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.

Angel's Grace Discussion

SynergyBuild on [Primer] - Ad Nauseam Combo [[Procellam Legit]]

1 day ago

Oloro_Magic Actually I have found Pheonix to be an amazing matchup. They often can't beat you when you Angel's Grace or Phyrexian Unlife , the advantage of either is insane against them.

I haven't been down a game against them, despite having like 6 matches with Phoenix.

Oloro_Magic on [Primer] - Ad Nauseam Combo [[Procellam Legit]]

2 days ago

hellhole3927:

Thanks for the comment and suggestions. So, while all the cards you name are good cards, they are not right for this deck, and really I think you give me a good chance to highlight the difference between a good sideboard card in general, and a good sideboard card in Ad Nauseam specifically. Mindbreak Trap I will agree is a great card for storm, however it is very surplus to requirements in this deck. I feel people have this misconception about storm as being this turn 3 combo deck when that really isn't the case, ideally storm will be going off on turn 5 or 6 if they can get there, by this time they should have crafted a bulletproof hand, to go off turn 3 is a high risk play unless they have it and you aren't going to beat storm when it has it anyway to be honest, we are very effective at forcing them to try, likely when they aren't 100% comfortable; going earlier increases the chance of fizzling dramatically. Additionally, storm is already a good matchup, I would say that its probably about 70-30 for us, meaning that to hedge for storm is generally incorrect (though it must be said storm is one of those decks where the best storm pilots are always going to be difficult to beat). The main reason for this line of thinking is Angel's Grace and to a lesser degree Phyrexian Unlife ; essentially the storm player needs to be able to set up a turn where they can both Grapeshot and Empty the Warrens to realistically expect to win and fight through our ability to stay alive. In other words, while a good card, considering the matchup is a good one it is largely unnecessary (though probably a consideration if your meta is all storm).

To this end, the other card you suggest Ravenous Trap suffers from the same problem. It is a great card, however the matchups it is best against, Dredge and Phoenix, are both favorable (I personally have a winning record against Phoenix however it still hasn't been around long enough for me to make a formal decision on how good the matchup is for us) already. This is a case scenario where, although the card is great, there is no real reason to play it in the deck as it attacks decks that we should beat anyway. In other words, to play the card is to use a slot for a good matchup, something that I can't get behind unless the card has implications for bad to even matchups (say if Jund Vengevine were a bit more popular and playing more discard effects). All in all, like Mindbreak Trap it's a great card but not needed here as it doesn't attack mathcups we really need to fear.

As for Solemnity , every once in a while you actually do see an Ad Nauseam player running it whether in the side or even the main, exploiting the lack of enchantment removal currently seeing play, the only real cards seeing some play being Nature's Claim and Assassin's Trophy .It isn't awful, but... it's just too gimicky for my tastes. The big question with it is, what do you cut? What card in the deck is significantly worse than Solemnity and in what matchup will you ever actually get it down where it matters: Storm, 8-whack, zoo, humans, infect, affinity, and spirits are all too fast; then that leaves the relevant matchups of Phoenix, Dredge, Hollow One, and Merfolk really. All of which, bar Hollow One game one, are already good matchups and, building on that, Dredge and Hollow One, where it is perhaps most useful, have hate for it, Dredge always siding in some number of Nature's Claim against us, and Hollow One sometimes dipping into green for Assassin's Trophy . To me the combo there doesn't play enough and quite frankly feels like a bit of a wasted slot. So while fun, and don't get me wrong it would be really fun to get someone with it, I don't think that it is the best thing you can be doing, I would rather have that slot be something better against a bad matchup, or something more flexible that doesn't require me to draw exactly those two cards.

Thank you for the comments, I'll definitely add Solemnity to my Sideboard Options List for people's reference, though I don't see myself playing it. I hope I have explained myself adequately.

LordNahkiin on Modern - Pact Syns

3 days ago

SynergyBuild Well I have no idea how u found this deck since I’ve never posted it, but Hello anyways lol

The whole point of the deck was to have a Modern Force of Will , in the form of Pact of Negation with effects that prevent the Game-Loss. While I could easily see Glorious End and Chance for Glory working, it wasn’t a focus for the deck, and there aren’t many creatures to swing with. Still, Jeskai could definitely work.

Angel's Grace was something I’ve considered but never tried since it’s a single use without Isochron Scepter or similar. Phyrexian Unlife will not work in this build however, since it prevents Life-Loss rather than Game-Loss.

Thx for having a look at the deck, hope I could inspire in some way :D

SynergyBuild on [Combo Help] Boros Glory TURNS!

3 days ago

The following is a package of cards.

4x Gideon of the Trials

4x Angel's Grace

4x Chance for Glory

4x Glorious End

None of these cards are great in modern, yet together they put eight, instant speed, slightly more expensive Time Walk s into your deck. Can this be built around?

Whether the rest of the deck abuses this, perhaps using Ad Nauseam , making for a Mardu Ad-Naus list, using Extra turns as ramp, or if the deck plays controlling, with Pact of Negation s, Slaughter Pact s, etc.

Maybe if it ran the pacts, cards like Sundial of the Infinite would be useful, or if it uses Ad-Naus, Angel's Grace would work.

The ideas are endless, yet there seems to be some possibility of a powerhouse.


The first idea I had used a boros-aggro list as the base, using Glorious End and Chance for Glory turns to keep swinging in. It ran Goblin Rabblemaster and Legion Warboss and I even tried Mentor of the Meek to trigger on those goblins entering, so that hopefully I'd draw enough to hit more turns, and more creatures. The deck was... not great? It felt like a clunky aggro deck even when Goldfishing, and against any removal or discard, it fell apart pretty fast.

I haven't tested the Ad-Naus list, yet feel it might be the best option available. Unsure to be fair however, and so I want to ask for advice on this topic before I test further with the list.

SynergyBuild on Modern - Pact Syns

3 days ago

Do you think a red splash is possible? Glorious End and Chance for Glory want a spot... as does Phyrexian Unlife and maybe an Angel's Grace or 4 xD

Icbrgr on Using the Exile Zone as ...

1 week ago

While going through my collection I came across the quirky/niche card Misthollow Griffin ; and wondered "What could be done with this guy?"

A few other "cast from exile" creatures I know about from the hip that have been printed more recently than Misthollow Griffin are Squee, the Immortal and Eternal Scourge . The 3/3 Flyer and the 3/3 and 2/1 bodies dont exactly seem like impressive win conditions on their own but with the power of recursion and late game value with tools like Moorland Haunt ; in the right shell could these creatures be put into a deck that was more than just a theme/gimmick brew?

My thoughts about it... Show

What kind of shell/colors would you use and what do you think some other good cards to hold the deck together could be?

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Angel's Grace occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.01%