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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Angel's Grace Discussion

Jhed1 on Can't Touch This!

1 day ago

Ad Nauseam works by playing ramp spells Lotus Bloom Pentad Prism in order to get to 5 mana to cast the Ad Naus - once they cast, they retain priority to cast Angel's Grace effectively drawing their entire deck - they exile Simian Spirit Guide to get enough mana to cast Lightning Storm - hold priority - target you - and exile lands to kill you. If they have a Phyrexian Unlife in play they don't have to have the angel's grace. They also play with Pact of Negation too.

Alternatively - they can also play a Laboratory Maniac and then one of their many cantrips like a Serum Visions to win the game, after an ad naus resolves and there are no more cards in their library.

The deck is one of the better competitive combo decks in the format now, however it isn't in the top tier of frequently played decks, but it has enough representation that you'd want some game against it.

Spirits on Kaalia of the Vast

1 day ago

Hi BigJohneyBoy

Magic the Gathering - Wizards - Gatherer is the official errata site for Magic the Gathering.

Even if a card is printed different, which many are, for example Karmic Guide, you have to play by the Oracle rule.

In addition, they publish specific rulings on cards that are unclear, or have questionable interactions.

In the case of Master of Cruelties, using this link, you will find several rulings, the one that clarifies the interaction that you are discussing, ie: if he didn't attack, does his if he is not blocked trigger, and when does it trigger, it is very clearly laid out.

Rulings 4/15/2013 An ability that triggers when something attacks and isnt blocked triggers in the declare blockers step after blockers are declared if (1) that creature is attacking and (2) no creatures are declared to block it. It will trigger even if that creature was put onto the battlefield attacking rather than having been declared as an attacker in the declare attackers step.

1) Triggers in the "Declare Blockers Step, After Blockers are Declared"2) It further clarifies the ruling "It will trigger even if that creature was put onto the battlefield attacking rather than having been declared as an attacker"

It's very clearly been ruled.

1) Attack with Kaalia of the Vast

2) Trigger Kaalia of the Vast Whenever Kaalia of the Vast attacks an opponent tigger, and put a Master of Cruelties onto the battlefield tapped an attacking.

3) After blockers have been declared, IF: Master of Cruelties is attacking (do not confuse with attacked), AND, No creatures were declared blocking it, you will trigger Master of Cruelties, and the opponents life will become 1.

4) Master of Cruelties says Master of Cruelties assigns no combat damage this combat, so he can't kill the opponent, however, Kaalia of the Vast is still attacking (and assuming unblocked), will resolve 2 points of combat damage to that player. That players life is 1 during the declare blockers step. So when Kaalia of the Vast hits for 2 during the combat damage step, she eliminates an opponent, if no other effects like Angel's Grace or Platinum Angel, etc are in effect.

Works exactly as intended an expected with Kaalia of the Vast. They can lookup the rulings on if they are still unsure, but this is 100% how it works. They've been robbing you of victories! :)

Lilbrudder on Paradox Scepter is the

4 days ago

pawelkata: See above. Since you are more about the fast combo for sans red have you considered Angel's Grace As 2 card win condition? Or is it too dead outside ad naus for your tastes?

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 week ago

Another small update exploring Ramp and Draw:

In: Commander's Sphere Out: Coalition Relic

In: Mind Stone Out: Coldsteel Heart

I am exploring adding a little card draw, and these were an almost perfect 1 for 1 switch.

In: Mox Diamond Out: Plains

I just acquired the Mox Diamond, and I am excited to see if it will fit here. More Ramp/Fixing and fits the theme of keeping the number of lands in play low.

In: Pristine Talisman Side Board: Angel's Grace

Pristine Talisman may be a great Ramp card that can add some incremental lifegain to offset my incidental life loss from Fetches, Shocks, Mana Confluence, Vampiric Tutor, or various other sources. Angel's Grace went to the Sideboard because I have little combo in my meta, and I have only used it a few times. When going into new metas with more combo, I can put this back in.

In: Knight of the White Orchid Out: Gift of Estates

I am going to explore what this switch. I may regret it, but the addition of real Ramp, the more aggressive nature of the card may be better. I may also just regret it.

In: Damnable Pact Out: Scroll Rack

I am going to explore the addition of a more aggressive card option that gives a net card gain, not just card quality. I rarely get the Land Tax Scroll Rack combo off, so the net gain of cards may be better, and I like the idea of another Burn finisher. Damnable Pact may become Painful Truths if the higher CMC and Burn elements don't work the way I think they will.

StopShot on Help generating infinite colored/red mana ...

1 week ago

My deck:

I've been having trouble lately landing infinite combos with Alesha who Smiles at Death. The combos I like pulling off involve the graveyard and work very well to my liking, but heavily fall apart to cards like Leyline of the Void, Rest in Peace, etc.

To counteract this I'm trying to go infinite with cards that don't use the graveyard, but many of those combos I've been finding very highly unsatisfactory. Instead I've came up with a new approach. If I can generate an infinite combo the produces infinite red or colored mana and I have either Blasting Station or Goblin Bombardment I can cast and sacrifice my commander, Alesha, Who Smiles at Death, infinite times killing my opponents. I'm just unfamiliar with infinite mana-combos in my colors that also don't use the graveyard. Any ideas? (Skip past the break below if you aren't going to ask whether I've tried a speific non-infinite mana combo.)


Extra: List of Non-Graveyard combos that I've already tried and won't reconsider. (Please don't recommend I try these. I've used many of them before already, and they're not reliable enough to my liking.)

Splinter Twin + Village Bell-Ringer Cons: I have to wait a round of turns after drawing Bell-Ringer after drawing it to mitigate summoning sickness before going infinite. I'd rather have something more instantaneous so I have more options to choose from when deciding to go off.

Kiki-Jiki, Mirror Breaker + Village Bell-Ringer Cons: Kiki-Jiki is pretty clunky to cast and you can't rely on him to sit a full round of turns without him getting removed.

Ad Nauseam + Angel's Grace + Sickening Dreams OR Mana Geyser + Reiterate OR Dualcaster Mage + Heat Shimmer Cons: You have to cast all combo pieces at once rather than set up over a few turns in advance which requires usually completely tapping out. Also if the combo is thwarted it's too much trouble in Mardu colors to recur instants and sorceries from graveyard back to hand just to reset it.

Teysa, Orzhov Scion + Darkest Hour + Goblin Bombardment Cons: I've tried pretty hard to make this combo work, but for some reason having an extra creature to sacrifice makes this combo a little too unreliable for my liking.

Helm of Obedience + Rest in Peace OR Alesha, Who Smiles at Death + Master of Cruelties Cons: I mostly play multiplayer and I'd rather take out all my opponents at once rather than one-by-one.

[Any combo that involves milling] Cons: My playgroup runs the Eldrazi Titans meaning they're impossible to mill. Adding graveyard-hate interferes with my other combos and adds another piece to the mill-combo.

Parallax Wave + Opalescence + Impact Tremors Cons: Half the time this works. You can preset up Opalescence and follow up with Parallax Wave some turn later once you draw into it, but not the other way around since Parallax Wave has fading which becomes an unreliable clock to get Opalescence if you preset the combo in that order.

Sword of Feast and Famine + Aggravated Assault Cons: With the exception to Nether Traitor there are no other cheap CMC creatures with a form of reliable evasion and haste. Etched Champion and Mogis's Marauder are nice, but aren't as reliable as I'd like.

Eldrazi Displacer + Emrakul's Hatcher + Impact Tremors OR Restoration Angel + Impact Tremors + Felidar Guardian//Conspiracy Cons: Requires too much mana to set up at once or similar to the problems with Kiki-Jiki + Bell-Ringer in that you may have to preset the combo with a creature and hope it doesn't get removed by a board-wipe.

Mindcrank + Bloodchief Ascension Cons: Despite it being a multiplayer game getting three quest counters on Bloodchief Ascension is awkward and situational considering it gives my opponents extra time and turns to react.

Near-Death Experience + Plunge into Darkness//Fire Covenant Cons: Near-Death Experience has to sit on the field for a whole round of turns at the very least. An opponent removing Near-Death Experience after I've brought myself down to 1 life before my upkeep is also too high of a risk to take as well.

Anafenza, Kin-Tree Spirit + Murderous Redcap + Goblin Bombardment Cons: This combo already uses the graveyard, so its not a non-graveyard combo. Also I'm fine not using this one since the other graveyard combos I use I feel work better than this one.


As you can see I've covered a long range of different non-graveyard combos, but each one is too unsatisfactory for me. Unless I have missed a non-graveyard infinite damage combo I would like to know what infinite colored-mana or infinite red-colored-mana combos exist in my colors if anyone knows of any that don't use the graveyard. Thank you for your help.

StigIt2me on Draconic Blessing

2 weeks ago

You said plenty that was helpful, freakingAud, and I'll respond to each paragraph in order.

When it comes to Soul Warden, Essence Warden, and Soul's Attendant, I might remove Ajani's Mantra and Angel's Grace to put in Soul Warden and Essence Warden. That way, I have a source of constant lifegain via Celestial Force, and I'll still have Sunscorch Regent, Soul Warden, and Essence Warden as sources of lifegain that trigger throughout the game. I would not be able to trigger lifegain through Suture Priest often enough because of the moderately low creature count in the deck, so it's not worth it to me.

I realized I forgot to add Propaganda a few hours after I updated the deck with the overhaul, but it's in now. Norn's Annex is an automatic "Yes."

For the mana creatures, Oracle of Mul Daya is going in, but I usually avoid mana dorks like Llanowar Elves and Birds of Paradise because they're so fragile. My playgroup doesn't specifically target anyone's mana sources very often, though the occasional board wipe (i.e. Wrath of God) has been known to happen and problematic artifacts have been known to cause players to overload Vandalblast. I feel safer in my playgroup running mana rocks.

Rest in Peace is amazing. It's in because it makes everyone leave their graves alone... and because of its interaction with Energy Field.

I'm loathe to spend more than $25 on a card unless I really love it or need it (...that's why I bought a promo Treva), so I probably wouldn't spend about $60 on a Doubling Season for any deck that isn't a token or +1/+1 counter deck. It's too expensive to just serve a handful of purposes for the deck. I usually just want Ajani's +1 effects more than the ultimate. But, if I can -8 him, it's a good day, especially with Boon Reflection, Alhammarret's Archive, and/or Rhox Faithmender.

Phayd on Tamiyo, Support Planeswalker

1 month ago

What i meant to say was:

Angel's Grace - Fucking pally bubble bullshit

Phayd on Tamiyo, Support Planeswalker

1 month ago

For the 10 adds you wanted:

  • Land Tax -> Exploration - Since they basically negate each other. I'd run Exploration over Burgeoning, since Burgeoning is only amazing on turn 1 and only if you can see multiple opponents on turn 1, which probably won't happen in our game.
  • Braingeyser -> Minds Aglow - If you wanted to mill people out anymore with Braingeyser, then we can figure something else out.
  • Curse of Predation -> Rest in Peace - I'm not sure how good the Curses will be. Sure, they trigger whenever you attack anyone on that team, but they cursed player could leave the plane in order to spare their team the triggers.
  • Rhystic Study -> Well of Ideas - I was considering running Rhystic Study too, but I think that the Sphere of Influence rules will neuter it most of the time.
  • Meadowboon -> Noble Benefactor - The trick will be killing Noble Benefactor when you want to.
  • Tamiyo's Journal -> Prosperity - Sucks to cut a pretty thematic piece, but it doesn't help your teammates!
  • Angel's Grace -> Privileged Position - Angel's grace only saves yourself, not your allies. It does prevent opponents from "winning", but those cards are too few and far between to warrant a spot.

Resolute Archangel, probably not good enough to bother with, since you already run Reward the Faithful.

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