Angel of Jubilation

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Angel of Jubilation

Creature — Angel

Flying Other nonblack creatures you control get +1/+1. Players can't pay life or sacrifice creatures to cast spells or activate abilities.

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

3 months ago

As I continue to ponder the Breathkeeper Seraph/Pyre of Heroes combo, I think I am leaning towards putting it in the deck. This change would almost certainly accompany swapping Steelshaper's Gift for Enlightened Tutor, though I'll probably wait till the latter is reprinted in order to do that. While the combo itself is what draws a lot of people, this deck works very well without it, and it would be a mistake to build the deck around it. That being said, the utility offered by both pieces even on their own is worthwhile. The pyre is just a great utility tutor in its own, and one of the few ways we can grab any angel in the deck we want, including the seraph if we have a five drop. It can be really helpful in grabbing our hate pieces, including Linvala, Keeper of Silence and Angel of Jubilation (even though the latter shuts the pyre off, we'll still be glad to have her against lifepay and sacrifice shenanigans). We can sacrifice the seraph to it to grab Sephara, Sky's Blade, and then can pair it to seraph when she returns in order to give us a really mean indestructible board state that will be difficult to get around. We could use it to get Brisela, Voice of Nightmares  Meld  Meld out, and can even sacrifice the seraph to get Bruna, the Fading Light  Meld, bonding it to Brisela when it returns. We could also sac a three-drop to get Serra Paragon, and the immediately get back said three drop with paragon's ability, and then can keep the same thing with other one, two, and three drop angels, getting focused "card draw" out of the equation. We can do the same thing by sacrificing the seraph to get out Emeria Shepherd which we can then use to get it back immediately if we have a plains in hand. Even on its own the seraph can protect Giada, Brisela, Sephara, or any other angel that is critical to our gameplan.

Needless to say, I think it would be a mistake to not include this combo, though I also think it would be a mistake to get too excited about it and build around it as it could compromise our main plan which is goldfishing and killing the table. This combo gives us some resilience and allows us to potentially leverage our angel library as a resource. It's great, but it's not essential. As such, a surgical approach would work best. I think I am likely to cut Darksteel Mutation and Starnheim Unleashed to put it in. I'll add Kabira Takedown  Flip into the mana base to keep my removal at parity, and cut the worst removal piece, which is mutation. Starnheim Unleashed is an awesome card in the deck and I am reticent to cut it, but this combo is just better. I'd still recommend playing it for anyone who has room in their list.

Including the pyre also raises the question of other pieces that could be included. Inspiring Overseer is one I've had my eye on for awhile, and it is great here as we can sac it to get four drops and then get it back when paired with the seraph. It was already good with Sword of Hearth and Home for getting a draw engine going, and will be great with Serra Paragon and Emeria Shepherd as well. It's not essential by any means and we have to consider the floor of the card which is that it is an over-costed, one-off angelic version of Elvish Visionary, but at the three drop slot it gets some consideration at any rate because of the times where it can be really good.

The other card that should be considered now is Archangel of Tithes. This wasn't high priority before because we rarely needed either of its abilities since we usually have enough huge blockers to deter attacking and our flyers don't often have issues with blockers. Nonetheless, it is a great toolbox piece against infinite attack step/attacker combos like Godo/Helm Kiki-Jiki/Village Bell Ringer, etc. These combos still kill us because they can generate enough attackers to get around and eventually kill our defenders, but with the archangel they'll never be able to pay for it, making it a helpful hate piece much like Linvala and Jubilation are.

I currently don't have slots to add these, but will be keeping an eye on things to potentially cut to potentially add them.

Catpocolypse on The Island Awakened

3 months ago

Profet93 Shorter reply just because I don't think a reply the length of my prior ones is necessary here.

Song of the Dryads isn't a replacement for Beast Within imo, but a situation where I run both of them, I'm just not sure what to cut fit Song of the Dryads.

The PWs are not a staple part of the list, in fact they were cards that I spotted in at the very beginning and have been just good enough to avoid getting cut. Not anymore however, as cutting Wrenn and Seven for Abundance instead of cutting World Shaper. Thoughts?

That being said, there's really not a viable reason to run Doubling Season over Parallel Lives, especially when the main reason for the effect is the tokens, not the counters.

Angel of Jubilation: I didn't realize it cut off fetches, but it's also not a card that is ever going to pop up in my playgroup.

Nykthos, Shrine to Nyx is a card I had in the original concept of the deck, but got cut later as it didn't fit the sac/recursion theme I was building around, especially with the elemental tokens, or any other tokens for that matter, not counting towards the devotion as they don't have green pips.

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

3 months ago

Guerric

I wasn't able to play a multiplayer game this weekend but ran 9 games of 1v1. I won 7/9 games as unblocked angels seems to be consistently good. 6 games were against Necron Precron, 2 games against Faldorn Exiles & 1 game against Aesi Landfall. Made a couple swaps to give Pyre of Heroes a shot. Didn't touch the lifegain package but messed with the protection one. Since all 9 games were duels, some of the changes weren't great.

Eye of Vecna for Pyre of Heroes

Cosmic Intervention for The Ozolith

Angel of Condemnation for Karmic Guide

Angel of Jubilation for Inspiring Overseer

Starnheim Unleashed for Luminarch Ascension

Search for Glory for Enlightened Tutor

I notably left in Together Forever and didn't put in Breathkeeper Seraph because I wanted to see if there were synergies between Together Forever and Pyre of Heroes.

Lost 1 game against Necron Precon due to a combination of things. I missed 2 land drops early in the game and was forced to use Enlightened Tutor for a Sol Ring so I could play my hand. Later in the game Ioverplayed the hand and got hit by Shard of the Nightbringer followed by Their Name is Death on the next turn. I was definitely kicking myself at the end because I had Emeria Shepherd and played it when I should've held it. Necrons actually did pretty well against this deck overall as they had fliers which stopped some early attacks. In the end though, as with most precons, they ran out of gas while Angels could keep chugging along and beefing up.

Lost 1 game against Faldorn Exiles due to Food Chain & Eternal Scourge with Faldorn, Dread Wolf Herald producing a million wolves on turn 4. With no answers in hand, it was a quick and clear loss.

I was able to get Pyre of Heroes out in several games. One of my favorite combinations was using it on Inspiring Overseer to drop in Serra Paragon and then recasting Inspiring Overseer for the extra life and draw. On the following turn I sacrificed it again to grab Battle Angels of Tyr and hit for even more draw.

During the final game against Aesi Landfall I wanted to see how much value I could get out of Pyre of Heroes so I kept an obviously risky hand. My starting hand consisted of Arid Mesa, Plains, Fabled Passage, Emergence Zone, Mutavault, Pyre of Heroes, and Path to Exile. Aesi had a pretty slow start without much ramp but dropped Aesi, Tyrant of Gyre Strait turn 5 which I promptly pathed. The only Angel I drew was Angelic Curator which I pyred into Inspiring Overseer. I also had Together Forever on the board so when I pyred Inspiring Overseer into Serra Paragon I was able to bounce it back to hand and recast Angelic Curator on the same turn. Next turn I cast Inspiring Overseer and pyred that into Thraben Watcher and started swinging for lots of damage.

In a multiplayer game other players would've had more answers for our board and Pyre of Heroes may not stick around. However, I don't think it seems threatening on its own and most times it's just a value engine. I think there may be a case for swapping it out for Eye of Vecna. They cost the same for 2 colorless. Their activations are also the same at 2 colorless. The differences are the 2 damage we take for Vecna and also that the draw occurs on upkeep before our draw phase and we have to pay the 2 and life if we want the card. If we drop Vecna early game and we're looking for something key, usually a land or a low cost angel and there's no guarantee that we'll get it. So if we're on turn 4, we've expended 2/3 available mana on drawing either a land or a 2cmc angel because we can't play anyting else. If we aren't dropping Vecna early and instead on turn 6-7 then it's pretty slow compared to its counterparts. Yes it replaces itself but nothing else we do will give us cards the turn we need it. All the other draw cards play into our strategy of either playing angels, attacking or gaining life. Also, the ones we pay into can be done on opponents turn when we're holding up answers, so there's no "wasted mana".

Out of the current swaps The Ozolith and Luminarch Ascension were very mediocre. This is likely due to the duel format and will need more testplaying in a 4-man setting. I was able to get The Ozolith up to 18 counters one game but it didn't matter since I was dead the next turn.

I think just based on this trial run that Pyre of Heroes deserves a strong consideration especially with Inspiring Overseer. Let me know your thoughts!

Catpocolypse on The Island Awakened

3 months ago

Alright @TheoryCrafter, I'm gonna do my best to break this down.

Artifact/Enchantment hate is definitely something I'm lacking, the main problem I have is that I don't know what to cut. Of the two, I think I'm more likely to play Broken Bond due to the land synergies and that I don't often need anything more than spot removal.

Walking Atlas was something I considered, but Skyshroud Ranger is just strictly better imo and as I kept refining the deck, I started cutting out some of those types of ramp effects for more draw effects.

I am not doubting that Angel of Jubilation is a very strong card, but I'm failing to see how it effects my main game plan. Yes, it messes with effects like Greater Good, but it doesn't do anything to stop the landfall/land recursion elements of my deck, which are the main strategy.

Of the 3 lands you suggested, I'm only truly considering Fertile Thicket. All 3 enter tapped, but only Fertile Thicket has an effect that benefits me enough to offset that cost. While yes, it does give me the etb trigger, it takes one less basic out of my pool and I already run less than 50% basics, removing many more would start to severely hamper my fetches. All 3 of them are also much harder to bring back from the GY than a basic forest, which either slows down the land recursion engine, or makes it more complicated to put into motion. Field of the Dead is a super powerful card, but I'm worried that in order to consistently activate it, it is doing too much damage to all the fetch lands I run.

Thanks for the suggestions, I hope the logic behind my replies makes sense

TheoryCrafter on The Island Awakened

3 months ago

Your deck is looking pretty good. However, I find it lacking in Artifact/Enchantment hate.

You may want to consider Pest Infestation. With how quickly you'll be emptying out your library it's not outside the realm of possibility you can draw this soon enough to be relevant. It doesn't create you big creatures, but the number of pests it will produce(especially with the help of Paralell Lives) could have a staggering effect.

Another to consider would be Broken Bond, as it fits into additional land plays.

Speaking of addional land plays have you considered Walking Atlas?

Another weakness to your deck is Angel of Jubilation. While I find it unlikely you'll have to face it in the near future, it may be an idea to add something like Ram Through to directly kill it or use something like Primal Bellow(which you can then target your Commander with) to force it to block.

Also, have you considered Fertile Thicket, Khalni Garden and Llanowar Reborn? The former two would have a least some benefit from extra land triggers, the third for consistent buffing of an important creature and they'd be a much easier option to sacrifice since they come into the battlefield tapped. This would also give you more fuel for Field of the Dead if you wish to reconsider it at a later date.

That's all I got for ya. Thank you for reading me out. I hope it helps. Happy Hunting!

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

3 months ago

Guerric

What kinds of single target removal are you dodging with Pyre of Heroes? I thought the sorcery speed clause prevents it from doing so. Also, between the fetch lands and pyre I’ll probably pull Angel of Jubilation as it hurts the deck too.

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

3 months ago

kirbysan

Thanks for the input! I think I'll probably cut Sigarda's Splendor after all. I haven't seen Vanquisher's Banner be bad yet, so I'll keep monitoring things but it's probably better to go for the high ceiling low floor type cards when we get above 3 cmc. As for Darksteel Mutation, the key is simply having a removal place to take the spot of Harsh Mercy. I've found that several times when I had it in hand I didn't need a board wipe but did want a targeted removal. That card wasn't good for that since each player gets to pick a creature type to keep, so it went. Mutation is nice since it can sideline a commander at least temporarily, though there are ways around it. Another good option is Fateful Absence, which simply destroys a creature or planeswalker, but which can be done at instant speed. Either way, it doesn't have to be integral, we just want to up the efficient removal with this slot.

As for other cards, my thoughts are as follows. Linvala, Keeper of Silence is the easiest because this card has saved my bacon more times than I can recount, and has been a true all star for me. I expected her to be fine but she's been a real star. Angel of Jubilation is also solid. We're always happy to have the anthem and when her second ability comes into play we'll be very glad we have her as she shuts down some of the more degenerate shenanigans in the format. Search for Glory is another easy one, and is a very underrated card. We have a lot of amazing legends here, and she can tutor all of them. One which I have used multiple times is tutoring Sephara, Sky's Blade and then immediately playing her for .

Together Forever is a board protection piece and the theory on it is good. I haven't seen it as often as other cards, but when I have I've played it, used it, and been glad to have it. It doesn't stop our pieces from being destroyed per se, but it does preserve the cards themselves for the cheap cost of per card. The biggest danger in this deck is getting blown out with an empty hand, and this ensures that we can at least have a hand if we play carefully. It is also good in less dramatic situations though. When I've enjoyed it most is when I've used it to save Sephara, Sky's Blade only to immediately replay her for the next turn, something that vexed my opponents greatly. Now if I were putting Avacyn in I could consider cutting this card since it is in the same category (sort of), but I've found it to be good and plan on keeping it for the time being. Starnheim Unleashed in this deck is the sort of token splashy card that allows for a big play that can put us over the top. It's not critical to the function of the deck, but where it is good it is generally pretty great. The ceiling is to play it with Crashing Drawbridge on the board or to flash it out on the end step right before our turn with Emergence Zone, where the element of surprise can take over the game. That being said, if you wanted to slot Luminarch Ascension in, something I have thought about doing, it could go in place of this as it has a similar function in terms of being able to pump out a massive amount of angel tokens. Luminarch Ascension has added value as a permanent since it can generate angels repeatedly for small mana. It'd downside is that there is no element of surprise. Our opponents will instantly know the threat it poses and will likely work to remove it as quickly as they can, possibly before we get to activate it at all. I think both cards are good and can justify a place in the deck, though I wouldn't say either is essential.

Angel of Condemnation is a card that I have pondered cutting and haven't really used too much in my playtesting so far, though it's certainly not bad and the theory on it is good. It's one of those cards with a lot of utility. On the one hand it is a removal piece, and a think we can use extra mana on at instant speed to repeatedly disrupt our opponents. Often we shouldn't need to exert him. Just blinking our opponents degenerate piece on their upkeep will generally keep them from exploiting it during their turn. Of course if we do exert him we can sideline a piece until an opponent removes him, and usually only the opponent who owns the degenerate piece will be willing to do so. This card can also be useful on our own stuff. We'll be happy to blink Sanctuary Warden for an extra card sometimes, or maybe blink any of our creatures to gain life off of Bishop of Wings and make an angel token off of Resplendent Angel or put some counters on stuff with Archangel of Thune. I've played enough blink decks to know that we tend to find all sorts of synergies like this if we have a card like this one in the deck and are looking for them.

Needless to say I am pretty happy with the list in general, and most of the cards I haven't liked I've cut. This doesn't mean we can't cut these or any other cards, but the threshold of a new card needs to be high for me to consider it.

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

3 months ago

Guerric

I was able to use Darksteel Mutation twice last week and at first it seemed amazing. However, both players I used it against were able to use copy effects to get their commander "back" and keep going. I don't think it's integral to deck performance yet.

I personally removed Sigarda's Splendor for my trial run last week. While it does fit thematically with the deck I didn't get sufficient lifegain out of it and drawing the card on next turn and only once per turn didn't provide enough value over the course of the game. If we cast it turn 4 we should start slow playing turn 5+ since we're expecting a board wipe. That means we're holding up cards in hand and playing cards for value or leaving mana up for answers. We're not really storming off with a bunch of white weenies to gain a bunch of life so the lifegain is incremental. That means if someone else is playing big creatures and swings at us and we don't want to chump with an angel, then we lose the card draw. I put it in the same category as Court of Grace which at least gives us the card at end of turn and provides us with a 4/4 body on upkeep rather than the card. Even if we lose monarch, we still get 1/1 bodies that can play into our favor with sufficient anthems. Furthermore, when an opponent has monarch they usually get targeted so another opponent can steal it.

I was initially against Thorough Investigation as it just seemed so slow. But when we're in mid-game and holding mana up for answers, it's nice to use the spare mana to crack clues if we don't use our answers. One time, after a board wipe and I was only holding angels to rebuild I cracked 3 clues on opponent's end step which just gave me so much more gas. The scry from Dungeon of the Mad Mage was highly useful as we don't have that ability otherwise. I even finished the dungeon one game but only got a Youthful Valkyrie off it. Being able to crack these clues convinced me that Luminarch Ascension needs to be slotted in. We could use spare 2 mana to dump out a 4/4 Angel on end steps after a board wipe and just start swinging.

Mangara, the Diplomat was pretty useful the 2 games I got it out. In game 2, I drew 4 for 4 mana and another game drew 2 before a board wipe. It also doesn't draw out the single target removal as our angels are usually the bigger target.

Vanquisher's Banner was also pretty useful the 2 games I got it out. In game 2, I drew 5 for 5 mana and another game drew 3 before the game ended.

Well of Lost Dreams was never played in the 10 games I played. It definitely has a place as it has a high ceiling but it's a dead card in hand without any lifegain on board.

While we're on the topic of replacements I was wondering how the following cards have been working for you:

Together Forever

Search for Glory

Starnheim Unleashed

Angel of Condemnation

Angel of Jubilation

Linvala, Keeper of Silence

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