|Commander / EDH||Legal|
Printings View all
Combos Browse all
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.
Price & Acquistion Set Price Alerts
Angel's Grace Discussion
1 week ago
Thanks MrSilk, I'm glad someone is having as good a time as I do with this deck.
Your alterations are all great. The main reason my version is composed this way is mostly due to the time that I chose to build it. Then, Beseech the Queen was a little difficult to get my hands on because it hadn't yet been reprinted. On top of that, the only reason I'm not running Fiend Hunter + Reveillark is because they didn't exist until several months later.
I originally had three Scour in the deck but I moved them to the sideboard and eventually they fell out of rotation. Since I picked up the Snow-covered basic lands though, I may sneak it back in. Basically, the deck plays a very hard game and I was getting a lot of guff for gutting people's decks.
I'm sure the reason people are not as threatened by Ajani's Chosen + Enchanted Evening is because they've forgotten the horror that is the Shadowmoore block, lol.
Pariah + Stuffy Doll
is meant as a back-up. I can only think of one game I've played that it was absolutely necessary, wherein a player removed all my Enchanted Evenings from the game. So Stuffy Doll threatened a draw until I could find three Oblivion Ring to manually kill them. My Stuffy Doll plays are often on turn 5 when I don't have Enchanted Evening.~
In regard to your questions:1, There are exactly 33% lands in the deck. This is for my comfort mostly, but if you're using the deck in an online game then that may be the issue. Most shuffling algorithms will shuffle far better than we might by hand so the land-to-non-land ratio can get sidelined. I can't guarantee that this will fix it, but you can try to pair down the following cards to three copies each: Stuffy Doll, Echoing Calm, Oblivion Ring, Pariah. If your composition is still similar to my version then that would give you about 40% lands, which I consider to be "flooded" lol.
If you're not using it online then the above suggestion could still work, but I would just spend some extra time shuffling between games.
2, The best opening hand in my opinion is:Angel's Grace (or Providence), Blasting Station, Pariah, Ajani's Chosen, two Plains and a Swamp. With this composition you have an equal probability (7% + 0.2% per card drawn) to draw into either Stuffy Doll or Enchanted Evening.
During the game you only have two options every turn. Either A, Continue with your own plan and get closer to finishing the combo you want; or B, Disrupt your opponent's plan by removing one of their important permanents. If you are doing either of these things then you're on the right track, but don't get discouraged if you have to keep spending your turns on dealing with your opponent because the more turns you spend the higher probability that your winning draw is on the next turn.
On turn 5, if you don't have a complete combo (given the opening hand in this example) then you should have just under 20% probability to draw what you need and anything you draw that isn't part of the combo can be used to control the field, save your lifepoints, or tutor for the missing piece.
Beyond turn 5 your focus should be on disrupting your opponent. So hold on to Angel's Grace as long as possible and concentrate on removing threats. Do not hesitate to throw Pariah on one of your opponent's creatures if you're in the shit. That one enchantment has saved me more times than any other card in the deck!
In the future I'm going to improve this build with a set of Inquisition of Kozilek for sharper removal. So use those if you have a few copies and your first three turns should be very comfortable.
2 weeks ago
Jon, while yes you will go below 0 life, Angel's Grace says that you cannot lose the game this turn, allowing you to do whatever in order to win the game. However yes, if you don't win on that turn, you will just lose the game.
2 weeks ago
Are you sure about the interaction between Angel's Grace and Ad Nauseam? The latter does not deal damage so I think you will still be on zero life (or less) if you draw more than 20 CMC worth of cards.
2 weeks ago
Yes, Providence does set your life total, but I held on with Angel's Grace. So I brought my life total up to 26 twice; once at the beginning of the game and once via playing the spell with 1 lifepoint remaining.
I don't like Path to Exile because it gives my opponent a land. Declaration in Stone can remove copies and in the event that my opponent gets to investigate they would have to spend mana to use their clues instead of casting spells.
Diabolic Tutor is there to grab one combo piece. In the majority of my games I can easily draw into two pieces if I don't start with them. The lands are split down the middle so I don't have to worry about not having black when I actually need it, and I can trade in my black sideboard cards without adjusting.
Isolated Chapel is a great substitution for Caves of Koilos. Lately I've been thinking of just adding two more Snow-Covered lands to replace them though. With a 50/50 land distribution playing a land that enters the battlefield tapped can be a big detriment when I'm hoping to end the game on turn 5.
2 weeks ago
Rurara_Rahura Thanks for the explanation!
So I was just reading up on your competition notes:
"I held on in the third hand by having Providence in my opening hand and casting it on turn 7 after Angel's Grace saved me a turn. The Elves were fast and fierce but couldn't attack hard enough to overcome 52 lifepoints."
How did you get the 52 life points? Like I understand 26+26=52 (if you play two), but Providence makes your health 26 no matter what right?
Also, why 2x Declaration in Stone? Any particular reason? Why not Path to Exile when it's an instant and is only one mana. This deck is godlike.. The only apprehension I have with it is the mana demand of your primary cards and the possible need for more tutor or a cheaper tutor than Diabolic Tutor.
I know you're pretty much set on the deck and it's clearly kicking butt, I'm just picking your brain a little bit.. I'm more of a min-max deck builder guy. :-p
3 weeks ago
You would have to leave mana open to play Angel's Grace on your upkeep, but yes it could make it so you don't lose to Glorious End. Gideon of the Trials has more redundancy as there is no way to deal with the emblem. That said, Gideon of the Trials is a great card that has some other interesting interactions in the deck, for example pacifying an opposing creature and providing additional beatdown. Glorious End is just one of those really fun cards even if it isn't the most competitive card out there. I also feel Gideon can only work as a one or maybe two of in the sideboard, you want to have some hate cards in your sideboard and Gideon can certainly do that but that isn't his primary focus, he is more protection from combo, and a solid planeswalker. If you were to put both in the sideboard then you would be losing valuable slots to hate on other matchups.
3 weeks ago
3 weeks ago
Interesting deck choices. What made you decide on Dispel over Silence and Swan Song? Also, what do you use Angel's Grace for? Is it to buy you a turn against creature decks, or is it to beat a damage combo like Scapeshift or Ad Nauseum? I'd also like to recommend Ghirapur AEther Grid, which can act as another win con while also acting as repeatable creature removal that can utilize your artifacts under Stony Silence. I've had a lot of success with it.