Angelic Gift

Legality

Format Legality
Pre-release Legal
Limited Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Common

Combos Browse all

Angelic Gift

Enchantment — Aura

Enchant creature

When Angelic Gift enters the battlefield, draw a card.

Enchanted creature has flying.

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Angelic Gift Discussion

Eilel on Blue/White Aura Hexproof

15 hours ago

Instead of playing Spectral Flight you could play Angelic Gift to draw you an extra card instead of the +2/+2, unless you want to play aggro.

MisterMystic on Righteous Fling (WR Righteousness)

4 weeks ago

I don't think Angelic Gift is necessary in the deck. You don't have to worry about fliers much if you are going to bypass their blockers with Fling and Spikeshot Goblin. Perhaps Trueheart Duelist can replace that?

Xica on Call The Reinforcement!

1 month ago

So lets pick the deck apart in detail:
1# If you don't have removal resistant creatures (like Slippery Bogle) you don't run cards that have "enchant creature" (with exception of enchantments like Rancor that don't go the grave). Because you should not allow your opponent to trade + Fatal Push for your 2 cards, and 2+ mana.
(and 2 cmc cycling cards like Angelic Gift are not much better)

2# Playing very dumb beaters is a bad idea. Especially if they need you to have a large board presence to do ANYTHING at all.
People tend to call these "win more cards" because they won't help you if you are in a bad position, and if you are winning already, what is the point in playing them?
I am talking about Crusader of Odric & Seraph of the Masses.
And even if we disregard the problems described above, when tokens are board wiped thy will self destruct.(since they will have 2-3 damage marked on them until end of turn, and when your tokens leave the battlefield, their toughness will fall below 2/3 - so they will swiftly follow)

3# Seller of Songbirds < Precinct Captain - so you shouldn't play 4 bird traders & 1 captain, but the reverse.

4# Akroan Horse is terrible - it only exists to reference the Trojan horse, for more greekish impression for the set. Artifact creatures are dangerous, to the player who plays them as they are hit by both artifact and creature removal/hate cards.
And the wooden horse is bad even without this fact, its so bad that you wouldn't even want to Harmless Offering it to the opponent, as its simply not worth the time and mana investment.
(it takes time to get to 4 mana in a 19 land deck that lacks filtering)

6# Mausoleum Guard is a worse Promise of Bunrei, the latter is an enchantment (thus very few people have stuff that would exile it unlike the guard which has high chances of meeting Path to Exile. The enchantment is also 1 mana cheaper, and if its played all your creatures will have the effect, so if any 1 of them dies you get the bonus (its much easier to not block a 2/2 tha to not block even a single one from the incoming horde of tokens)

7# Paragon of New Dawns; Phantom General < Honor the Pure, Intangible Virtue, Spear of Heliod & even Glorious Anthem. (honorable mention goes to Archetype of Courage because first strike is awesome if your are defending your life total from a weaker board position)

8# this deck simply doesn't have enough lands to support its (unnecessarily) high mana curve.
You are playing 11 4cmc cards in a deck with 19 lands, and you neither have ramp, nor card filtering to help you get to the necessary mana.
This means that those cards will likely just sit in your hand while you are being beaten to death by Tarmogoyf, Reality Smasher, or even a mono white token deck that runs a proper curve and/or the same effects for cheaper costs.



Giving your board indestructibility is the least of your worries, but you could theoretically accomplish such (or similar things) in modern (of course not with your mana source density):
Selfless Spirit, Frontline Medic, Knight Exemplar, Eldrazi Monument, Avacyn, Angel of Hope (Privileged Position)

You don't use google, you use this site to search magic cards...

ryanstreet on uril smash

2 months ago

Since you are going Voltron, go all in. It's already a glass cannon anyway, so you might as well embrace it.

You need a lot more draw. You may be able to get better draw from auras like Keen Sense, Sixth Sense, Angelic Gift, etc. White and Red are terrible at draw, so you'll have to rely on green and artifacts for better draw. Sylvan Library, Harmonize, Hunter's Insight, and Soul's Majesty will work for your deck. Also using the enchantress package your using now will work great. Shoot for around 10 Draw spells.

Next, you need a lot more ramp. You have a few spells, but you need more. Shoot either for creatures that can be used as chump blockers, or auras. Birds of Paradise, Avacyn's Pilgrim, Wood Elves, Llanowar Elves, Elvish Mystic, Farhaven Elf and One with Nature. Shoot for around 10 designated ramp spells.

Next, lower your mana curve. Right now, your average CMC is around 3. Meaning on average, it will cost around 8 mana to cast and enchant him in one turn. So that gives your opponents 8 turns to win before you, or find an answer to him. Try to stick to mostly 1 and 2 CMC auras as much as possible, especially since Uril already gets a buff from enchanting him. If you have any sort of higher cost aura, make sure it is a blowout aura (like Ancestral Mask or Angelic Destiny).

Also, if you lower your curve, adding Genesis Wave can become an absolute devastator.

Next, since it's voltron, use evasion as much as possible. Menace, Flying, Unblockable, Trample,etc. Auras can get you there. Flickering Ward, Gryff's Boon, Kithkin Armor, Alpha Authority, Angelic Gift, Cho-Manno's Blessing, Fists of Ironwood, Giant Spectacle, etc.

Deck is coming along great! Can't wait to play against it!

Homelessguy on

3 months ago

If you're running Bear Umbra you can run Aggravated Assault.

I also suggest Spirit Mantle and Holy Mantle or maybe Rogue's Passage to get in Commander damage without being blocked.

Might look into Mage Slayer as well, Angelic Gift or Nimbus Wings and Shield of the Oversoul can give flying, Messenger's Speed to give trample also Rancor.

Gift of Immortality over Shielded by Faith between the two you get more help from board wipes with gift.

And Retether.

SpelllingChamp on Sram EDH: Way Better Than it Should Be

4 months ago

Nice Sram list... I didn't realize that Inspiring Statuary would be really good in Sram.

Check out Pentarch Ward, Angelic Gift, Cho-Manno's Blessing, Cartouche of Solidarity, Cultivator's Caravan, Rebuff the Wicked, Reverent Mantra. I haven't tried Empyrial Armor and Empyrial Plate yet.

Spectral Grasp is a great political card if your meta plays fatties- it makes opponents beat each other up and draws you a card. Swords to plowshares doesn't lead to opponents beating each other up or drawing that card.

If you go with an aura-heavy build, check out: Pentarch Ward, Ethereal Armor, Sage's Reverie, Retether. Retether is ridiculous.

If people in your meta play Kor Haven or Maze of Ith, add land removal like Ghost Quarter, Tectonic Edge, Strip Mine, Scour from Existence, etc. etc. You might also want land removal to deal with stuff like cabal coffers, gaea's cradle, etc.

GoneWithLaw on Kitty Deck

4 months ago

In no particular order, here are some suggestions:

Replace Relic Crush with Sylvan Reclamation. Both are 5 mana instants that remove up to two artifacts/enchantments. While Sylvan Reclamation requires the more specific casting cost of instead of , the difference is negligible in a 2 color deck. Sylvan is otherwise completely superior since it exiles AND cycles for a basic land if you want. It's less than 50 cents so it's a great budget addition.

I'd personally simplify the mana base by getting rid of most of the ETB tapped lands. Arahbo is an aggressive commander, meaning that ideally you want to be hitting your land drops each turn in order to get the most of your mana base. My personal build only has two of these lands: Path of Ancestry for the scry, and Scattered Groves as a dual land that would often ETB tapped from my ramp spells like Cultivate anyways.

While it costs more than Soul's Majesty (and you lose out on the Cat flavor), Rishkar's Expertise is a superior card in my opinion. The free cast of any 5 CMC or lower card is huge in a deck like this, but more importantly is the fact that it isn't as vulnerable to targeted removal. If you target a single creature with Soul's Majesty, and an opponent Path to Exile's it, all of a sudden you just spent 5 mana on nothing. If your biggest creature gets eliminated after using Rishkar's Expertise, you still get to draw cards off of your second biggest creature.

Angelic Gift provides decent evasion and serves as a cantrip, but otherwise isn't repeatable or usable for multiple creatures like some of your other cards would be. Rogue's Passage is a simple land that allows any creature to attack unblocked, even getting past your opponent's fliers. If you are set on flying, Gryff's Boon is cheaper at only , but can be recurred from your graveyard. It's kinda like a higher CMC Rancor in that sense.

The rest of my suggestions would depend greatly on how you build this deck. I see that you've kept a majority of the cards from the precon in here. The issue here is that in order for the deck to be really effective, you should choose one of a few deck focuses:

  • Pump - Going tall with Arahbo
  • Voltron - Equipment focus with Nazahn
  • Tokens - Going wide with Mirri

There are other ways to build each of these commanders, but generally speaking these are the directions you'll see most players take them for tribal. Personally, I decreased the equipment focus in my own deck to focus on Arahbo's eminence ability, but it's ultimately your call on what direction you'd like to take your cat tribal.

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