Enchantment — Aura
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return Angelic Destiny to its owner's hand.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Angelic Destiny Discussion
3 months ago
Deck looks good overall, here are some thoughts I had after reading it:
Pacifism is pretty bad, and you don't really have any aura synergies with it. Iff you really want 8 removal spells, Journey to Nowhere is just way better. I think you could probably cut down to 6 total removal spells though since you have Skyclave Apparition . You could also try running Prismatic Ending , replacing a plains with a Sacred Foundry or something like that for a third color (and maybe adding some extra fetches).
I can't help noticing that you don't have any dig like Collected Company or tutors like Chord of Calling . CoCo is might not be the best here since you only have 22 hits which is far from enough. I think Chord of Calling is worth considering, especially if you decide to go for a more toolbox-valuetown build (maybe with some Sanctifier en-Vec , Auriok Champion , and Sanctum Prelate mainboard). It's probably fine without either of those but I just wanted to throw out some ideas.
You also don't have any real turn 1 plays, since Path to Exile and Rancor don't really count. Imo you should really have at least a few, so you don't start off every game already losing tempo on the first turn. The first suggestion I have for a 1 drop is Noble Hierarch , which makes all the types of mana you need early game and has some use mid-late game with exalted. She can also make blue mana if you want to exile a 3 cmc permanent with Prismatic Ending (so the foundry is probably not needed). My other suggestion is Esper Sentinel , since he either stalls the game by taxing your opponent or gives you tons of card advantage. Stick a Rancor , Angelic Destiny , or Wilt-Leaf Liege and you'll be drawing cards all day.
Happy brewing :)
6 months ago
SnakeByte77, I think I would remove Sage's Reverie to make room for Angelic Destiny , given that its abilities for draw and power increases are redundant through Kor Spiritdancer and All That Glitters , among other cards.
7 months ago
What would you take out to put Angelic Destiny if you could?
8 months ago
Angels are a very heavy tribe in CMC, and the mana curve of their deck is also very high. I would advise to put lighter and more effective cards for the strategy in place of heavy cards with appeal only to Flavor.
10 months ago
Get rid of Angelic Destiny, you don’t need to attach that to the smaller creatures. Instead, put those 4 cards on removal like Cast Out or Path to Exile. One problem people face when deck building is they have this great synergy with their cards but have only 1 full set of removal. Once the opponent removes some of the combo pieces you can’t do much until another piece comes and then you have to think about it if they have a way to immediately remove it before you can put it down the field. Having at least 2 sets of removal will help to also disrupt their combo so you can continue yours.
10 months ago
TheRoaringRegisaur I really like Angelic Destiny and I think it gives this deck a good way to force damage through that my other enchantments lack, but my main reason for not adding it yet to the list is that its cost is a little high, given the budget imposed on this deck list. I really like the suggestion though!
10 months ago
11 months ago
When I talked about Karn and birthing pod i didnt mean for you to use them(Birthing pod s banned all the way back to modern) I just meant a toolbox deck needs tutors like that, CoCo is Collected Company. I tried to build a pioneer grim tutor deck and it failed. Badly. It just isnt a fast enough card for the format. Angelic gift isnt great when there are cards that do that but better, I.E Angelic Destiny