Angel's Grace

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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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Angel's Grace Discussion

PlutoniumWedding on How exactly does Hapatra work ...

4 weeks ago

I'll give it a shot, based on my best interpretation of the rules. Please bear in mind that I'm no judge.

The relevant rule here appears to be this:


704.3. Whenever a player would get priority (see rule 116, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.


Let's assume you have Hapatra, Vizier of Poisons, Blowfly Infestation and two Snake tokens. Then some other creature with a -1/-1 counter on it dies. Here's what happens:

Blowfly Infestation triggers. It goes on the stack and you pick one of your snakes (Snake 1) as the target.

Blowfly Infestation's ability resolves, putting a -1/-1 counter on Snake 1.

The game checks for state-based actions. Snake 1 dies (RIP). We also want to put Hapatra's trigger on the stack, but crucially, we can't do so until we're done with checking for SBAs. Since a state-based action was carried out during the first cycle of checks, we need to do so again.

On the second round of SBA checks, we find that a creature with a -1/-1 counter on it (poor Snake 1) has died, so we make a mental note that we want to put Blowfly Infestation's ability on the stack as well.

No state-based actions were carried out during the last check, so we're done with those. We now have both Hapatra's and Blowfly Infestation's abilities to put on the stack. Since you control both, you get to choose the order in which they do. Since you want to go infinite, you choose to put Hapatra's ability on top so that it resolves first, and choose your sole remaining snake (Snake 2) as the target for Blowfly Infestation's ability.

Hapatra's ability resolves. You now have one fresh snake (Snake 3) and one old snake (Snake 2) with a Blowfly Infestation trigger aimed at it.

The process is repeated, killing Snake 2, targeting Snake 3 and creating Snake 4. Infinite loop established.


To end the loop, either target a creature that won't die (e.g. Hapatra), get rid of one of your enablers or win the game (say with Zulaport Cutthroat).

You can also choose to reverse the resolution order for the triggered abilities. This allows you to end the loop even if Hapatra is wearing Lightning Greaves and your opponents have no creatures by creating a situation where you have no legal targets for Blowfly Infestation. You end up with fewer snakes than you started with, though, so it's a lot of trickery for little payoff in that case. Might be useful to prevent a draw if your opponent responded with Angel's Grace or something.


TL;DR: I think you can go infinite because you don't put abilities on the stack until after you are done resolving all state-based actions, so you can create the next snake before killing all the ones you have.

Please correct me if I'm wrong!

Spirits on Kaalia, Mirror Breaker EDH

1 month ago

Hi UR2L8,

Yes life is a premium, paying life to go fast. Will see how Toxic Deluge goes or if it can't be cast when needed.

Children of Korlis was fabulous in my Alesha, Who Smiles at Death because I could recur him, much life Selfless Spirit. Lately I've been thinking I need Selfless Spirit and Hatred in here as well.

Wheel of Fortune/Reforge the Soul/Dragon Mage/Wheel of Fate/Chandra Ablaze/Magus of the Wheel are all viable. I play more Orzhov () and splash the Mardu , so usually I won't be pulling too many read lands with fetches. Also, with a Liliana's Caress type build or a Surveil/Dredge and true Reanimator Living Death/Living End type builds it would be very powerful.

In my build, I always feel like once I get Kaalia of the Vast stabilized where I can start dropping the A/D/D from my hand, when I would Dragon Mage to recharge, it would just give my opponents a solution to whatever, Iona, Shield of Emeria or Avacyn, Angel of Hope or Etc., instead of trying to slow the board state down. I just feel this is better suited to a Nekusar, the Mindrazer or Yidris, Maelstrom Wielder or The Locust God, Etc. type Commander.

Probably could make it effective in a true reanimator with Sire Of Insanity and Liliana's Caress (type effects, draw/discard) though.

I'm unsure about Mausoleum Secrets (Situational/Late game), similar feelings towards Gamble (-1 card advantage and randomness) and Beseech the Queen (Situational/Late game). I think Mausoleum Secrets would be good with Selfless Spirit and Children of Korlis in the deck though. Hmm. I will play test it a bit, see how effective it is.

Batwing Brume is okay, I'm not sure it makes the cut, not really synergistic. Holy Day is still there too, and Angel's Grace can combo easily with a few different spells, so both feel better.

Angelic Arbiter isn't great against some decks like, Izzet () or Grixis (+) but against commanders like Xenagos, God of Revels or any Haste Commander builds actually, or Blightsteel Colossus. Since we get attacked quite a bit too, it also helps mitigate lots of that damage. Like do you want to cast Cultivate or attack with those 3/3's or whatever, do you want to swing your infect and cast nothing this turn? He's been good, won't replace him anytime soon.

hkhssweiss on Tenebu's Gravedigging Tendencies | Primer

1 month ago

Matrixxx999

All those suggestions for cuts are great to consider! I appreciate it greatly!

Thanks for the feedback and I will add in changes once I get the foils xD

Matrixxx999 on Tenebu's Gravedigging Tendencies | Primer

1 month ago

I will try to give suggestions on cutting cards from your deck, oh man it won't be easy:

  • About Apprentice Necromancer - Faerie Macabre (and other powerful GY hate spells) is a nasty thing, without a doubt, for a deck which uses graveyard for all those engines, chains and piles. But if you play reanimator deck in GY hate heavy meta, then you should be ready for things like that, and play around it. The resolution of Apprentice Necromancer ability can be disrupted (like almost any other spell/ability), but when it will resolve, you will be glad that you have him in the deck. So, what to cut? I would easily cut Reclamation Sage for Apprentice, cuz I think that Sage is really slow as an answer in fast combo decks and hurts more when you fetch it with Ad Nauseam. Another option, and maybe it will surprise you, but I would consider cutting Birthing Pod. I think its pretty slow and situational. And I don't see any chains with it, that can untap it for repeatable activations, or maybe I just don't see it. In case you don't want to lose the sac outlet, consider using Blasting Station instead, it fulfils the same role, and if you crack Hulk with it and go for your Renegade Rallier + Saffi Eriksdotter line, you will win on the spot.

  • Hope of Ghirapur/Blood Pet - candidates for cut: I agree with you about Krosan Grip, I would definitely cut it, but maybe you should leave this cut for Assassin's Trophy? Autumn's Veil is another card that I would cut for Hope or BPet.

  • Mana Vault - cutting lands is a painful process. To determine whether it is worth it or not is possible only in the process of many tests, so go ahead and try.

  • Culling the Weak - how about to cut Angel's Grace? Just try to remember how often you had to cast this spell? Whether it was always helpful sitting in your hand, and how often you used a tutor to fetch it?

Well, I ran out of ideas. Hope all this will help to make some decisions.

BMHKain on Soldier of Fortune, Boros' Final Stand

1 month ago

Alright. 33 Lands, though out of those remaning applicants for cuts, Here's what I decided for now:

Chromatic Lantern: Cut even though some decks run it pretty well; even if it's just Color Identity for even Fetches.

Defense Grid: TBH, I'm unsure if this is necessary or not. Then again, Locking one out of play w/ even that might actually work. Keep for now...

Portcullis: Based on what I'm reading, it's basically an inferior Ward of Bones but for Creatures; & only two are allowed at a time. Just playing 2 creatures before your opponent can react seems epic; an early Akiri if must...

Scroll Rack: Being able to use a new hand is nice sometimes. Keep until a consensus is needed...

Staff of Domination: KEEP. This card just only recently got unbanned, & having multiple modes is awesome; even untapping this is a good thing.

Neheb, the Eternal: I wonder how much I can get from him after a 21 to the face from Akiri. Problem? You stated this was made more for Aurelia, the Warleader, so, this might be a skip in this case...

Sanctum Prelate: How useful is she? She seems really good for locking down whole mana costs. She might be worth keeping unless you have any downsides, hkhssweiss

Angel's Grace: W/O Sunforger, this card is crap. Cutting the salt this angel can make...

I dun suppose you have any opinion on why any of these are also worth cutting? Maybe I might have reason to do just that for the ones worth keeping for now...

Thanks BTW.

hkhssweiss on Soldier of Fortune, Boros' Final Stand

1 month ago

BMHKain

Neheb, the Eternal is for the infinite combats Aurelia, the Warleader in conjunction with Aggravated Assault. After you deal 6 damage due to Aurelia's double combat phase, you can go into infinite combats and infinite red mana.

Read Ward of Bones, you are denying them of resources. For , that is easily accessible in colorless mana or burst rituals, a T1 or T2 Ward of Bones stops people cold.

Possible cards that can be cut:

Cards that needs to be cut:

For land base, you should keep it to 32 or 33. All 7 fetches, Dual Land, Shockland, Command Tower, Reflecting Pool, Mana Confluence, City of Brass, Exotic Orchard, Battlefield Forge, Cavern of Souls, Rugged Prairie, Ancient Tomb, Gemstone Caverns, Clifftop Retreat, Strip Mine, Buried Ruin, Command Beacon, Flagstones of Trokair. Emeria can be cut.

IAmTheWraith on Multifarious Infinite Combos

1 month ago

DangoDaikazoku: On things that can disrupt the Necrotic Ooze+Phyrexian Devourer+Walking Ballista/Triskelion, as far as I know the only thing that can disrupt this combo would be any of the 9 Split-Second cards that do one of these things:

  1. Kill or Steal Necrotic Ooze

  2. Get rid of Phyrexian Devourer

  3. Angel's Grace

  4. Bouncing Necrotic Ooze to your hand

  5. Turn Necrotic Ooze into a doughnut with Sudden Spoiling, Trickbind.

But other than that you should be good unless I missed something. In response to anything else you can just keep activating the ability and holding priority until the table is dead.

Or, you can just let that Stifle resolve and keep going.

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