Angel's Grace

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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
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Angel's Grace


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.

MattN7498 on Ur-Dragon's Multiverse Onslaught | *PRIMER*

1 month ago


One of the hardest problem that this deck deals with is opponents that are able to go wide on you when you become the archenemy. Typically, you're able to to fight off people with a few creatures as your dragons are typically bigger. But when they're able to swing and get chip damage on you with no consequences for the rest of the table to finish you off is a common way. Deploying early on curve basically guarantees you have a field wipe ready as its difficult to actually kill early walkers and worse case you get some extra damage off. The tutor is just extra on the card. If it was solely for tutoring, there's obviously better cards that are mana efficient or conceal what I'm actually tutoring as tutoring a creature faceup and not being able to cast it just paints a target on your head.

Reduction creature permanents are bad. I either want my creature to have some insane ability to attached to their ramp part or I don't want it (such as Selvala, Heart of the Wilds). Big part of this deck is either having those utility creature rampers to push you ahead or land based ramp as with this deck having your ability to cast spells based on fragile ramp cards is typically how you lose. Realistically on those mana rocks, you aren't usually casting something immediately after so it's no different than just getting more lands in play. Also is a reason I don't have Sol Ring in the deck on top of some weird early mana requirements. But any type of removal on those fragile pieces, you get bottle necked on mana and you'll be casting only spell for turn for the rest of the game.

Sarkhan, Fireblood feeds into recursion portion of the deck and early card filtering as well as dragon ramping on a hard to answer permanent early. Ultimate is nice but not typically what I'm concerned with. The need for the cheaper reducers is bad for this deck as I'm wanting to have land ramp early and then setup draw engines to be able to keep the train rolling. I'm not looking to draw Birds or Goblins. I'd rather just draw actual dragons, utility/draw permanents or land rampers to keep me going in the inevitable increase in keep casting Ur-Dragon. Also, given the fetchs, triomes and mutlicolored lands I've never once had a problem hitting mana requirements early. If you just think about your fetches and potential draws and options for tutor targets, you shouldn't be having an issue.

One off effects like Counterspell or Angel's Grace dilute your deck. Teferi's Protection is an exemption to this because it can save you/your board in way more scenarios than the other two. If you're wanting to load up on protection spells that's fine. But I'd rather be having a lot of those effects than just one. This deck is inherently a creature deck that is beating face/throwing etb damage at opponents. I'm not really looking to optimize my ability to be on the stack. I'd rather optimize being on the battlefield. Because then you end up in too many scenarios where you have less creatures to actually kill people with and too many protection spells where you'll never overtake opponents.

MilesHiles on Ur-Dragon's Multiverse Onslaught | *PRIMER*

1 month ago

Deck looks sweet! A couple of wonky things I noticed though:

1) Sivitri, Dragon Master is cool flavor wise, but I have a hard time understanding why she's there when you'd seemingly only use her for her -3 ability. In which case, cards like Eladamri's Call seem way more efficient for you in both mana and situationally.

2) I see none of the cost reduction gobos! Dragonlord's Servant and Dragonspeaker Shaman are crazy useful for early and late game plays. Being able to stack your commander's eminence reduction on top of base mana reduction makes playing everything else in your deck much faster. (Special mention to Rivaz of the Claw for his mana and turbo recursion)

3) What does Sarkhan, Fireblood do for you in most games? It seems like his main practicality is mana with a side gig on looting. I think having a 2 drop mana rock, like Arcane Signet or a mana dork, like Birds of Paradise, in his place might be more efficient for you in the long run, as you can always play them on tempo. Hitting turn 3 double red isn't unheard of, but it's certainly more difficult in a WUBRG deck with almost no rocks.

And lastly, 4) This deck deserves a Counterspell or two!! At least something like Angel's Grace to smack down infinites because as is, you've only got Teferi's Protection and no way to save yourself once it's gone. Ideally, you wouldn't need both but sometimes throwing away your Protection on a board wipe leaves you open to getting swept in the next turn rotation. Either way, I love the theme and style of the deck! Happy

wheels47 on Can't Lose

5 months ago

wallisface The plan if I can't win with damage is to deck the opponent, which is something I'm comfortable with. The angel is usually in the most danger right when it comes out, but as the game goes long the lock usually outpaces the opponent's ability to break it.

The deck is not interactive at all, but it can freely ignore anything not relating to removal. And it doesn't just sit for four turns--Glorious End, Chance for Glory, and Angel's Grace can functionally turn a T4 angel into a T3 angel, and it has ramp with Strike it Rich. And once the angel comes out, Glorious End and Pact of Negation become powerful counters, especially if you can stick Pact (or Blacksmith's Skill) on Isochron Scepter.

I'm also worried for the angel's safety--the success of the deck hinges entirely on it. I suppose you've identified some of the challenges of the deck, but I would be curious what specifically you would change to address them.

Renzisherekiddo on EDH: Sen Trips Turtle

6 months ago

Greetings, love the deck and how it fits a pretty good budget, but I'm curious as to why you're playing Ad Nauseam as it's usually paired with Angel's Grace and either Sickening Dreams or Thassa's Oracle a combo that usually wins if left unchecked.

I'd probably sub in Stinging Study especially in sen trip since she gets hated off the board frequently it'd also save ~$10

Squee_Spirit_Guide on Life Swap Shenanigans!

7 months ago

Very nice! I love this kind of strategy. Magus of the Mirror seems like it would fit the flavour of the deck. With Phyrexian Unlife it's ability is an insta-kill for players. Angel's Grace might be nice too to let you life swap and kill someone immediately.

For taking care of indestructible 'players can't gain life' cards, exile effects like Oblivion Ring or Path to Exile would be good.

Andramalech on I'm not dead, you're dead!

7 months ago

This is a wonderful example of what I absolutely expected to happen, admittedly I could imagine Balaam saying 'pick the mirror...'.

The wonderful thing about this build is I would eat my shirt if you managed to produce this win. I love the flavor and the callout to my build is a fucking salute, my dude. Thank you so much for humoring my challenge! And now, some slightly-roasting fun jokes:

'oh wow! you're gonna resolve Angel's Grace?'

--> Stifle.

Really love what happened here, gonna take some time to credit you in my Magus of the Owls build. Really looking forward to the opportunity to do another one of these challenges, both you and Balaam are totally invited. My only stipulation is this next time, I should not be picking the card pool. (lol.)

Fuzzy003 on Mindstealer

7 months ago

Like the idea but you need some game loss prevention for yourself as extra turns are taken in order of most recent creation, meaning you get yours first and lose...Angel's Grace or Platinum Angel, think there are some more out there but can't think of the names.

Pacts work nice as they trigger in upkeep saving you having to deal with surviving a turn from a soon to be dead player.

Icbrgr on What is the "best" way …

8 months ago

What is the "best" way to Turbofog in 2022?

Turbofog is a deck that has been on my mind lately; and have been wondering what the best way to play the deck is these days.

I first got turned on to this playstyle utilizing Isochron Scepter with spell package of Dawn Charm/Angel's Grace and good ol' Wrath of God to eventually get into a win condition of choice like Hoofprints of the Stag/Luminarch Ascension...Then I started researching some more recent deck lists and saw some new ways to play the deck using creature recursion through Abiding Grace, Ranger-Captain of Eos, Spore Frog/Kami of False Hope...

It seems very interesting and the lifegain seems like it can be a huge boon for the deck in some matches. I am wondering if anyone has piloted Turbofog anytime recently and had any input on this subject because I haven't touched the deck since like 2015.

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