Gift of Immortality

Legality

Format Legality
Noble Legal
Hero Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Theros (THS) Rare

Combos Browse all

Gift of Immortality

Enchantment — Aura

Enchant creature

When enchanted creature dies, return that card to the battlefield under its owners control. Return Gift of Immortality to the battlefield attached to that creature at the beginning of the next end step.

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Gift of Immortality Discussion

Lunarwing7 on Anya Gon Give It To Ya

4 days ago

Cards I think are very good in this deck:

Cards I would heavily consider cutting:

  • Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
  • Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
  • Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
  • Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
  • Flamewright - This card just isn't doing anything this deck wants.
  • Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
  • Glory-Bound Initiate - Again, just too low-impact for Commander.
  • Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
  • Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
  • Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
  • Iroas's Champion - See Glory-Bound Initiate.
  • Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
  • Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
  • Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
  • Shepherd of the Lost - See Glory-Bound Initiate.
  • Skyknight Legionnaire - See you-know-what.
  • Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
  • Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
  • Truefire Paladin See...yawn
  • Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
  • Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
  • Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
  • Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
  • Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
  • Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
  • Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
  • Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
  • Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
  • Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.

Cards I'm unsure about:

  • The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
  • Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
  • Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
  • Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
  • Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?

Cards I recommend:

  • "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
  • Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
  • Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
  • Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
  • Assault Suit - Get Anya attacking on everyone else's turns, too!
  • Champion's Helm - Protects Anya while also making her big.
  • Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
  • Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
  • Pariah's Shield - When equipped to Anya, this basically makes you invincible.
  • Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
  • Stoneforge Masterwork - This one should be obvious.
  • Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
  • Sword of the Animist - Ramp sword? Ramp sword.
  • Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
  • Worldslayer - This one is just to silly to not bring up.

Other recommendations

  • Herald's Horn - Makes your Angels cheaper, and helps you draw them.
  • Door of Destinies - This should be fairly obvious.
  • Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
  • Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
  • Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
  • Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
  • Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
  • Archangel of Tithes - Makes life hard for token decks and discourages attacks.
  • Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
  • Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
  • Exquisite Archangel - Saves you from death once, which damn well better be enough.
  • Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
  • Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
  • Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
  • Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
  • Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
  • Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
  • Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
  • Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
  • Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
  • Wear / Tear - Versatile artifact and enchantment removal.
  • Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
  • Swords to Plowshares - Spot removal that deals with just about any creature.
  • Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.

On the manabase:

I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.

In closing:

Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.

JAPuckett85 on WonderCats

5 days ago

Muglacious_NiceFaceToad I was already considering Mirage Mirror, and after playing EDH a few times, I can think of many many times he would've been amazing. He was too slow for my Modern decks, but looks like an all-star for EDH- I am putting him in instead of Masterwork of Ingenuity. I really like Masterwork of Ingenuity, but Mirage Mirror seems much more flexible (copying Mirari's Wake sounds nice).. Infiltration Lens is interesting, but I'm not quite sold on it yet- it would have to compete for a slot with Skullclamp, & Skullclamp just seems better, even in a non-token deck- especially if paired with something broken, like Gift of Immortality & Greater Good.

Optimator on (Budget-Prototype) Iroas, God Shogun of Bushido

5 days ago

With a heavy Equipment theme you aren't going to have much room for utility. A such, all non-card-draw utility cards should probably be removal. I would include at least two board wipes (more is often better, depends on your meta). Blasphemous Act and maybe Rout are good budget options. Vandalblast is sick. I'm super big on enchantment removal so Return to Dust is S-tier outstanding. Not super budget but not expensive either. I like Ray of Distortion a lot. It's very mana-intensive but the fact that you can do it twice is awesome in EDH. Dust to Dust will be handy. Lots of artifacts in EDH. I kind of like Revoke Existence since artifact recursion is common.

Chained to the Rocks, Oblivion Ring, and Banishing Light are versatile on a budget--as are the other cards with similar effects.

White is really good at shutting down commanders with things like Darksteel Mutation, Prison Term, Arrest, Pacifism, Faith's Fetters, etc.

There is also Crib Swap, Swords to Plowshares, and Path to Exile--budget willing. Chaos Warp is good in EDH. Very versatile.

There is lots of random utility to find out there. Reconnaissance and Dolmen Gate are usually great for aggro decks but your commander makes it far less necessary. Perhaps Brave the Sands and Always Watching . Fervor and Hammer of Purphoros are sick too. Ogre Battledriver is nice but not a samurai.

Boros Charm, Make a Stand, and Rootborn Defenses can save your board state.

Really, at this point the sky's the limit. You could do random stuff like Throne of the God-Pharaoh or Gift of Immortality.

Forgot to mention Mask of Memory when discussing card draw and equipment. Slate of Ancestry would be good in your deck.

Bassmaster on Power Of The Gods

1 week ago

Pretty cool idea! One major suggestion I would make is include some "god-like" creatures like the Praetors, the Myojins, or even some Titans. Might allow for some cool interactions!

You mentioned the vulnerability of indestructible to sacrifice plays. I suffer the same problem so I include Ivory Mask, Tajuru Preserver, for punishing them for making you sacrifice Martyr's Bond, and Gift of Immortality just for some ideas! You might could utilize Karmic Justice for the Theros Gods as well.

enpc on Just Stay Dead: cEDH Edition

2 weeks ago

SFCD: I'm glad you like it. Saffi is one of those accidental combo commanders (like Ghave, Guru of Spores) so I figure why not just take it to its logical end point :P

As for the reason for the different deck lists - there are two main reasons. The first is that I own the main Just Stay Dead list as it is represented and that I don't have a few cards like Mox Diamond (in fact, mainly Mox Diamond), but some others like Lotus Petal/Fyndhorn Elves.

The other is that the play styles of the two are slightly different. The main list is slightly more synergistic, but slower. It has a few draw engines like Eidolon of Blossoms / Heart Warden + Gift of Immortality or Crucible of Worlds + Dryad Arbor + Skullclamp which this list has decided to drop either partially or in full in favour of cheaper card advantage to help dig for the combo faster. It has also dropped cards like Titania, Lotus Cobra and Nissa which are more land focused. Again, while they are good cards and all add value, they are not a direct line to combo and so where cut. The only exception is the addition of Aven Mindcensor who just does so much work in tutor heavy metas that he was given a slot.

The reason for starved rusalka is that it provides a creaure sac outlet on a creature. Creatures are easy to tutor (especially green ones) and being able to sacrifice stuff at will is super important, whether it's to protect a piece from exile or to get extra value from an Elvish Visionary or to assist a creature dying to Skullclamp (since Wall of Blossoms won't natively die from it), rusalka just adds value. And while Martyred Rusalka's ability is probably better, being green means she is GSZ tutorable and I can sink an entire Gaea's Cradle activation into it if I want. The other thing is that while you have to spend mana on her, as long as you have mana open she can do her thing, unlike High Market which is once a turn.

While she probably does more work in the other list (as I have stuff like Titania to recur and ther eis a janky combo that she forms), she is still worth a spot here.

I hope that gives you a bit of an idea behind the reasoning. I get that neither description talks about her (I will get around to redoing the primer one day) and she's a bit of a fringe choice. But please, I love when people question cards as it makes me have to think about why I run them, so I have no problems with others pointing out stuff they don't like.

Mandalorian on Zurgo the Life Stealer

2 weeks ago

Hey xander11! I'd be glad to help!

In these voltron decks its always best to use equipment over enchantments unless the commander synergizes with enchantments or is hexproof like Sigarda or Bruna. This keeps you from being 2 for 1 when someone is able to remove Zurgo. The only Auras I would use are ones like Gift of Immortality since it is hard to get rid of.

Because of Zurgo's unique ability in being indestructible on your turn, sweepers are fantastic. What you have is a good start but I would also add Damnation, Divine Reckoning, Blasphemous Act, Decree of Pain, Deadly Tempest etc.... This also means other creatures should either be indestructible as well (like the Gods) or synergize with equipment or make Zurgo even more aggressive or evasive in some way. Creatures like Godo, Bandit Warlord, Stonehewer Giant, Sram, Senior Edificer, Puresteel Paladin, Aurelia, the Warleader, Combat Celebrant, Brutal Hordechief etc....

Other good instants and sorceries that synergize with equipments are also helpful- Open the Armory and Steelshaper's Gift help get specific equipment you need in the moment.

...........

dlamars on RW EDH Revised Brion

1 month ago

Hey, this looks good to me. Only things I'd change are Adarkar Valkyrie for Sun Titan since he pairs so well with Angelic Renewal and Gift of Immortality(going infinite with a sac outlet). Possibly trading Feldon of the Third Path for Mimic Vat since it's a little more reliable and can exile opponents creatures temporarily if needed. Also how does Bazaar Trader work here? I must be missing the interaction but if not I'd throw Goblin Bombardment in his spot.

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