Angel of Destiny

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Vintage Legal

Angel of Destiny

Creature — Angel Cleric

Flying, double strike

Whenever a creature you control deals combat damage to a player, you and that player each gain that much life.

At the beginning of your end step, if you have at least 15 life more than your starting life total, each player Angel of Destiny attacked this turn loses the game.

kirbysan on [Primer] Helming the Host of Heaven *Update*

2 months ago

Guerric

I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):

Mana Crypt - What's better than a Sol Ring? A free Sol Ring. Life loss is not concerning.

Mox Amber - With Giada on our board turn 2, this is like an additional land drop.

Mox Opal - I'm currently running 19 artifacts so hitting metalcraft isn't hard.

Land Tax - This card is just straight up good in mono-white. Not so much for never missing a land drop but also so we don't draw into lands on later turns.

Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.

Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.

Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.

Sensei's Divining Top - Helps keep tempo in the game for the cost of 1.

Scroll Rack - Wheeling away a mediocre hand for 1 is strong. Particularly good with Land Tax or Windbrisk Heights.

Lotus Field - I loved Lost Vale so much I wanted another one, especially when someone blew it up.

Flagstones of Trokair - Comboes with Lotus Field.

Thespian's Stage - Copy Lotus Field or Lost Vale.

Vesuva - Copy Lost Vale or Flagstones of Trokair or Myriad Landscape.

Nykthos, Shrine to Nyx - Value with a strong board presence.

Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.

Cavern of Souls - I hate when blue counters our big angels, so this stops it.

All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.

Enlightened Tutor - I swapped out Search for Glory as it can hit my rocks early game or stronger equipments mid-game.

Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.

Weathered Wayfarer - Comboes well with the newly added lands. Fetching Lotus Field helps guarantee activation while keeping pace with the ramp.

Recruiter of the Guard - Prime targets would be Stoneforge or Wayfarer but can also hit Starnheim Aspirant or Karmic Guide. Also gets the cost reduction from Herald of War which is nice.

Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light  Meld to bring out Brisela, Voice of Nightmares  Meld  Meld

Sword of Feast and Famine - This card is probably the best addition to the deck so far. Having the pro green & black which are both popular colors in Commander usually lets us have a free target. The resource denial isn't super relevant but getting an extra untap for lands is super strong. It's even better if we drop a tapped land before attacks and getting all that value on second main phase. It does draw a lot of hate, but even getting 2 swings off is well worth it. We can also recur it with Serra Paragon or Emeria Shepherd.

Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.

Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.

Angel of Destiny - Needed an alt-win con option and this can provide a way out to knock out combo players. The double strike is also relevant as most of our equipments are based on combat damage so we get 2 triggers.

Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.

Serra Paragon - Doubles as a Crucible of Worlds and can grab our swords back when destroyed, and it's an angel to boot. Definitely an auto-include.

Steel Seraph - Haven't playtested this one yet but I like that it's a 3 drop with relevant abilities. The dream is to cheat out Emeria Shepherd with Pyre of Heroes as a turn 3-4 play.

TheoryCrafter on Holy Hosts of Angels

3 months ago

Since you're looking to up the number of Angel tokens, Have you considered Divine Visitation? If you were to combine this with any combination of including, but not limited to, Alliance of Arms, Martial Coup, Pest Infestation, Secure the Wastes and Sylvan Offering, not only would the combo give you sizeable lifegain with Seraph Sanctuary on the battlefield, but also make Youthful Valkyrie huge.

One Angel Ramp card you should consider is Starnheim Aspirant. Another Angel to get for your deck is Segovian Angel.

Angel of Finality can give you some graveyard hate against decks with strong graveyard interaction.

Angel of Destiny is the must have alternate win card for an angel deck.

I hope this helps. Thank you for reading me out. Happy Hunting!

carpecanum on Ken You Feel The Love Tonight (Input pls, rookie)

4 months ago

Najeela, the Blade-Blossom can give all attacking creatures lifelink.

Angel of Destiny is self-explanatory

Cruel Feeding (might be more like this. did a quick search for "target gains" and lifelink. too sleepy to read all of them)

TheoryCrafter on Giada, the best angel commander (for mono white)

8 months ago

Have you considered Scroll of Avacyn? Once you have an angel on the battlefield it's 2 mana for 5 life and to draw a card.

I also noticed you don't have Graveyard hate. Have you considered Angel of Finality? Since you can't have Rest in Peace in your deck without messing up your graveyard interaction it makes a great alternative.

Other angels you may want to consider are Angel of Destiny and Enduring Angel  Flip.

I hope this helps. Happy Hunting

TheoryCrafter on

9 months ago

Personally, I'd replace an Ajani with an Starnheim Unleashed and keep Shalai as it offers mid to late game protection for your creatures Renewed Faith can't, such as colorless artifacts. With her activated ability being the only green in the deck, You should be able to reduce the number of green producers. Perhaps keep Overgrown Farmland since it offers more mana flexibility.

If you're dead set on removing Shalai may I suggest Angel of Destiny? It will give you an extra path to victory in case attacking isn't enough. I'd also then recommend adding Sandstone Bridge to your deck.

If nothing else Starnheim Unleashed can offer late game life gain. With a full playset of Bishop of Wings it would be a matter of if, not when it becomes a huge lifegain windfall.

I hope this helps. Thank you for reading me out. Happy Hunting!

Gleeock on Looking for a casual but …

9 months ago

Atla Palani, Nest Tender can be made casual (or not-casual). With a few 2cmc ramps you pretty much know what you want to immediately start doing: make eggs. For casual route I would make a subtheme like lifegain creatures Trostani, Selesnya's Voice, Angel of Destiny for wincon or something - that would be a unique & somewhat casual direction that still has an early game (

LandoLRodriguez on [PRIMER] No One Ever Suspects the Hippo...

11 months ago

yaoster Yes, Mechtitan Core certainly fits the bill; its color identity makes it playable here, and it generates a five-color token that can satisfy HEA. However, with exactly zero artifact creatures and/or vehicles in the deck otherwise to satisfy its demanding sacrifice requirements, getting it to work would require quite an overhaul. While Mechtitan could certainly have a place in another HEA deck looking to get all its colors, it's not gonna work here. Good looking out though, thanks for the suggestion!

Mountainmammoth Thanks for all the suggestions! I did come across and consider Angel's Trumpet as this deck was forming. It's certainly a staple in a lot of pillow fort decks, and I hadn't considered how it could interact with a forcibly recruited hippo legion. It could be fun to play in this list and I think I'll stick in the maybeboard for now, but I'm finding that the games where this deck performs the best are ones in which attacking in general for all players is kept to a minimum. The trumpet definitely runs counter to that.

Angel of Destiny is interesting too, but I don't think will quite be on-theme here. I'm finding as I play that my best role is to sit back while the other three players drain each other out until I'm ready to finish everyone off. Some games certainly develop a clear problem player, but I've had success enabling the other players to take care of them rather than doing so myself. I'm not trying to single anyone out myself, which appears to be this angel's wheelhouse. I also don't attack nearly enough for the lifegain angle to help much.

Elixir of Immortality I'm definitely familiar with. I run it in my Windgrace deck to get my basic lands back in my library once I've fetched them all out. I still have yet to run into anyone playing a legit mill strategy to feel like I need to gear this deck to account for it. Mill is just what I feel is the least satisfying way to lose a game of Magic so I always keep it in mind, but is more or less moot so far. From a recursion angle, having a card I need in my library is definitely better than having it in my GY, but getting it into my hand or into play from there is still a challenge that elixir doesn't address. The couple of new cards from Neon Dynasty I'm including/going to include should help a lot in this regard.

Shyft, on the other hand, I kind of love. It does exactly what I want it to do for a HEA win, albeit very slowly. It would need to be in play at the start of two consecutive turns (one to change colors, a second to trigger HEA) to work, but it could get the job done. It has a truly unimpressive stat line: a 4/2 with no combat abilities for 5 mana? This card really is kind of awful, but it strangely fits in here, as long as I want to spare a slot for a card solely to enable HEA. A second slot, really, since Planewide Celebration is more or less in here just for that reason too, although it provides a lot more flexibility if I need it for something else. I'll probably pick up a copy and keep it on hand to slot in once in a while, if for no reason other than seeing my opponent's wondering why I'm playing this train wreck of a card. I dig the art too. Thanks a ton for all the suggestions, especially Shyft. I can't believe I didn't come across it while I was digging.

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