|Commander / EDH||Legal|
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|From the Vault: Angels||Mythic Rare|
|Avacyn Restored||Mythic Rare|
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Avacyn, Angel of Hope
Legendary Creature — Angel
Flying, vigilance, indestructible
Other permanents you control have indestructible.
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Avacyn, Angel of Hope Discussion
1 day ago
3 days ago
704.5k If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners graveyards. This is called the legend rule.
When it says "same name" it means exact English name. Archangel Avacyn Flip, Avacyn, Angel of Hope, and Avacyn, Guardian Angel can all three be on the battlefield under a single person's control. An English language Avacyn, Angel of Hope and a Japanese language Avacyn, Angel of Hope can not. Of course two English language Avacyn, Angel of Hope can't be either.
4 days ago
Thank you for your suggestions and your consideration. You are correct, most of these are out of my budget range. I have the mindset of as long as I find it useful and it is close to $5 ($10 if I really am attached to the concept), I am willing to slowly acquire it over time. Here is my thoughts:
Worldslayer - Nice thought, but a bit too risky in my opinion. I only have a 2/99 chance to get both it and Avacyn, Angel of Hope at the same time (3/99 if you consider the tutor power of Stonehewer Giant). Looking back, I now realize that Bearer of the Heavens has the same effect, but I guess I didn't realize it wiped lands too. Very situational so I will consider it for my SB.
Coat of Arms - Expensive, and since this is only a psuedo giant/angel tribal probably will not be as effective as most pure tribal decks.
Purphoros, God of the Forge - I don't feel I have the frequency of creatures to have this work effectively. I like Warstorm Surge just a little bit better since usually the creatures I do cast are larger.
Chromatic Lantern - I don't really have trouble with having the wrong color at the wrong time. So about $8.50 for a mana rock that produces one mana of any color is a bit steep for me.
Caged Sun/Valakut, the Molten Pinnacle/Emeria, The Sky Ruin - I feel that all of these would be a lot more effective in a mono color EDH deck. Since I am practically running a 50/50 , I feel like I wouldn't get their full benefits. Caged Sun is probably the most likely option of something I would use, but Emeria would require almost all of my Plains to start taking effect and Valakut wouldn't trigger all that often unless I get my mana searches. I would be a bit more considering of Valakut or Emeria if they didn't come into play tapped. I've never really liked when lands do that, even more so for a single colored land.
Swords to Plowshares/Warleader's Helix - I like the price tag and the effects. Swords to Plowshares would help me against my friends Reanimation deck. Warleader's Helix does decent damage and is tutorable via Sunforger. The CMC seems a bit high for the overall effect though.
Thank you again for the suggestion.
4 days ago
6 days ago
Nice list, though Suture Spirit is illegal as it has the black mana symbol on it.
I know, not spirits, but great abilities and effects to have in mono white.
1 week ago
rothgar13 - Eldritch Evolution is a very, very interesting card, no doubt. I think what it offers is very different to CoCo for a variety of reasons and we should be using it according to its strengths, not just jamming it everywhere.
The first note is that Eldritch Evo is card disadvantage. You trade two smaller resources for one larger one. That's technically poor play in the same way the Devour X mechanic is poor play. However, if the payoff is large enough then obviously it's an enticing deal. Avoid playing this card if you're going to idly grab a low impact 5-8 drop. Do play this card to assemble a game-winning combo or have some absurd ETB that smashes decks, such as Iona, Shield of Emeria or Hornet Queen or something else. On the other hand CoCo is card advantage with small creatures. They're very different.
The second thing to note is that CoCo goes 3cmc and below. This is why everyone started using the Melira combo with it, which as we know, isn't the best creature combo in modern - but it's the only one that CoCo can find. No kiki, no archangel. CoCo likes weenie decks, which are fine, but in my opinion no where near as good as the old value-pod decks that played Reveillark, Restoration Angel, Archangel of Thune, Thragtusk, Siege Rhino etc. THAT was a powerful deck because it assembled a two-card combo, was in popular colours, had access to removal, and played more value creatures than Kiki-Chord does just by nature of the fact that it's a slower aggro deck with an "oops I win" button attached. Eldritch Evolution let's us go larger instead of wide due its X+2 mana restriction. CoCo allows us to go wider and accrue value in vulnerable decks that require many parts. Evo allows us to go larger in decks that thrive off ETB value and smaller combos.
Both Evo and Coco are one-shot effects whereas Pod was multi-use. Therefore going large on a HUGE toolbox is probably not the correct way to play Evo. You might see one or two a game, which means you won't get a whole lot of tutoring done. Make sure you can hardcast most of your threats. Maybe not all, but most. Have a deck that functions largely without Eldritch Evo, in the same way Abzan CoCo decks work without CoCo. It might not work amazingly well - but it's able to do something. Both CoCo and Evo are similar in this respect but its easier with Evo to get excited and throw like 8 copies of some Progenitus type creature in a deck and then be disappointed when you have terrible draws and only get to actually cast one Evo per game.
Evo is higher risk than CoCo. CoCo countered? That sucks but you still have a board presence presumably. Evo countered? Ok, you just sacrificed a creature and lost a sorcery, and got nothing. Evo is a card that carries high risk. A lot of the strategies we've talked about are "all eggs in one basket". Landing a huge Delve threat. Getting Allosaurus into play. Both of these require a large concerted effort to stick a single creature on the board that is then totally exposed to everything the opponent can throw at it. This isn't a simple "dies to doom blade" argument. This is saying that in some cases it seems like if your Delve threat or Allosaurus is countered or killed, where do you go from there? You either have an empty hand or an empty graveyard and a 3 mana sorcery you can't actually cast. Be careful. CoCo is good whether you're ahead or behind. Evo can't be cast in some cases if you're behind. Maybe we should avoid throwing a card that's easy to disrupt into a deck that has an overarching all-in strategy that's easy to disrupt (like GY based stuff).
CoCo tends to box thinking in and herd people into using it correctly due to its 3cmc limitation. Evo is a lot more open because it just says cmc X+2 which leads people to make these incredible leaps based on value chains that probably won't happen. CoCo is a conservative card that forces you to run 1-3 drops, which is a good thing in modern because those are your bread and butter as a creature deck. Evo traps people into thinking they can go Restoration Angel into Sun Titan into Avacyn, Angel of Hope. I mean, sure, you CAN. But you need to work with the numbers. 4 Eldritch Evolution in a deck. Not huge chances of drawing any one. 4 Restoration Angel in a deck (even that's a bit absurd by itself). Again, not huge chances of drawing one. Before this you need to solidify T1 and T2 so you don't just lose the game. You need to make sure your Resto doesn't die. You need to make sure your Evo isn't countered. There are a lot of factors to think about, and humans are incredibly vulnerable to best-case-scenario thinking. By all means, let your imagination run wild but please don't take it too far and end up with a deck that resembles a tower of bricks, where if you remove just a single one from the foundation it all topples down into oblivion.
I dont like CoCo with Evo in the same deck. They're chalk and cheese as far as I'm concerned. Worlds apart.
I don't like Evo in decks with poor redundancy and brittle strategies. The card is fairly easy to disrupt as it is, so I would like to see it with a good foundation under it, not a shaky one.
I don't like Evo in KikiChord simply because KikiChord was a response to both Twin and Pod being banned. It's a good, but not ideal, deck. The manabase is a total mess, it skimps on removal, and it lacks a lot of redundancy. There is a reason it's not a major player in the metagame.
I would like to see Evo go into a deck made for Evo. Simplify the manabase. Feel free to take a much slower approach. Run a lot of redundant 2 and 3 drops that present value even if they die (Voice/Finks). Run a toolbox of 4 and 5 drops you can grab. Some silver bullets, some "oops I win" combos. Diversify it but make sure they're all useful and useable in a variety of situations. Focus on cards that are castable. Shy away from including a plethora of 6 and 7 drops - be realistic. You might want a Sun Titan or two, but don't go absolutely mental.
So in my humble opinion, and take it all with a grain of salt because by no means do I know everything, or even that much really, is that CoCo is great at doing Melira combo and quick decks with low to the ground threats.
Eldritch evolution is great at taking well constructed decks that revolve around turns 2-3 (slightly slower than the CoCo) decks and pushing them into the 4-6cmc territory, but doing it in a measured and careful way.
That's what I think.