Angel's Grace

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Time Spiral (TSP) Rare

Combos Browse all

Angel's Grace

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

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MMA

TSP

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Recent Decks

Angel's Grace Discussion

billium813 on [Grand Melee] I shall survive!

2 days ago

The whole deck is built around assembling Isochron Scepters to repeatedly control the board.

Orim's Chant is the crown jewel here. Since you can pay Kicker on cards cast with Isochron Scepter, this is Silence + Fog all in one! Any decks planning on winning with creature beats should be almost shutdown if I can get one of these down asap.

I figure I wont be the only one trying to "win the game" (I know at least 3 people making Battle of Wits decks...), so I decided to include the Gideon of the Trials emblem / Angel's Grace + Isochron Scepter to combat this.

My win conditions is looping Elixir of Immortalitys + Approach of the Second Sun or Felidar Sovereign.

Additionally, I went with Teferi, Hero of Dominaria and Venser, the Sojourner because the emblems are insane later in the game (Isochron Scepter does "cast").

Rurara_Rahura on Diplomatic Immunity

1 week ago

Switch these in from the sideboard:

2 Scour 2 Angel's Grace 2 Fog 2 Oblivion Ring 2 Echoing Calm

Replace these:One each of Ajani's Chosen, Blasting Station, Stuffy Doll, Pariah and Providence, as well as the three Spike Feeder and two Sunbond.

What you should try to do is use Scour on their lands as soon as you can, and try to get some creatures through to attack.

JohnnyBaggins on Card creation challenge

1 week ago

As for cards that already exist, Angel's Grace does the trick. A new card would probably be designed very similar.

Spazik008 on Jund Midrange

1 month ago

it does hit your own Bloodbraid Elf on the cascade trigger, which is a problem. But personally I like how many different archetypes it hits. That cascade tax also hits Living End and Restore Balance, for example. Even messes with the Greater Gargadon a little there with Balance. The tax obviously stops Storm, but it also hoses eggs, equipment combo, and any other random deck that "goes off". The tax is a pretty big hit to Ad Nauseam, they have to pay an extra for the Angel's Grace and then 2 extra for the Lightning Storm. That's an entire extra Lotus Bloom. The land neutering is obviously for Tron and Primetime, but even there it could have some additionally play against, say a Nykthos, Shrine to Nyx deck.

tl:dr I think a lot of people are evaluating this card wrong, it's not a silver bullet that's going to instantly kill Tron and Storm but it's a solid sideboard multi-tool that can come in against a ton of different decks. That's what I like about it.

Iraruel on PRIMER: Keith's blood ritual bonanza!

1 month ago

Oh another note worth bringing up is the inclusion of the secondary Blood Artist combo with Phyrexian Altar and Oathsworn Vampire, which most likely reduces the need for an additional combo with Teysa, Orzhov Scion as there are less dead cards. This can be seen with Oathsworn Vampire's interaction with cards such as Skullclamp and Diabolic Intent, as well as Phyrexian Altar doubling as another win condition after drawing your deck from Ad Nauseam and Angel's Grace by using creatures as rituals for Rolling Earthquake.

enpc on Ways to protect Lich?

1 month ago

Run Platinum Angel and Angel's Grace. Then who cares what happens to them.

Murpy on How come Mill isn't a ...

1 month ago

Because you see it wrong. I don't want to be rude but the reason is outlined by many people, not just the Professor. If you think about it in terms of probability you are just as likely to mill bad cards that make them have more good cards in their deck as vice versa. Next, we have the graveyard issue. If we look at the top modern metagame, you see decks that use their graveyard very actively and would benefit massively from a mill player. Decks like this include Hollow One, Dredge, Living End, Goryo's Vengeance, Lantern Control, Mardu Pyromancer, and Death's Shadow, and to a lesser extent BGx decks and Snapcaster Mage decks like UWx control. Most modern decks use their graveyard to their benefit, with many decks actively milling themselves to gain an advantage. Milling them, until it kills them, is effectively just drawing cards. There is no deck that actively benefits from having an empty graveyard. Contrary to this, almost every deck has a form of self-inflicted damage. Examples of this include fetchlands, shocklands, Dark Confidant, Dismember, Street Wraith, painlands, Eidolon of the Great Revel, Thoughtseize, Spoils of the Vault, and more. These cards all become more dangerous when faced against a burn deck, because you are not able to use those resources as effectively as you would be without the threat of being burned out. Burn is also much faster than mill, exacerbating the problem. Let's now take a look at a card you are keen on, Destroy the Evidence. At 4 mana in modern, you have Jace, the Mind Sculptor, you have Gifts Ungiven, you have Scapeshift, and Bloodbraid Elf. At 5 mana you have Through the Breach and Ad Nauseam. 4 mana is generally considered a cutoff in modern, where any cards 4 mana or above have to have a massive impact on the game in order to be playable. This is because modern is a turn-4 format, where aggro and combo decks aim to win on turn 4 and any deck that isn't able to win on turn 4 consistently NEEDS to be able to disrupt effectively. 5 Mana cards in modern are cards that instantly win you the game. Through the breach puts in a griselbrand or Emrakul to win. Ad Nauseam allows you to draw your entire deck in concert with Angel's Grace or Phyrexian Unlife. Destroy the evidence is so abysmally slow and unimpactful. You destroying a land on turn 5 will almost never rob an opponent of any valuable resources, since spells in modern are so cheap. Your opponents are all playing cards that instantly win the game in the same mana cost. The mind drinker may even be worse (although probably not). That card doesn't even start milling until turn 6 at the earliest, which is likely longer than the average modern game. Both those cards are going to rot in your hand for the game, and then move on to either doing nothing because your opponent has 5 lands or chump blocking a 6/7 Tarmogoyf since you milled so much of their deck for them. The Mindcrank combo you described is much more legitimate than the other cards, but this issue is that removal in modern is rampant and the combo can't be played at instant speed and costs a lot of mana, abeit over multiple turns. It is certainly a synergy to build around, but the cards aren't powerful enough on their own and also don't work particularly well in a mill shell anyway. Fraying sanity is also an interesting new addition to modern mill. The issue with the card is that it costs 3 mana and doesn't immediately start milling your opponent, meaning you are tapping out on turn 3 doing nothing and hoping you aren't dead and can try to kill your opponent next turn, which is a lot to ask of your deck and your opponent's. Nemesis of Reason is 6 mana, and there are currently zero cards costing 6 mana or more in modern that are played without some sort of massive mana ramp. None of the other protection listed is at all viable in mill. They give your opponent removal targets and they slow down an already glacially slow "combo" archetype. Decks in modern are so fast, your 3 mana creatures that block a single creature and gain a few life aren't going to cut it. Surgical extraction effects are massively overrated, because most decks do not have a single card that is needed for their deck to work. Playing against a combo deck that uses specific cards and then surgicalling their Valakut, the Molten Pinnacle is great, but what happens when you're up against a burn or humans deck, where the only thing you can surgical is one of a sea of redudant spells within their deck.

SynergyBuild on White Knights Unite

1 month ago

I don't think you understand modern as a format, unless you can overwhelm Kiki-Jiki, Mirror Breaker and his infinite swarm, Path to Exile is useful, same goes for a Wurmcoil Engine and it's babies, or if you ever want to cast a spell chosen by a Meddling Mage.

Sure, this deck may be able to beat a 2/1, but if you want to stop Dark Confidant from overwhelming you with card advantage, pack yourself a couple Path to Exiles before you get beat.

Decks in the metagame that Path to Exile is useful against:

5 Color Humans (Meddling Mage, Dark Confidant, Mantis Rider)

R/B Hollowed One (Everything, they want it recurred, now it is in exile)

Jund (Dark Confidant, Tarmogoyf)

Mono-Green Tron (Ulamog, ceaseless hunger, World Breaker, Wurmcoil Engine)

U/R Gift's Storm (Baral, Chief of Compliance, Goblin Electromancer)

Affinity (Whatever creature they alpha strike with)

Burn (Eidolon of the Great Revel, Grim Lavamancer)

Grixis Death's Shadow (Death's Shadow, Gurmag Angler, Tasigur, the Golden Fang)

Eldrazi Tron (Matter Reshaper, Thought-Knot Seer, Reality Smasher, Endbringer, Wurmcoil Engine, Ulamog, the Ceaseless Hunger)

Bogles (Dryad Arbor, Kor Spiritdancer)

U/W Control (Wall of Omens)

Land Destruction G/R (Courser of Kruphix, Tireless Tracker, Pia and Kiran Nalaar, Inferno Titan)

Jeskai Control (Spell Queller, Pia and Kiran Nalaar)

Mardu Pyromancer (Young Pyromancer, Bedlam Reveler)

Scapeshift (Primeval Titan)

Ad Nauseam (Laboratory Maniac, they lose they next turn off of an Angel's Grace)

Counters Company (Devoted Druid, Vizier of Remedies, Kitchen Finks)

Grishoalbrand (Griselbrand, Borborygmos Enraged, Worldspine Wurm)

Amulet Combo (Azusa, Lost but Seeking, Courser of Kruphix, Primeval Titan)

Living End (Archfiend of Ifnir mostly, but any of their creatures should help slow down their explosion of creatures)

Infect (Self Explanatory, any of their creatures and they are doomed)

Ironworks Combo (Kill their Scrap Trawler, and they lose)

Welp, that about wraps up my reasons why path is so dang good, but I guess I'll share some more:

It isn't rare to have Path to Exile be named the best removal in modern, next to Lightning Bolt and Fatal Push as it's contenders, it exiles, unlike either, and is unrestricted removal, some decks splash white just to play it, and you don't play it when it is your only color it looks stupid to say "Oh, I'll trample over all of the creatures it could hit", when your creatures are smaller than many (even after buffs and accounting for double strike) and they wouldn't block the others.

Creatures aren't removal (until they are, like Nekrataal), and Path to Exile is, please don't think removal is only for blockers or attackers.

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