|Commander / EDH||Legal|
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|Avacyn Restored (AVR)||Rare|
|Promo Set (000)||Rare|
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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.
Angel of Glory's Rise Discussion
1 month ago
There’s so many errors but you did a good job though
1 The biggest mistake by far is you failed to give a sunforger package in this list
2 Bloodforged Battle-Axe is definatly missing in the list you can get a army of these axes
3 same with Sword of the Animist auto include in a equipment focus deck
4 you guys didn’t put into factor quite a bit of cards will be cut since quite a bit are not even close to very useful in edh
5 while not a perfect upgrade but Haakon, Stromgald Scourge should definatly be in it it makes all knights very very hard to kill
Oh I do have a hidden gem idea for the deck it’s call Angel of Glory's Rise and here’s why if you look at the creature types of all the knights a vast majority are humans so it will get most of your knights out of the yard
Secondly Phyrexian Crusader is a knight with infect so you could kill people very fast with it
2 months ago
UpperDeckerTaco, Hapless Researcher is a human. A Dread Return and Angel of Glory's Rise trigger resolution does normally end the game. Faerie Macabre among others can interact with the graveyard with the Angel of Glory's Rise trigger on the stack.
2 months ago
Why no Azami, Lady of Scrolls ? That way you can just Dread Return the Angel of Glory's Rise , which gets back Azami, Lady of Scrolls , Laboratory Maniac and a few more humans, and just tap Lab Man to draw, and if they respond, tap Azami to draw, and if they respond again, tap another human to respond, and so on, and so on, and so on....
2 months ago
Hey, I'm confused what's the end game here? How do you win? What creature or creatures are you wanting to cheat into play with Eggs? There's lot of Eggs (Changlings), but what's the point if all the Eggs do are replacing themselves? There's not a combo here that can infinite replace Changlings so without having this affect you play out your whole creature base, but it really doesn't do anything. You could play your entire creature base with one no mana cost sac outlet, but again what is this accomplishing? Even if you use Bombardment or Station as the sac outlet and have Tremors on the battlefield before you start sacing Eggs then this is only going to potentially kill one opponent and do 21 to the other opponents and then you're done.
Some interactions you could add that can actually win you the game with Changelings are:
Reveillark + Karmic Guide + sac outlet: reanimate all 2 or less power Changelings in your graveyard. With this reanimation combo you only need have one 2 or less power Changling in your graveyard to win with a sac outlet that does damage when a creature is saced (Bombardment, Station) or Altar of Dementia for infinite opponent mill. By adding Tremors or Lavabelly Sliver to the Lark + Guide combo can do infinite damage to your opponents using any sac outlet and since Lavabelly is a creature it's easier to have access to.
Good luck with your deck.
2 months ago
Ok Niko, Quick Breakdown of what you've got here.
I notice several themes integrated into the deck. You should probably only focus on one theme, and if a secondary theme crops up take advantage of it's synergies. Right now I'm seeing:
Tokens Populate Soldiers Lifegain Creature Count Matters Enchantments Matter
Next we look at targeted removal:
Wanderer's Strike - Just one removal spell is too few. What happens if someone plays a dank artifact or enchantment? Do you just die to it?
Next we'll look at boardwipes:
Hour of Revelation - Some heavy restrictions here. Do you really want to wait for your boardwipe to become discounted? This is also too few board wipes. What happens if the creatures are indestructible? Or if Someone plays around Hour of Rev?
Next we'll look at ramp:
Smothering Tithe - Excellent choice, and a real over-performing option as well.
Ashnod's Altar - Excellent way to make use of your tokens and small costed buddies.
Everflowing Chalice - Aight, not my first pick, but it's aight.
Sol Ring - Duh
This is a pretty good ramp package, but I think we could upgrade it.
Next we'll break down your card draw options:
Mentor of the Meek - Decent in this deck. Sure the tokens you want to make the most of don't work out, and a few cards you play can turn this on. I like him, lets optimize creatures around him to make him better.
Skullclamp - Ayup!
Two cards that draw for you is a good start, lets add in some more.
Alright, let's cut everything that isn't a creature, that doesn't make tokens on its own, that isn't removal, card draw, boardwipes, or ramp, that doesn't have synergy with your commander.
Ajani's Welcome - A great card, but definitely reserve it for a build where you abuse your life totals more so than make creatures.
Anafenza, Kin-Tree Spirit - Most of your creatures are tokens.
Angel of Glory's Rise - Anti-synergies with your commander, and the tokens it creates.
Angel of Renewal - We can find a card that does something better.
Angelic Accord - We want to make angel tokens, but we're not here to gain life.
Angelic Chorus - While this looks good, it generally equates to 4-5 life a turn. Not bad, but not amazing for the investment in this deck.
Angelic Exaltation - Boy do I have mixed feelings on this card, suffice it to say, if you have no creatures, this card sucks. You might have no creatures when you draw this card. That would suck.
Elite Inquisitor - A good card, but we can do better.
Fiendslayer Paladin - A good card, but we can do better.
Forebear's Blade - There's a little synergy here, but to be honest you want a huge discount from this, and you're not likely to get a consistent discount.
Glorious Anthem - A great spell for a tempo based weeny deck. This is a cast based token deck.
Lena, Selfless Champion - You have so many more token creatures than non-token ones, and your zombie tokens don't benefit from her selflessness at all.
Martyr's Bond - This has potential in a deck that sacrifices it's stuff to maintain board control. I don' think this is a bad card, it just isn't a good enough fit.
Power Conduit -Here's that counter theme again.
Preeminent Captain - Soldier theme.
Sigil of the Empty Throne - Enchantment theme
Squad Captain -Creature count matters theme.
Standing Troops - A good card, but we can do better.
Sunblade Angel - A good card, but we can do better.
Umbral Mantle - I may have missed what this was for.
Veteran's Armaments - Soldier theme again.
Wanderer's Strike - A good card, but we can do better.
Now, I am well aware that this is a lot of cards. Let's shore up your deck, maybe by analyzing your win conditions.
God-Eternal Oketra + Creature Spells = Profit
Token Makers + Divine Visitation = Profit
Expendable Tokens + Ashnod's Altar = Profit
So you win by smacking with a bunch of medium sized tokens, most of the time. This means you need to do three things, Play creatures, Draw Creature spells, and protect your creatures.
Let's start by adding in some badass creatures that fit in your deck well.
Loyal Sentry - One mana has never been spent so well. In the late game it makes a token, in the early game it swings for damage, in the mid game it blocks and destroys pesky creatures.
Knight of the White Orchid - A bear with first strike that ramps you. Pretty good.
Oreskos Explorer - I would never play this in a non-mono-white deck. This does however let you catch up if you are late on land draws, and is at worst a bear to block with.
Boreas Charger - Ramp bud, ramp in mono-white whenever possible. Helps that you could make a zombie, or sac it to skullclamp.
Brimaz, King of Oreskos - I heard you wanted more cats? Can I convince you to play more cats?
Leonin Warleader - This was a card in your maybeboard, its really good.
Oketra the True - This is a fairly good card. Big blocker, or a token generator if you're doing poorly. I often hold her in hand to dump and rebuild after a board wipe.
Ranger of Eos - Only a few cards in your deck that this can retrieve, but a refill alongside making a zombie is an incredibly reserved play that could prevent you from over committing to the board.
Crested Sunmare - Don't get confused. This card cares if you gain life, but not how much. You have plenty of life gain left in the deck to justify making an army of 5/5 indestructible horses.
Geist-Honored Monk - Build a board, save for right after board wipes, or to pull ahead and force one. This is at worst a 3/3 with Vigilance, and two 1/1's with flying for 5 mana. Most often, this will be a 5/5 with vigilance, two 1/1's with flying and a 4/4 with vigilance for 5 mana.
Sun Titan - Sun Titan is Sun Titan. No mono-white deck could be ashamed to run it.
Angel of Serenity - This card is heavily underrated. It is removal, with the possibility to come back, but its also an easy way to sneak in a lethal attack while generating some board presence.
Good on creatures now? Awesome, let's look at Instants.
Swords to Plowshares - Remove that creature.
Generous Gift - Remove that Permanent. Oh and make a creature smaller than my Zombie tokens.
Disenchant - Get that Artifact or Enchantment off my battlefield and in your graveyard.
Rootborn Defenses - Yeah, this.
Unbreakable Formation - This can win games, or prevent the loss of games.
Return to Dust - Fuck these two things in particular, or just one if it's that bad.
Charge Across the Araba - Talk about stupid unpredictable win-cons for a mid-range token deck. This is one.
That about wraps up Instants, now Sorceries.
Divine Reckoning - Protects your general, but still clears the board.
Hallowed Burial - For those mf'ers that don't die.
Austere Command - A very utility board wipe.
Lastly add in a Land Tax
3 months ago
I've posted in your other thread. Here is my sac/recur based deck. I still need to make some cuts but it should give you an idea of what a deck in this archetype would look like. If you're looking for something that can't combo kill in the first few turns, don't play Hermit Druid , Angel of Glory's Rise , and the creatures that are mostly useless except to sac to recur angel with Dread Return like Narcomoeba , Fatestitcher , and Bloodghast
7 months ago
Angel of Glory's Rise is expensive but reanimates all the Petitioners.
8 months ago
Altar of Dementia + Fiend Hunter + Angel of Glory's Rise / Sun Titan = Infinite mill, also a handy sac outlet. One of the things I failed to really notice initially with your deck is that you produce a lot of +1 counters, Mirror Entity wont cause creatures with +1 counters to be sacrificed as a state based effect for having base toughness set to 0 since their toughness will be 0 + the number of +1 counters. I guess in short be aware if your building the reanimation loop I mentioned before when adding +1 counters. Another good add to consider is Guardian Project , play creatures draw cards cant go wrong with that.
Angel of Glory's Rise occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%