Angel's Grace

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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Trade

Have (3) Forkbeard , Azdranax , CompleteWaste
Want (2) JazzCrimes , drevolution

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

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Highlander Legal
Leviathan Legal
1v1 Commander Legal
Canadian Highlander Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Noble Legal
Magic Duels Legal
Commander / EDH Legal
Duel Commander Legal
Vintage Legal
Casual Legal
Tiny Leaders Legal
2019-10-04 Legal

Angel's Grace occurrence in decks from the last year

Latest Decks as Commander

Angel's Grace Discussion

SimicVisionRy on Card creation challenge

2 days ago

Last Ditch Effort

Instant

Split Second

Cast ~ only during the declare blockers step or damage calculation step.

~ can't be countered by spells or abilities.

if no mana was spent to cast ~, you lose the game.

Creatures you control gain Indestructible until the end of the turn. Your life total can't change this turn.


Sort of like an Angel's Grace like effect, with the extra caviat of not being able to be copied. Basically, you are not going to have this bad boi get countered period. Venser, Shaper Savant or the classic Counterspell

Neotrup on "In response to that spell …

5 days ago

An opponent wouldn't be able to do anything about Angel's Grace, but they would still be able to respond to the first spell one Angel's Grace resolves, such as by casting Counterspell targeting the Command the Dreadhorde or casting Ravenous Trap to make it less effective.

goldlion on "In response to that spell …

5 days ago

Recently we played a game where a interesting situation on the stack came up that raised an important question for me.

I can't remember the first spell I cast, but I held the priority and cast Angel's Grace. For the sake of conversation, let's pretend the first spell was Command the Dreadhorde (because that's part of the reason I have Angel's Grace in the deck). An opponent said, "when Angel's Grace resolves, I cast this".

Someone else asked a question about this and split second, but I thought we need something to respond to, and spells resolving didn't count.

In short, can players respond to the resolution of a spells on the stack? Or does the spells resolution have to cause triggers or effects for people to have something to respond to?

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

1 week ago

SynergyBuild:

I do own a Flusterstorm but I wouldn't say it's much of a concern right now that I want to play it. Frankly not enough decks are playing Flusterstorm right now for me to actively want to prepare for it specifically. That said, I have noticed that it is rising in popularity in some of these UR and UB control decks looking for more options, and it has never really left the consideration of storm players, but as per mtgtop8 Flusterstorm in the past 2 months has seen play in 2.7% of sideboards at an average of 1.1 per deck, making it the 84th most popular sideboard card in the modern format. As for mtggoldfish, unfortunately they only list the top 50 in which Flusterstorm does not appear. Now I will grant you that meta-data is not particularly accurate right now, however from my own matches in the past couple weeks I haven't seen Flusterstorm appearing at an alarming rate and as such I haven't felt the need to address it.

Veil of Summer is our best answer to Flusterstorm but even then, Flusterstorm is really only very good against the deck in a counter war meaning our opponent is at an onus to have more than one counter. If Flusterstorm is their only counter then on the combo turn it is effectively a Mana Leak against Angel's Grace and Ad Nauseam. This doesn't mean it's necessarily correct to use it as a Mana Leak, perhaps they hold it to have 4 copies against Lightning Storm but if I have reason to believe they are holding Flusterstorm I will be sure to have mana available to cast Veil of Summer.

In many ways then it is a matter of awareness on our part playing against an opponent we believe to be playing Flusterstorm, or an opponent we have reason to believe could be playing it. Generally the matchups where it comes into play, bar the storm matchup, tend to go longer, meaning we will have more mana to respond to it early and potentially render it useless dependent on the amount of counters our opponent has to raise the storm count. I agree that if we aren't prepared for it it can be very good against us, but the meta share just isn't there right now for me to take decisive action. If the trend continues though and more people begin picking it up, especially if it begins to show up a bit more in UW, Bant, or UGx Rec, where thus far it hasn't really become a staple with those decks either not playing it or playing their own Veil of Summer, then I would be interested in perhaps playing an extra card in the board, in the form of my own Flusterstorm, to combat this, but Veil of Summer is more than enough to deal with it with the current numbers I have been seeing.

Have you had a different experience as of late? With metadata in a weird state of flux right now it would be nice to have a bit more firsthand knowledge on the topic as I seek to evaluate an increased volume of play for a problem card like Flusterstorm, but as for me it hasn't posed a huge problem as of yet with it not appearing commonly in what I consider the best control decks in modern.

Thank you for the comment, it's always appreciated.

Vale,

Oloro

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

1 week ago

mikeb388:

Thanks for the comment, about 6 months ago the answer to that question was generally yes, now, while it will put me at a severe disadvantage, it does not remove my ability to win thanks to Thassa's Oracle, specifically the game wining combination of Thassa's Oracle, Spoils of the Vault, and either Phyrexian Unlife or Angel's Grace. There is also the outside possibility I can win using Simian Spirit Guide to beat you down. In fact, while effects like Necromentia are very good against Ad Nauseam, there are some nuances to playing it correctly.

Necromentia and similar effects such as Lost Legacy or Unmoored Ego have the drawback of being 3 mana, this effectively means that you have to be smart about your name, keeping in mind whether you are on the play or the draw. For example, if I have opened the game by playing a Pentad Prism on turn 2, I may not be so inclined to name Ad Nauseam on turn 3 if I am on the play, the reason for this being that the more immediate win is the Thassa's Oracle method outlined above. The name in the face of that combo will depend some on circumstance, but generally Angel's Grace or Thassa's Oracle would be the correct choice. On the draw I'm almost always naming Ad Nauseam with something like Necromentia as in order to cast Necromentia one has had to have passed the earliest window for the Thassa's Oracle kill.

I would argue however that Thoughtseize + Surgical Extraction is a generally more powerful and efficient means of combating me as it can be done on turn 1, but Necromentia and its ilk are very effective. One other thing to note is that sometimes lines will present themselves that may seem awkward, let's do a thought experiment and say you are on the play, I pass turn 3 with a Lotus Bloom coming down next turn meaning, in essence, you have to assume that I can win next turn. You go to turn 4 and draw a Necromentia; you play a land and have 4 mana available. In hand you also have a Thoughtseize. The tempting play here would be to fire off the Necromentia and name Ad Nauseam, likely preventing me from winning next turn and buying you, in all likelihood, a lot of time to just land a threat and beat me. However, the correct sequence here would be to Thoughtseize first and look at my hand. For sake of argument we will say that my hand is Angel's Grace, Ad Nauseam, a land, and Lightning Storm. Again the tempting play may be now to take the Ad Nauseam or the Angel's Grace, but the correct answer is to take Lightning Storm, especially considering your hypothetical hand. With Lightning Storm gone, the only card left in my deck that actually wins the game is Thassa's Oracle, meaning you can then Necromentia that away and win on the spot. This could seem like an obvious line to you but I have had people miss it in the past and feel its best to have this articulated on this page.

In short then, yes and no, you don't technically win the game by naming Ad Nauseam with Necromentia, but fundamentally the game is probably over unless I find the auxiliary combo fast enough. Thanks again for the comment I hope my response was adequate.

DeinoStinkus on Quest for weirdness

2 weeks ago

Angel's Grace?

Use Godsire in a deck and break it even more.

SynergyBuild on Spellchaser Revisited

3 weeks ago

I mean, sort of, you forgot a ton of the rules, and randomly tossed in pet cards. 75 cards, not 70 as you stated, interrupts aren't cards anymore, I actually briefly mentioned AEther Snap separately, and you assumed that Chaplain's Blessing is useful, despite 0 lifegain synergies existing that I know of, outside of False Cure, which would theoretically be used with Beacon of Immortality, additionally Angel's Grace/Ad Nauseam will likely be a popular build, and so will Scapeshift lists.

I honestly don't think you meant to put Rakdos Charm as relevant, I mean, it hits graveyards, but Scavenger Grounds does it, is useful in other situations, and is colorless, and gives mana, and every deck can use it. Overrun wouldn't be competitive if we even did have creatures and Fog seems like you are completely kidding. There are no non token creatures, only bad token producers outside of lands and a few possibly useable builds as side wincons. Anger of the Gods is again, not a relevant card really either.

Similarly, Swords, Push and Path (Especially Path) are really bad cards in this format, where there are only tokens. Effects that are more versatile specifically and can hit lands, as each deck is effectively required to be based on those has to run them, and few decks really even use manlands, as they slow the list, and land destruction does it better.

Remember that Swan Song also will often be a worse Flusterstorm that just gets hit by Mental Misstep (This is a Misstep format, so the entirety of the format is based around it) and Veil of Summer. Due to Life from the Loam being the only real engine aside from flashback based cards, and the fact that ever single spell hits the yard upon resolution rather than the battlefield, and most people will see the graveyard as a resource outside of Loam too. The best abusers are Treasure Cruise, Dig Through Time, and Cling to Dust, which cleans up loams and acts as a draw engine for cheap black discard decks based on Thoughtseize, Inquisition of Kozilek, etc. Then there is Mystic Sanctuary, which adds so much flame to the fire, as it layers with both Scapeshift and Life from the Loam builds.

That backbone, along with some control tech for the format (Force of Will, Force of Negation, Miscast, Echoing Truth, Cryptic Command, Archmage's Charm, etc.) made the Simic Land Control build you claim I made, and called "loam". I turned it for the meta game's adjustment to it after building the rest of the possibly abuseable archetypes.

One of these tests included tons of Ad Nauseam Storm builds, but it flopped with the Mental Missteps in the format. They can take the loss of some rituals going, or even trade them for their own missteps occasionally, but the fact that every half decent list ran 4 free counterspells just meant that wheel-based builds flopped too.

In fact the format is so aggressively focused on lands being engines, loam, Scapeshift, and the other land builds that the only reasonable combos, which were depths, that got crushed by Archmage's Charm and Cryptic Command in the Control builds, and most other lists packed enough Field of Ruins or Ghost Quarters to still be just fine.

Look, you didn't really read up on GoblinElectromancer's format, you misread what shadow63 said, as he never implicated that he solved the format, just said, quote: "So burn or mill or tokens?" And nothing else on it, and you seemingly tossed a ton of janky filler cards as your choices for powerhouse cards, using the same terminology I used to describe a completely separate group of cards, and then miscredited me on multiple points claiming random things I think everyone immediately knew as "breakthroughs."

Despite the 10+ hours straight I spent since the banlist of the format's release designing and using multiple geometric calculators (had to make one on my own for Loam calculations and 75 card opener testers), attempting to check which build had the most room to improve and grow, I landed on Simic/Bant Lands Control, and solved the format's boogeyman. Yes you still somehow claim the only two decks are yours and mine, despite me proposing over 8 decks and in this bringing up another I didn't feel the need to previously. There are many more than 2 decks, one of which being a worse version of a good deck.


P.S. for all people that want to try the format.

Don't assume the format is solved for good, just that a singular deck seems to be absolutely busted and will beat everything else we have come up with. Intuition depths is my current brainchild, working to take Dark Depths, Life from the Loam, and Thespian Stage, in a Sultai build optimized to cheaply interact while having a list almost entirely based on card advantage and disruption, a more tempo based build rather than just wincons and control like Simic/Bant.

If the shell just gets added to Simic/Bant, I won't be surprised. Surgical Extraction is currently the best anti-loam card I know of, with Extirpate and Cling to Dust being strong avenues the decks trying to counter Loam can use as well. Divert and Misdirection are incredibly powerful however and can be used against them, as they also hit all of the counter magic, burn, discard, etc. in the format.

The format is cool to tinker with but is mostly done currently. If a ban comes tinker around in it, it seems cool!

The Stifle -> Lotus Field -> arcane storm is super viable, and Sylvan Scrying, Crop Rotation and Past in Flames are all in the format, so try it. It doesn't work amazingly because of how much free countermagic is in the format, Flusterstorm, etc. but still, resolve a Veil of Summer in an opportune moment and go for it!

SynergyBuild on Attempt for a new format

3 weeks ago

The best end game wincons so far: Angel's Grace/Ad Nauseam, Field of the Dead or Valakut, the Molten Pinnacle with Scapeshift or on their own. Dark Depths/Thespian Stage also is amazing in the format. Remember to use manlands, like Creeping Tar Pit or whatever you find fun. I know I'll look at Mutavault heavily for the format. Tokens can also do well, Commence the Endgame seems great!

Engines outside of it that can grind games are Mystic Sanctuary and Cryptic Command/Tragic Lesson/Daze/Gush, Life from the Loam and Horizon Canopy/Tranquil Thicket (Or any other cycling lands, but honestly Lftl works amazing on it's own).

What cards are really good to know about? Unsummon and effects like it should really be good, as all non-land permanents are tokens. Sinkhole and land destruction must be realized to be a very powerful effect, and Thoughtseize style discard is great!

Remember that Negate is just a cheaper Cancel and Miscast is a cheaper Mana Leak. Additionally Muddle the Mixture can both be a Counterspell or a Life from the Loam, and can be returned with Mystic Sanctuary.

Veil of Summer, Lightning Bolt, Silence, Stifle, Miscast, Flusterstorm, Dovin's Veto, Surgical Extraction & Cling to Dust (Amazing against Loam decks and some Sanctuary decks, as well as shutting off backup combos from recursive loops)

Currently Noxious Revival, Echoing Truth, Divert/Misdirection (against discard and burn), most discard, burn, Merchant Scroll, Entreat the Angels (Works well with Brainstorm, Mystic Sanctuary, etc.), and more are all strong.

Overall, it seems like a format where blue dominated, with green engines and tutors like Crop Rotation or Sylvan Scrying can set up the easy combos. Entomb for Life from the Loam, maybe Mission Briefing can do well too.

The best decks seem to be Bant Control, Simic Scapshift (sultai?), Sultai Loam Depths, Golgari Depths (Hymn to Tourach style list), Azorius Control (Entreat Sanctuary style) and Dimir+ Control (No idea the wincon, but a 2-4 color list, aimed at Miscast, Cling to Dust, and Thoughtseize as a base). A ramp build for field outside of Scapeshift, perhaps running it as only a backup, or perhaps a Sultai Loam Field Ramp list could work.

Sadly if you memorize the 6ish real wincons, the 4 bases, and understand the few counterplays the format is solved

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