary with Undercity Informer to sacrifice Angel of Glory's Rise and deck yourself. When decking ourselves, we get the rest of our narocmoebas, and then use the mana remaining from our Wild Cantors/Burning-Tree Emissarys (that were reanimated with our first Angel of Glory's Rise) with Undercity Informer to sacrifice any number of creatures and get a zombie tokens with Bridge from Below. We then recast Endless Obedience from our graveyard or hand, reanimate Angel of Glory's Rise, and return Laboratory Maniac and Eternal Witness and all other humans to the battlefield. Eternal Witness gets us to hand Street Wraith, which we cycle to win.
Did you follow that? If you did, I applaud you. Here's my build:
Now that I have a more consistent combo, I'm looking for advice. Do any other Narcomoeba-type cards exist? What should my deckles look like? All feedback appreciated, but that is really what I am looking for.
1 week ago
Considering how many humans you are playing perhaps Angel of Glory's Rise could be good for getting back all your dudes after a board wipe.
1 week ago
Nice work! Got some card ideas...Champion of the Parish, Selfless Squire, Collective Blessing, Steward of Valeron, Harabaz Druid, Shaman of Forgotten Ways, Eternal Witness, Krosan Restorer, Increasing Devotion, Angel of Glory's Rise. Happy gathering!
2 weeks ago
Needs more Ad Nauseam. You could also maybe replace Angel of Glory's Rise with Flash+ Protean Hulk. There is a bomberman hulk pile and a hasted hermit druid pile. There is also a no graveyard HD pile. Aside from these possible changes that arent really necessary the list looks very good