|Commander / EDH||Legal|
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|2012 Core Set (M12)||Mythic Rare|
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Enchantment — Aura
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return Angelic Destiny to its owner's hand.
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Angelic Destiny Discussion
6 days ago
IAmTheWraith: Thanks, as always, for the comments :) I'm trying to avoid infinite combos in this list, however.
grimmbone: I gave Malevolent Awakening a look, but I wasn't sure that 7 mana was worth spending to get my commander back...she's not extremely essential for this deck, to be honest. I've definitely been considering Strands of Night here, to be honest - have you found that it's pulled its weight so far in your list? :) And I'm glad this has been helpful to you!!
hoardofnotions redux: Yeah, it's unforgivable that I haven't slotted Skullclamp in here yet :/ I just don't know what to cut...Angelic Destiny is a good way to give Elenda extra power, gives me recurring flying blockers (something this deck struggles with), etc - still one of my most likely cuts. Not overly fond of Thawing Glaciers in general without some form of untapping effect, myself. Thoughtpicker Witch has been AMAZING for me in this list, would HIGHLY recommend. Nobody sees her coming, but she turns the tide of games. Smallpox was so-so when it was in here, honestly. I do have an extra Crucible of Worlds sitting around, but I'm only running a few MLD cards so I'm not sure it's particularly good here. I haven't had problems with opponents' GYs yet (I can just re-kill most things they reanimate, or steal it from them), but if I do have that problem I'll add more hate. And finally, I haven't gotten to test Hidden Stockpile yet, but it seems really good TBH!
Pabs4444: Hmmm. I really don't like that I have to keep paying 1BB for a 1/1, though. Why not just use Reassembling Skeleton? As I said above, I'm trying hard to avoid the standard WB token-sac-aristocrats theme here, which means few sac outlets, and I'm avoiding infinite combos as well. I should be running Sadistic Hypnotist, though.
Thank you all for your comments and support! Sorry it's taken me so long to get back to you; things have been horribly busy...
1 week ago
moldycrow83 - Thanks for the compliment to the deck! I've taken a look through your suggestions and picked two which I thought would be useful additions: Grasp of the Hieromancer and Fountain Watch. These I think add something to the deck that it previously had none of, and that is tap-down control and artifact/enchantment protection. While it's true I was considering Sterling Grove to begin with, I decided against it for play group balance reasons, but I previously had no idea about Fountain Watch - I think it being a creature will be much easier to work in with the people I play with regularly. As for Grasp, I like your idea of being able to passively eliminate potential big blockers without having to resort to point destruction. As for the additions in other categories I passed up, I think so far I'm set on what I want for the current power level of the deck; I decided to forego the Exploration in favor of the somewhat slower Kodama's Reach and Explosive Vegetation, I like my current suite of board wipes and removal that isn't so responsive that no one can pull anything over me, and in terms of evasion/trample effects, I like where I'm at right now with the number of enchantments I have that do similar things like Rancor, Angelic Destiny, and Pollenbright Wings. This being said, pretty much all of your suggestions I can see as being totally viable in this deck, so your calls are good.
Anyway, thanks again for the recommendations! I'm glad you found the deck satisfying for the most part.
1 week ago
Wow, Im really blowing up this page today but check this out:
Evra, Halcyon Witness
Legendary Creature - Avatar
4: Exchange your life total with Evra, Halcyon Witness's power.
So if you buff its power with anything, lets say Angelic Destiny, and you have a way to generate infinite mana, you can not only gain infinite life, but also an infinitely big beater!
Dominaria is going to be so busted
2 weeks ago
Asceticism is fantastic protection
Wild Defiance will give you an extra pump to your creatures
Praetor's Counsel is a great recovery card
Primal Command is just good in any situation. It's recovery, it's life gain, it's removal, and it's a tutor. You get to do two and it's never a dead card.
Primordial Hydra is a fast clock, cast it big and protect it and it will kill anyone.
Just some ideas.
1 month ago
There is an approach to deck building called The Rule of 9. You begin by selecting nine cards. Each of these cards becomes a full play set (4 cards) yielding 36 cards in your deck. After that, place 24 basic lands and you have a deck that will consistently use your ideas to win or lose. If you like the results then you refine the deck with ideas such a mana curve, utility, and synergy.
Let's play 24 lands to ensure we have good opening hands and draw plenty of mana. Sure, we may flood out from time to time. Yeah, we may brick some draws. But nothing feels worse than seeing everything you could do if you just had some lands. Here is a succinct statistical look at why you play 24 lands.
Angelic Destiny: A great way to win the game. can take an 0/1 and turn it into a decent attacker and blocker. Does better work on things with lifelink or vigilance or double strike. Or all three.
Aerial Responder: On his own, Aerial Responder is a strong contender. He attacks and blocks well, he gains life, he's evasive...a renaissance man. When we look at curving into Angelic Destiny on four we begin to feel a slight tingle in our pants.
Pacifism: Most decent decks pack some form of removal. Pacifism is a far cry from primo, but since you're mono-white weenies you'll take what you can get and be happy with it.
By my count, we are at four of nine. This leaves us with five cards to choose. From here we can choose different ways to continue to build upon what we've done so far. Sometimes we will be playing a full four of and other times we might play less. It depends on the curve and how many slots we have available.
I've grouped these into cards that play well together. This first set is about making an army with your Angelic Accord.
Angels and Solitude
Angelic Accord gives us an engine to work with. All this card asks is that we gain life in increments of at least four. As a reward we get 4/4 angel tokens. Fulfilling these requirements can build a formidable army.
Lone Rider Flip: If you are doing Angelic Accord things, then you'll hopefully be gaining 3 or more life a turn and the flip on him will be easier. A 4/4 first strike, trample, lifelink on (possibly) turn three is a good set up into a turn four Angelic Accord. Also makes an 8/8 lifelink, first strike, trample, flier with Angelic Destiny.
Lone Missionary: Two mana, gain four life and get a 2/1 body. Flip your Lone Rider Flip, make an angel off of Angelic Accord, put a counter on Ajani's Pridemate. This card can enable a lot of the things you are trying to do, both in the early and late game. Play it for a reason and with a plan, running it out simply because #YOLO is a waste and will lose you game.
Solemn Offering: Interaction with decks that strongly utilize artifacts or enchantments while gaining four (wow, much amaze) life. For some silly times, you can blow up your own Pacifism to give your opponent back a creature worse than a 4/4 angel token (Angelic Accord is necessary for this to work). Not every deck plays relevant artifacts and/or enchantments so it is likely you only play one as a failsafe.
"Look to my coming on the first light of the fifth day, at dawn look to the east."
Make a big, wide army of tokens and overwhelm your opponent.
Raise the Alarm: Classic token generator. Play this end of opponent's turn to be able to attack next turn. Flash block 2/2 for value. There are just so many uses for this card.
Honor of the Pure: Anthem effect that gets better in multiples and hits all of your creatures (duh). You gain more power the wider your army is.
"THIS IS MY BOOMSTICK!"
Loxodon Warhammer: Probably just a one of. But what if any creature in your deck could make an angel token with Angelic Accord and this? Or flip a Lone Rider Flip or put a counter on Ajani's Pridemate?
Crested Sunmare : Paired up with two or three Pristine Talisman and you can build an army of indestructible horses. For maximum efficiency, tap the talismans on your opponent's turn and attack with the 5/5s on your turn.
Heliod's Pilgrim: Two and a white to find your Angelic Destiny. Or Pacifism. Or Shielded by Faith. Or Pentarch Ward. Or Soul Tithe. Or Prison Term. This type of tutoring effect allows you to become a toolbox of answers and threats. Play two to help with consistently finding your finisher or answer.
Path of Bravery: Gaining life for attack with creatures and buffing said creatures when you've gained enough life. Seems sweet. If you have neither life nor an army, however, this card doesn't actual nothing. Play with no more than two.
"Let me explain...no, there is too much. Let me sum up."
Pick a core group of seven (28 total) cards. With your remaining slots pick some combinations of the other listed cards and then playtest. With any luck and through many games, you will find what works and doesn't and will make adjustments as you see fit. The cards I've listed are by no means the end all be all of what is out there, but I feel they are a nice jumping off point and a good discussion on deck building principles and techniques. This site also lets you playtest your deck so you can see how your draws look and play out a couple hands to see what you are capable of doing with the cards you've chosen.
1 month ago
If you have more than one equipment attached to Ojutai with Grafted Exoskeleton it could be a one turn kill (usually is in my experience)
Angelic Destiny is farm from terrible, for four mana +4/+4 and first strike is a rare value, it is an aggressive card but its fine if you don't like it. Every game I pull Angelic Destiny is a game I win
Archangel of Tithes sorry if I didn't explain well, in my experience that one mana tax is not enough to do anything meaningful, Its up to you if you think it does or not just my personal preference
And I myself have been thinking of taking out Preordain, its good but I want more counterspells
1 month ago
Good deck, but there are some cards Im a bit questionable on.
I have been playing various control decks and voltron decks for a few years, and I have to say that:
Eight-and-a-Half-Tails, this may just be me, but once he is out, I never end up using him. He just kind of sits there all game, if you find good use for him then hes good
Archangel of Tithes, while very useful, her abilities just aren't good enough in commander (at least in my experience because most of my friends ramp a lot) and if she ends being an annoyance she gets killed fairly quickly
Homeward Path, unless you know someone who runs a theft deck (like my Merieke deck which is on my page if you wanna take a look [I will shamelessly advertise till the day I die]) it will just sit there being useless most games
Now here are some cards you might consider putting in to make Ojutai even more lethal;)
Grafted Exoskeleton do you like ending games in one turn? Because I like ending games in one turn
Angelic Destiny, I know you said you do not run Auras, but Angelic Destiny is a BOMB in any game. If you can play it the turn after you get Ojutai out on the field, you can kill a player within one or two turns later!
Mikokoro, Center of the Sea, a great backup land, requires no colored mana to use its ability and is great for late game card draw! (I wish I had one)
Fabricate, simple and sweet!
I do not know if you have a lot of friends that like to go wide with creatures (I do), so I always go for a Crawlspace!
Azorius Signet Puts you a turn ahead on the mana game!
Ponder, while you may not want Preordain or the other one drop card draw spells, Ponder is an auto include, it sets you up for your next three turns or allows you to shuffle your library to save you from a bad library top. Then you get to draw a card!
Note: My goal is to make a deck as brutal and efficient as possible (my friends run some pretty cutthroat decks), if you like the deck how it is or just like the cards in it then keep em:)! In my play environment you have to be competitive, in yours you may not, happy deck building!
1 month ago
I understand how First Strike / Double Strike works, but wondered how they worked together.
I presume nothing happens e.g. First strike overlaps with Double strike's first hit, basically making it invalid.
But just want to be sure.
And while i'm thinking about it. What happens when 2 Double Strike monsters fight if one had First strike?