Restoration Angel

Legality

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

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Modern Masters 2017 Edition (MM3) Rare
Avacyn Restored (AVR) Rare
Promo Set (000) Rare

Combos Browse all

Restoration Angel

Creature — Angel

Flash

Flying

When Restoration Angel enters the battlefield, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.

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Restoration Angel Discussion

Tyrant-Thanatos on If one activation of Mangara ...

11 hours ago

You'd have to pass priority after activating Thousand-Year Elixir in order for it to resolve an untap Mangara. Still though, should Opponent A wait until the end of this chain to cast Restoration Angel, or even should they cast it after you pass priority to resolve the Elixir, it won't affect Mangara's ability to continue the chain an exile the other two players commanders.

Pheardemons on If one activation of Mangara ...

17 hours ago

Scenario: lets say I have Mangara of Corondor, Thousand-Year Elixir, and Staff of Domination on my side of the battlefield. I activate Mangara of Corondor's ability targeting opponent A's commander. Holding priority, I activate Thousand-Year Elixir to untap Mangara of Corondor, and tapping it again to target opponent B's commander. Again, holding priority, I untap Mangara of Corondor with Staff of Domination, to activate her ability again, to target opponent C's commander. At this point, I have targeted three creatures before Mangara of Corondor's ability has resolved. Let's say, after I let go of priority, that opponent A saves his commander by casting Restoration Angel on his commander.

I understand that the first ability has now been "countered," but does that mean that the other two activations are also "countered?"

ExtraEasy on Red White Angels (Modern)

2 days ago

Appreciate your feedback Catalog9000. I havent found the cmc a huge problem. I seem to have plenty to do on most turns rarely casting anything over 5 cmc and only get behind and loose the odd game turn 2-4 when someone gets their perfect jank off- Im looking at you Griselband dredge. Im pretty happy with how this deck keeps up with the fast wide decks.

I think with the cmc there are two main ideas 1 that Im less about casting lots of big creatures and more about using cloudshift and Boros to keep them around for longer and 2 emrakul probably skews the cmc thang. Nahiri is my main ploy to get emrakul or Bruna in. I often wont cast Gisela unless I have 5 mana and a cloudshift if I think they are likely to have removal.

If anything worries me at the moment my card draw has been a bit of an issue. Probably I should cut the avacyns for 2 Restoration Angels but I cant bring myself to do it. Ive got 3 Wall of Omens and that seems to have steadied me up a bit more.

xyr0s on

1 week ago

So... what white deck is it you want to play? Options:

1: Control. Uses Ghostly Prison and lifegain to stay up. Emeria, The Sky Ruin is pretty good here, along with Sun Titan. Few creatures though, and plenty of sweepers like Wrath of God. Martyrproc is a well-known variation of this.

2: Tokens. Anthems and token-generators all over. Usually has a black element, because Lingering Souls and 1 cmc discard are real advantages to this deck.

3: White aggro. Find the best creatures, maybe some that are a bit disruptive. If you go far enough with the disruption, you end up with Death and Taxes. But if you go for aggro, don't hold back. Don't bring defensive cards, except for those that can also be used for attacking (like Path to Exile). Just creatures, and a low number of buffs for them (dont go overboard on combat tricks either).

4: Blink (you don't have any elements of this one, but it's an interesting deck and quite viable as a budget deck): Creatures with "enter the battlefield" abilities, and ways to exile them and get them back. Key pieces are something like Flickerwisp, Cloudshift and Restoration Angel.

5: ALL OF THEM! AT THE SAME TIME! HYBRID DECK F.T.W!!!! This is the worst option. You'll draw small aggro attackers, when you need removal, defense-cards, when you could win with attacking, a sweeper when you have better tablepresence than your opponent.

General note: Lifegain is not necessary in every match-up (unless in a very specific meta). Neither is it normally needed to shuffle your graveyard back in, or to remove all cards in all graveyards. Those are the types of cards you have in your sideboard, to meet specific match-ups where your deck is weak or where they give you a substantial advantage.

silversuriv on [Primer] Marath Hatebears | Modernized EDH Combo

1 week ago

Kaleo42

Regarding my design choices, it's mostly revolved around 2 reasons. First, I would rather work towards tuning this as a 75% deck mostly because I used to play Modern with Kiki-Pod until Pod was banned. Since then, Marath will always fulfill that hole in my heart. Secondly, my community (and especially my immediate friends-meta) adopt a less competitive EDH philosophy mostly because my LGS offers prizes randomly as opposed to a league or elim format. At that point, everything is left up for style and personal preference.

So with that in mind, I am working on getting more tax cards and trying to slowly remove the higher cmc cards as I go. When the Planeswalkers and +1/+1 package cards get removed, the high cmc cards left will be my 2 board wipes, Avacyn, and Kiki combos. I plan on removing a couple overly redundant combo cards like Restoration Angel at some point. I'll also be converting my ramp cards like Cultivate to the Talismans and trading for fast mana rocks when possible. This will eventually lower my average cmc.

I may end up adding Marath combos in but I'm a bit unsure atm. Currently with Hardened Scales and Cathars' Crusade, Marath will be such a big threat on her own even without an infinite enabler. If I decide to go deep into the Marath plan, the remaining pieces will be a bit costly for me so I'll wing it.

After looking at your deck, I see a very fun route you are going there with your deck. I'd definitely love to get my hands on Living Plane, and I'm really happy your deck introduced me to Harsh Mentor. Never saw it on EDHRec or etc. and would be fun with my meta. After giving it some thought, I will probably try out Silence soon. I've been hesitant on it in the past since the majority of my meta utilizes activated creature abilities and I still don't have Linvala, Keeper of Silence yet but Silence can help bait out a response.

If you happen to know of any other more tax cards, optimal substitutions, side combo-routes, or other fun Loyal Retainers targets I'd be happy to hear it. I mainly just want to keep the Kiki combos and Avacyn/Norn reanimator plays but everything else is fine to change for me. Either way, thanks for the look and advice.

Gypsyhatten on alesha testtest

1 week ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

Wel5 on Baral's pact with the dead

1 week ago

@Aleboth93 oh yes, Restoration Angel i need to playtest this i am so excited

Aleboth93 on Baral's pact with the dead

1 week ago

Yeah if you feel like needing more flicker, you can go for a Flickerwisp, a Restoration Angel or a simple Cloudshift :) Nice idea anyway ;)

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