Angel's Grace

Angel's Grace

Instant

Split second (As long as this spell is on the stack, players can't cast spells or activated abilities that aren't mana abilities.)

You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

Latest Decks as Commander

Angel's Grace Discussion

HeavyPlay on Gideon Turns (It Up)

2 months ago

First FNM with this deck and it BOMBED (and not in the good way). DRC's top deck filtering was not enough of an edge and without some kind of card advantage the deck runs out of resources very quickly.

However, I had some ideas on how to fix this issue:

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IN

OUT

hejtmane on Why isn't Mythos of Snapdax …

2 months ago

My favorite thing to do to play on Thoracle wins it Angel's Grace Thassa goes on the stack > then they cast consultation or tainted pact you let it resolve they exile their library then when Thassa's trigger goes back on the stack I cast that Angel Grace with split second bahaha they lose at the next upkeep or if they have to draw.

DudeMan1031 on Sadomasochist Surprise

4 months ago

Why would you assume an infinite damage combo wouldn't be able to kill anyone? All of the sadomasochists can redirect damage to an opp's face. Only issue is getting shut down by Angel's Grace and the likes, and at that point the draw is on the opponent.

Focus_Jim on OLORO COMBO/CONTROL

5 months ago

One more thing! Since you already have Angel's Grace in the deck, might as well throw Ad Nauseam in there!

jamochawoke on Eternal Flame

5 months ago

Lightning Helix would probably be better over Incinerate or Guerrilla Tactics. Might move the Incinerates/Tactics to the sideboard in case you run into regeneration creatures or hand disruption. While it's a cool survival tactic, you might not see a Wall of Hope to run Prismatic Strands with and you've only got the 4 creatures. I think the reversal cards are fun, but at a certain point it's better to just kill the opponent than live longer so Life Burst is another option to swap out rather than the Incinerates. You're also running a bunch of low cost instants, but have no way of refilling your hand. White struggles with that outside of EDH (which is why its game plan is on stalling or tax) but red has tons of options to refill the hand in Legacy.

But if you're intent on running so much lifegain Felidar Sovereign or Test of Endurance might be an alternate wincon for you but if Storm and spellslinging is of greater interest to you, you might consider Angel's Grace and Near-Death Experience over all the lifegain. If just being an annoying opponent to face in Red/White is the goal, keep the protection cards and instead slap in some Gideon of the Trials in there.

legendofa on Can I win by playing …

6 months ago

Draws don't result in everybody losing, they result (pretty straightforwardly) in a draw. Nobody wins, nobody loses. Platinum Angel and Angel's Grace don't prevent a forced draw.

If, say, someone drops a massive Earthquake that drops everyone to 0 life simultaneously while you have Platinum Angel out, you would not lose the game for having 0 life, while everyone else would lose the next time state-based actions are checked. As the only non-loser, you would win.

H3y_Im_Rob on Can I win by playing …

6 months ago

Since ending the game in a draw means everyone loses, would I be able to play Angel's Grace or have Platinum Angel on the field when something like Divine Intervention 's last counter is removed by something like Clockspinning or AEther Snap and win?

zapyourtumor on Simic Control

6 months ago

Definitely stay away from both hexdrinker and pact. Pact is much better in combo decks to protect their combos where they expect to either win before they need to pay the cost or they are going to do something with Angel's Grace to prevent themselves from losing the game like in ad naus. Since you are almost always going to have to pay the cost, it's basically just a 5 mana cancel which sucks.

Hexdrinker is much more at home in a midrange deck. You correctly identified the main problem with having it in a control deck, which is that the level up ability can only be activated during your main phases. If you add it as a 1-of you are probably going to be wishing for a different spell every time you draw it.

About the manabase, I assume budget isn't an issue for you if you have 4 misty rainforests. I'd cut the fabled passages and a few of the filter lands for some blue-something fetch lands.

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