Angel of Jubilation

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Avacyn Restored Rare

Combos Browse all

Angel of Jubilation

Creature — Angel

Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.

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Angel of Jubilation Discussion

strembl7 on Initial D(epala): Aether Stage

3 weeks ago

I definitely see where you're coming from. I, of course, had no idea what your playgroup is like. Mine is a little larger: probably the same 12-20 or so people. However, Depala does not stand a chance against any of them in 4 player games without the hatebears. Containment Priest stops reanimation, Bribery effects, and flicker shenanigans such as Brago, King Eternal so that the board doesn't get locked out. Holding down Grand Abolisher is the only way I will ever be allowed to cast any of my angels or anthems. Ethersworn Canonist is essentially just my answer to storm decks, and worst case it baits out removal before Gisela or Aurelia hit the board.

Some hatebears are less hateful, and double as actively beneficial to you, such as Angel of Jubilation which has that wonderful little anthem effect while also stopping a number of infinite combos. You can always just grab the select few that actually affect your meta. Spirit of the Labyrinth, for example, doesn't affect Depala's ability, but it stops a lot of popular decks I find myself against like Mizzix of the Izmagnus and Sharuum the Hegemon and some really popular cards like Rhystic Study and Sylvan Library. And, if you just really want to win a game, it makes Wheel of Fortune (or Magus of the Wheel or Wheel of Fate for budget-friendly options) into something a whole lot more devastating - but that knife runs both ways. Your opponents' wheels are also something very different with it down.

I do not run Heart of Kiran because I play exclusively 4-player games, and Crew 3 for 4 damage just isn't worth a card slot when I need to deal 120 damage to win.

I'll definitely reconsider Siege Modification. My issue with it is that it makes my opponents' removal become a 2-for-1, which I guess is the flaw of any aura. Normally they would never waste removal on a vehicle. I'll have to try it out to see if its worth the risk. From that perspective, though, another hatebear would actually serve the same purpose (can keep a vehicle crewed) plus the bonus of slowing my opponents' wincons down even more.

I find it really interesting that you consider Taurean Mauler a staple. I had never even seen it before until I did a Gatherer search for creatures with Changeling, and I definitely needed to read it to my friends when I first played it. Also, my playgroup is much less budget-friendly: we consider my Depala list as casual. We do, also, enjoy building new decks each week. And, to keep things fair, we are usually very ok with proxies. To most of us, the challenge is in the deckbuilding, and no one should be barred from competing just because they aren't wealthy.

On a lighter note, this week I am putting together a specter and ninja deck featuring Nicol Bolas for some shenanigans. A couple weeks ago I put together a racism-themed deck featuring all the old color-hate cards like Eastern Paladin and Lifeforce and some manipulation like Darkest Hour. See Janky Racism (Color Hate) if you're interested. Still can't find a copy of Scuttlemutt and its bothering the hell out of me. I live in Canada and ordering in cards from the US is very expensive...

sepharus30 on White angel deck

3 weeks ago

There's a couple suggestions to make:

  1. Organize the cards differently so it is clear to see what types of cards are in the deck.

  2. 71 cards is too many. Try to keep it to 60

  3. Angel of Jubilation would serve you well

  4. Take out most of the non-angels as they won't be helpful for what you are trying to do.

  5. Angelic Skirmisher is a must have

  6. Archangel of Thune and Archangel of Tithes are also good if you aren't on a budget.

rinaru on Obzedat, The Infinite (Life Gain)

4 weeks ago

yeah, Necropotence wouldn't be prevented by Purity, because its not damage, its loss of life. completely different mechanic.

but if you are screwed if someone is playing Angel of Jubilation

thegreenwonder on Big Momma's Flock

1 month ago

I searched more stuff and found these: Angel of Jubilation is a good lord with a good tax effect for only 4 mana. Angel of Salvation has a convoke cost which could be more manageable. Inspiring Statuary can also help by letting your artifacts help with mana cost.

Angelic Destiny and Angelic Renewal could protect some of your higher mana cost spells, or your commander, so that you don't have to worry about wasting mana. Angelsong is good protection as well.

islandsopwizplsnerf on Tajic EDH

2 months ago

The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.

When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.

The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.

Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)


Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.

Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.

maddoxmtg on Prossh Dragon/Token/Devour MADNESS

2 months ago

Good cards for prossh. Mana dorks, Elvish Mystic, Llanowar Elves, Arbor Elf, Deathrite Shaman. Dudes that get lands like Wood Elves, Sylvan Ranger.

Bear Umbra can come out unless you are running Aggravated Assault. Just some ideas. I am also playing a food chain deck in my meta, which is a bit more competitive, decks like Azami, Derevi stax, and Yidris storm.

I would also run a better spread of removal, cards like Krosan Grip and even just cheap, efficient removal like Fatal Push or even Chain Lightning. Have to have ways to answer Nevermore, Meddling Mage and Angel of Jubilation. I know you don't need to worry about the last one for food chain, but for effects like prossh.

Also, work on cutting down your cmc. Cards like in garruk's wake are way too slow and inefficient.

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