Angel's Grace


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Angel's Grace


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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Recent Decks

Angel's Grace Discussion

Nakhla on Sidisi's Reign Of Filth

10 hours ago

loudbliss the number one choice is Angel's Grace, but Silence, Enlightened Tutor, and Grand Abolisher would go in, too, and most likely Auriok Salvagers as Sidisi acts as an infinite mana outlet once the Bomberman combo with LED is online. White also adds the option of some decent artifact/enchant removal, and perhaps a couple decent one-drops like Serra Ascendant, Children of Korlis, and Weathered Wayfarer, all of which I'd at least like to test. Would love it if Wizards printed Sidisi in BW!

Cereal_Killer on Unlife Control

1 day ago

Thanks for all the advices, I've really appreciated them!

As for Avacyn, Angel of Hope I think you are right; most of the times it wasn't so easy to cast, due to it's mana cost. So it has been cut.

I have also replaced Blinkmoth Nexus with Celestial Colonnade (I don't care so much about prices, since where I usally play they let me use some proxies). It's very strong and as you said, in terms of later game evasive threats, could be very helpfull.

As for the counters: Negate or Mana Leak are surely better than Dawn Charm, I just need to choose one of them (maybe one could replace it and the other could take the spot of Angel's Grace). Cryptic Command also could be an alternative, especially now that Celestial Colonnade is in and Blinkmoth Nexus is out.

Ixalan's Binding has pros and cons, since it needs a target (cons: what if opponent is playing storm or burn?; cons: against all the rest is good), while Gideon's Intervention is really a good card that needs to be playtested and could replace Nevermore or Meddling Mage even if it costs a bit more.

I'll playtest it and see how the deck will work with this changes.
As said at the beginning: Thanks a lot for the advices.

Gracco on Plays a Lot like "Hit Me" in Black Jack!!!

4 days ago

Retraction Helix, Banishing Knack you need a way to go infinite with your artifacts and the altar. Use one of those with one of the creatures that untaps when you play an artifact. Maybe even look into Jeskai Ascendancy combo. It does what you are trying to do but more efficiently. You want 5 lands for your Ad Naus so your current land count is absolutely atrocious. Even the Ad Naus storm deck plays things that say I do not die like Angel's Grace or Phyrexian Unlife. All in all the deck looks like a fun gimmick that consistently does not go the distance.

Sjorpha on BW: Lifestealer revision [1:00]

5 days ago

Glad to help, hope the deck turns out the way you want it.

Exquisite Blood+Sanguine Bond does NOT lead to a draw at all because it ends with your opponent going down to 0 life and losing the game, which ends the loop. It only leads to a draw if there is an effect active preventing him from losing the game at 0 life such as if he casts Angel's Grace or has a Phyrexian Unlife in play, which would cause the combo to go on for ever. That's not a very common scenario though and normally the combo will simply loop until he is at 0 life.

Keeper and Mavren looks like great fits if you go with Path of Bravery since they both widen the board.

Spirit_Logan on RazortoothMtg

1 week ago

To the card you created for my challenge.

Suicide Pact

Choose target opponent. All the other players lose the game.

I would play that.

Step 1. Cast Angel's Grace Step 2. Cast the pact.

Yay! You killed 1+ opponents T1.

Sorry I just had to say that.

Bchong on Esper Tech

1 week ago

Why bother playing esper? Why not just play Grixis and have Kess as your commander, because you will have more access to wheels and artifact destruction. Your deck seems it would benefit a lot from it. Because the main purpose of the white in this deck seems to be Angel's Grace and Enlightened Tutor, while with red you could be running things like Wheel of Fortune and Winds of Change which will get you more synergy with Notion Thief. I also think that Future Sight is too high of CMC and it is a fairly dead card when you Ad Nauseam. Search for Azcanta  Flip is probably better for you.

Fragmentize is a good card for you. So are some of the more expensive blue wheels. And if you are trying to storm off anyways why not just play Mind's Desire, you will win with only a 5 or 6 storm count.

Sgtpopnfreash on Zur Doomsday

2 weeks ago

Hey AlwaysSleepy, have you ever thought of taking Angel's Grace out so that people stop recommending Phyrexian Unlife to you?

Rurara_Rahura on Diplomatic Immunity

2 weeks ago

boomycastle, If you know your opponent is playing Tron then you can trade out the 2 Fog on the main board for the extra Oblivion Ring and trade out one copy each of Sunbond and SpikeFeeder for the 2 Angel's Grace to give yourself more breathing room.

The general set-up will still work in a blind matc. So this is a way to ensure a strong second-hand (or third if you need it).

Further, it is actually easier to draw against Tron because that strategy, while it can be fast, is usually only trying to strike you directly. So in tournament play against this kind of deck I would ask my opponent how they did in the previous rounds. If they have the same points as you or less then a draw can be tactically sound.

To determine your points in a tournament (assuming it's a WotC event which uses the Swiss system) you get 3 points for winning a round and 1 point for drawing a round. If it's the finals then drawing forces an extra hand to be played until there is no longer a draw.

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