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|Modern Masters (MMA)||Rare|
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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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Angel's Grace Discussion
22 hours ago
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.
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!
1 month ago
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.
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.
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.
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.
1 month ago
All those suggestions for cuts are great to consider! I appreciate it greatly!
- I will implement the swap from Reclamation Sage to Apprentice Necromancer to try it out again, you are right that he has been a bit too slow for high paced games anymore as I do tend to rely on Nature's Claim nowadays or even Krosan Grip/Abrupt Decay.
- I can agree on testing out Hope of ghiraphur in replacement for Autumn's Veil as well as Culling the Weak for Angel's Grace. I haven't been able to use the Angel's Grace fully as always I just go straight for the Ad Nauseam.
- I will however keep Birthing Pod there is no way to abuse the infinite and untap itself, but it does threaten a win on the spot, there are a couple ways and it all flows within the deck. Mainly it is the win condition with my commander as well as any 3 cmc goes to Academy Rector, 2 cmc goes to Saffi/Renegade line, 1 cmc goes to Grand Abolisher, 0 cmc goes to sac outlet. It does hurt the curve being at 4cmc but it's worth it to win.
Thanks for the feedback and I will add in changes once I get the foils xD
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.
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.
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...
1 month ago
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:
- Chromatic Lantern
- Defense Grid
- Scroll Rack
- Staff of Domination
- Neheb, the Eternal
- Sanctum Prelate
- Angel's Grace
Cards that needs to be cut:
- Elixir of Immortality
- Icy Manipulator
- Rings of Brighthearth
- Strionic Resonator
- Vedalken Orrery
- Aegis of the Gods
- Feldon of the Third Path
- Gorilla Shaman
- Crush Contraband
- Dawn Charm
- Ashes of the Abhorrent
- Austere Command
- Cathartic Reunion
- Faithless Looting
- Tormenting Voice
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.
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:
Kill or Steal Necrotic Ooze
Get rid of Phyrexian Devourer
Bouncing Necrotic Ooze to your hand
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.