Angel of Glory's Rise

Angel of Glory's Rise

Creature — Angel

When Angel of Glory's Rise enters the battlefield, exile all Zombies, then return all Human creature cards from your graveyard to the battlefield.

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Set Rarity
Avacyn Restored (AVR) Rare
Promo Set (000) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Angel of Glory's Rise occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Latest Decks as Commander

Angel of Glory's Rise Discussion

Andry878 on Mardu aristo-humans

5 days ago

Fiend Hunter combos really well with Angel of Glory's Rise.

CardTyrant on Drannith Defense Force

1 week ago

Vindicate is a good card, but if you noticed that most of my removal is instant speed for single target and sorcery speed for mass removal. That was why Vin didn't make the cut.

Herald's Horn is a nice card (and I have three or four copies somewhere) but the reduction is nice and all, but humans are pretty cheap. The added card draw is nice, but this deck doesn't lack that.

Vanquisher's Banner was considered since it is a nice anthem and card draw, but that 5CMC is what's stopping me.

Thought Vessel is a maybe because it was a cheap mana rock. I was trying to run as many cheap mana rocks that I got back at least half the card's cost back without having to do anything extra.

Angel of Glory's Rise was considered, but since she's an angle, I didn't want to open that can of worms because then people would suggest cards like Herald of War or Angelic Overseer or Requiem Angel.

I'm not going to reject your suggestions, but these were my thoughts against them. Now I was also considering switching the commander for the partners in the deck. If I did that I would most likely run Angel of Glory's Rise AND Requiem Angel.

DrunkManSquakin666 on Drannith Defense Force

1 week ago

You're definitely on to something with that Maybe Board. I'd suggest adding Herald's Horn, Vanquisher's Banner, and Vindicate.

Also, if you do end up running Thought Vessel, you might wanna add a Reliquary Tower for good measure.

Another card you might wanna consider is Angel of Glory's Rise for recovery.

Vivctius on Humans, Humans, and more HUMANS!

2 weeks ago

I forgot to mention Mentor of the Meek, while you do have the card draw from Skullclamp I feel like the deck can get too fast fo its own good so adding more card draw is always nice to keep adding creatures to the board. Outlaws' Merriment creates human tokens which it's nice but you also have Assemble the Legion which it can be better if it sticks long enough.Ruinous Ultimatum I'm still a bit on the fence with this card because you'll probably tap out for this and waste a turn basically if it gets countered but on the other hand I always like to have 2 or 3 board wipes (maybe 2 since it's a creture heavy deck). Angel of Glory's Rise and Garna, the Bloodflame are good ways to get back after a board wipe and not get stuck behind. Lightning Greaves and Swiftfoot Boots I feel like there are auto inclusions even if one of the commanders can become indestructible because there's always that one player that has a path to exile or something to return to hand XD

raspberryfish25 on Kick Start My Heart | Winota, Joiner of Forces EDH

2 weeks ago

So I really like this decklist so far and I can see you have put a lot of time into it. Have you tried putting in more humans that make non human tokens? Cards like, Evangel of Heliod, Knight-Captain of Eos, Silverwing Squadron and, Hero of Bladehold could be really strong editions in this catagory.

This deck seems like it is ultra agressive, which I feel Boros and espically Winota want to be but, have you looked at putting a few more devensive cards in the deck? Cards like Frontline Medic, Odric, Master Tactician, Legion's Initiative, and Unbreakable Formation could help to ward off boardwipes and help your creatures get combat damage through. I also think, Angel of Glory's Rise could be a really strong late game finisher after a large chuck of your humans have been killed.

Lastly, you said you are not running a lot of boardwipes but, why specifically did you chose to run Fumigate over cards like Cleansing Nova or Austere Command? I feel like one of the later two sweepers are stronger than Fumigate because of their ability to hit artifacts and enchantments also. Have you considered Martial Coup? 7 mana is a lot for a sweeper but, being left with 5 soldiers that you could use to get 5 Winota triggers the next turn could win you the game on the spot depending on what you draw.

Overall I think you have done a fantastic job so far and I am excited we finally get a true Boros commander!

Phosphonothioic on Looking for a way to ...

1 month ago

I'm putting together a VERY casual G/W "Human Knight" deck, with a few off-cards for support, like Champion of the Parish, Knight Exemplar, Juniper Order Ranger, etc.

I'm looking for a way to get human/knights/creatures out of my graveyard and back onto the board should the game stall. My first thought was Angel of Glory's Rise.

I worry about protecting her during casting. I've been looking at Gatherer until my eyes bleed. Is there a way to protect her in G/W/Colorless. Or, are there better card(s) to empty my graveyard.

Note: My wife and I are making 60 card decks (No EDH, etc). We have agreed to not use any card that appears on any banned list, and to respect restricted rulings as well.

Any ideas? Thanks!

Joe_Ken_ on Trynn & Silvar, Dangerous Bonds.

1 month ago

Running Angel of Glory's Rise gives you access to a really good reanimation for humans as well as an infinite combo with Fiend Hunter and a sac outlet like your commander.

Combo pretty much works like this

  1. Have Angel of Glory’s rise on the battlefield

  2. Have Fiend Hunter enter the battlefield and exile the angel underneath it.

  3. Sac Fiend Hunter to the big cat and then Angel of Glory’s rise comes back in starting a loop with step two.

This gives you infinite death triggers as well as making your cat infinitely large meaning if you have a creature like Zulaport Cutthroat or have Bastion of Remembrance out then you can kill your opponents like that. This will also work with Impact Tremors for infinite damage.

BLOODGUILT on Rhys's The redeemed

2 months ago

Competitive as possible with no infinite combos isn't competitive.... Now, that i have that off my chest, i have several ideas to add power to this deck. Bishop of Wings + Divine Visitation = lots of life and angels. Fiend Hunter+Angel of Glory's Rise= protection from most board wipes. Fiend Hunter + Sun Titan = infinite sac for altars like Ashnod's Altar or Altar of Dementia. Birthing Pod + your deck = tutor for any creature. Karmic Guide + Reveillark = infinite reanimation plus one extra creature, i recommend Eternal Witness. Skullwinder is another copy of Eternal Witness but adds politics. Field of the Dead just for the free token it produces. Giant Adephage and Polyraptor, you'll have to find clever ways of triggering them but once you do enjoy. Other than that Mox Amber, Teferi's Protection, Finale of Glory, Kodama's Reach, Finale of Devastation, Smothering Tithe, Resplendent Angel, Crested Sunmare, Zendikar's Roil, Awakening Zone, Sandwurm Convergence. To be more competitive it's all about curve and interaction. The only spells you want to be more than 3cmc are spells you plan to win with. everything else should push you towards the win condition you pick. cEDH decks tend to be a combo, lots of fast mana, every tutor in the colors, and 23-30 cards of 'stop my opponents.' If i had to pick one route though i like running Bishop of Wings, Protean Hulk, Divine Visitation and maybe Reap. Reap is only if your play group loves black. but basically get Protean Hulk kill it. search for Bishop of Wings and Academy Rector. kill Academy Rector to fetch Divine Visitation then start gaining life and making angels. i would include the Fiend Hunter + Angel of Glory's Rise trick in it and grab a few more humans that interact well or do powerful things. This can go infinite if you have a sac outlet but it isn't complicated to explain, uses four cards to start in most cases, and will end a game when you do it. The earliest you could do it from what i can tell is turn 5 but it's more likely your games will end between turn 10-15 which should keep your play group happy.

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