Avacyn, Angel of Hope

Avacyn, Angel of Hope

Legendary Creature — Angel

Flying, vigilance, indestructible

Other permanents you control have indestructible.

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Printings View all

Set Rarity
Iconic Masters (IMA) Mythic Rare
From the Vault: Angels (V15) Mythic Rare
Avacyn Restored (AVR) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

Legality

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

Avacyn, Angel of Hope occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

White: 0.77%

GW (Selesnya): 0.78%

RBW (Mardu): 0.44%

Avacyn, Angel of Hope Discussion

Hi_diddly_ho_neighbor on Mayael’s Overwhelming Stampede

1 day ago

Hi there,

Mayael the Anima was my first commander deck. I no longer run her, but there are a few things that I learned while playing her:

1) Protection is key: Because of her ability, Mayael is a lightning rod for removal. I'd think about including cards like Swiftfoot Boots, Lightning Greaves, Dense Foliage (you aren't running much targeted removal anyways), Aspect of Mongoose, or some Umbras.

2) You need a back-up plan: You've already have a few ways besides Mayael to cheat creatures in, but I would highly recommend Hunting Grounds, as well as more ramp/mana doublers like Mirari's Wake

3) Top deck manipulation is the most important thing: In addition to Mirri's Guile, consider adding Sensei's Divining Top, Crystal Ball, Congregation at Dawn, and Scroll Rack (if you have the budget)

Also, some haste enablers like Rhythm of the Wild would be good. And I see that the pair of Avacyn, Angel of Hope/Sigarda, Host of Herons have already been suggested. I would consider the third member of the holy trinity, Archetype of Endurance, for complete protection.

Eternaldark866 on Mayael’s Overwhelming Stampede

1 day ago

Recommended additions and reasoning:

Mirari's Wake, Mana Reflection: These come at cheaper mana costs than your Zendikar Resurgent. Drawing a card on the Resurgent is good, but not good enough, since you have to cast the creature. While you likely will have enough mana to do so, it is going to be less common than cheating out the creatures. Additionally, Mana Reflection will work with all permanents, not just land. So your creature and artifact mana will double as well.

Strionic Resonator, Rings of Brighthearth: This lets you copy Mayael's ability. Digging 15 cards for 3 creatures is better than 5 cards for 1...

Exploration, Oracle of Mul Daya, Bloom Tender: all phenomenal sources of ramp. Highly recommend Oracle for the ability to remove land fromt he top of your deck, allowing you to dig that one card deeper... where you will find...

Kozilek, Butcher of Truth: Even if you aren't casting Kozi, you get a massive beater with Annihilator, and as a huge bonus, he helps recycle your graveyard in the event of a board wipe. Nykthos, Shrine to Nyx, Gaea's Cradle: You run a ton of green permanents, and if you take the Mana Reflections from earlier, you double the number of green you get from it. It is a really cool way to generate a ton of mana super quickly. about the Cradle, creature heavy decks can always benefit from it, and again... Mana Reflections doubles it.

Warstorm Surge, Stalking Vengeance: 2 enchantments that give you free damage that you can use as removal for opponent's creatures or nukes to the face. Additionally, fun interaction with the surge and the Blightsteel Colossus I also recommend, the Surge says the creature deals the damage... unblockable 11 infect shoots someone out of the game.

Panharmonicon: In a deck with a ton of creature based ETB effects, this artifact is a must. With the Surge from earlier out, now you get 2 of those triggers.... Eternal Witness: Phenomenal recursion, and can save you by getting back something you need from the graveyard.

Genesis Wave: Now that we have you pumping mana out like a pro, Genesis Wave for 40, and watch as a large amount of unnecessarily large creatures enter the battlefield and turn them sideways because you have...

Urabrask the Hidden: Yeah that's right, get that haste, and if someone tries to flash in a blocker it's useless.

Avacyn, Angel of Hope, Sigarda, Host of Herons, Privileged Position, Vigor: Because nothing says "fun" like having a boardstate that is hard to remove. Additionally, damage to your creatures makes them bigger. Thank you, Vigor.

Craterhoof Behemoth: You play this with 10+ creatures on the board, and you have an automatic 100 damage added to your total.

Tooth and Nail, Kiki-Jiki, Mirror Breaker, Zealous Conscripts: This is an infinite combo as well as the tutor to get it. Tap Kiki, copy the conscripts, use the new copy's trigger to target Kiki, untap Kiki. Tap Kiki, copy the conscripts... Create infinite Zealous Conscripts to attack everyone for yes damage.

Gisela, Blade of Goldnight: Amazing for both extra damage and protection.

Vedalken Orrery: Because playing on your opponent's turn is funny. And your Seedborn Muse really gets to put in work in a 4 player game, on top of the Mayael useage.

Vexing Shusher: Because nobody likes blue. This card is a big middle finger to blue.

Lurking Predators: So your opponent wants to cast things? Maybe you get a free creature for it. Can be quite useful.

Recommended cuts and the reasoning:

Desolation Twin,Krosan Tusker: They don't do enough to better your boardstate in my opinion. Desolation Twin is a 10/10 sure, but other than that, nothing. Chances are, you won't be casting it that much to get the second 10/10 anyways. The Tuskar only benefits you if you cycle it, otherwise it is just a mediocre creature. Additionally, cycling it only gets a basic land, of which you are running very few. This is not a criticism of your land base. I didn't want to touch it too much because my own landbase is significantly more expensive.

Gigantosaurus, Woolly Thoctar: These are just vanilla big creatures, which isn't too bad on it's own, but I like to have creatures that actually DO something more than sit there and look pretty.

Pathbreaker Wurm, Tectonic Hellion, Tyrant of Discord: These guys are all decent, but the Pathbreaker only helps one other creature. The Hellion is cool, but what if you have the most lands? You aren't running Crucible of Worlds, but your opponents might be. the Tyrant is more of a personal preference, I don't like it because of it's random factor.

Rith's Grove: It is a bounce land, without the benefit of tapping for 2 mana like the dual color bounce lands. Not worth running in my opinion.

Pure / Simple: This card is too restrictive. Running the Krosan Grip, Swords to Plowshares, and Path to Exile are all better options. They don't force you to choose multicolor creature, or equipment or aura. They just remove a target.

Tragic Arrogance: I love boardwipes as much as the next guy, but this hits you just as hard as your opponents, and instead of using Invincibility to get through it, you have to sacrifice. Wrath of God would be a much better option in my opinion.

Emerald Medallion, Ruby Medallion: In my opinion, these guys are less useful since you are trying, for the most part, to cheat everything out.

Firemind Vessel, Firewild Borderpost, Wildfield Borderpost: While mana rocks are good, I feel that these guys are far too slow to be running.

Rith's Charm: To me it doesn't do enough by itself to warrant keeping. You have little to no ways of getting it back or making more uses of it, so it is a 1 shot item. I'm sure by now you have noticed I prefer things that have multiple and recurring uses.

Overall, I love it. I love Mayael, and she has been my strongest and favorite deck for a very long time (2012). My current version relies very little on her ability, because I played with a bunch of rather rude people that played Pithing Needle and named her all the time. It was not fun, but building my deck to use her ability as an option, instead of a strategy, changed the way I used her, meaning that the needle no longer leaves my deck dead in the water.

Please keep in mind that my recommendations are just that. if that Gigantosaurus doesn't do anything, but you like it because it's a dinosaur, and you don't want to cut it, you do not have to. I unfortunately gave up all my dreams of having cards I like for flavor, aesthetics, etc, because I decided to build my deck to compete and even stomp on combo and control decks. I have no room for cards that don't serve to better my boardstate as a whole.

Final Note: I will be more than happy to provide further insight and feedback if you have any other questions.

loricatuslupus on EDH - Reanimator: Kaalia of the Vast

3 days ago

Hello fellow Kaalia enthusiast! Inserts obligatory link to my own deck: Still Better than Dan Brown.... Right, with that out of the way...firstly, I notice that while you call this a reanimator deck and have plenty of ways to cheat things out of the graveyard, you're missing things to stack it with. Cards like Entomb and Buried Alive would let you sculpt your graveyard into the perfect stockpile of threats. If you didn't already have loads I would recommend another actual wrath over Terminus considering you have more ways to get creatures back out of the graveyard than your library, but with that being the case you might be better off with either more unconditional removal (Vindicate/Anguished Unmaking) or even Armageddon if you don't mind having no friends. Aurelia's Fury and Boros Charm are great modal spells too! Honestly can't recommend Reconnaissance highly enough but Dust Corona and Phyrexian Reclamation do work for me. As for creatures, I wouldn't bother with Bloodgift Demon (take Rune-Scarred Demon for loops with Reya and a sac outlet such as Razaketh, the Foulblooded); Bogardan Hellkite (you'll probably do more overall with Warstorm Surge or the new Terror of the Peaks); Indulgent Tormentor (your opponents won't ever hesitate to pay the cost and the body is underwhelming for a demon); Vampire Nighthawk (good card but this deck can do better, for similar cost a Magus of the Moat or Grand Abolisher can make you very hard to assail). I'd suggest considering Avacyn, Angel of Hope, Doom Whisperer and Rakdos, Lord of Riots as other strong picks for potential upgrades. Finally you've got a decent mana base, but I'm a little surprised to see no fetches/utility lands like Volrath's Stronghold considering you have actual legacy duals. How can you be running a Scrubland but be unable to upgrade your Forsaken Sanctuary to a Godless Shrine and still be playing with Temple of the False God? This last one is one of the worst lands out there considering it can easily be a dead draw and doesn't even give you colour - you're running plenty of basics so even an Evolving Wilds would be better in almost every case! Anyways hope that's given you some ideas.

loricatuslupus on Society of Darkest Night

4 days ago

Shadowspear is an excellent Commander card, especially for an aggro deck. Beyond granting two strong keywords at a low cost, that ability deals with gods and allows you to target evasive Voltron builds with removal. From time to time it will even force people to rethink their strategy entirely, for example if they were hoping to make Armageddon/Wrath of God a one-sided affair with Avacyn, Angel of Hope or Boros Charm.

PhotogenicParasympathetic on Why Are Empress Galina and ...

1 week ago

Seven mana for the option to spend two mana to kill a legendary creature the next turn is just not a good rate. By the time Tsabo has actually killed something, Animar, Soul of Elements has already powered out a field of creatures, Roon of the Hidden Realm has been creating value for several turns, every blue deck ever has six counterspells at the ready (if they even CARE about losing their commander), heck, with a decent ramp opening, white decks could already have dropped Avacyn, Angel of Hope by turn eight. If I'm out to kill your commander, I'd rather just Doom Blade it and take the 1 for 1.

Karakas not only doesn't cost mana to play and is ready to use on turn one if need be, it doesn't cost a card slot to run it - if you never need to use its ability, it still taps for mana. It would literally be an auto-include in every commander deck that runs white.

Karakas also has additional functionality by being something you can use to save your own legendary creatures from opposing removal, again only at the "cost" of not tapping that land on your turn.

In short: Karakas is a good card, even outside of EDH, that becomes much better in a format that requires legendaries. Galina and Tsabo are not good cards outside of the format, and EDH doesn't make them significantly better.

enpc on The Crown Scourge

1 week ago

TonyStark9001:

"the fragility of auras absolutely proves hexproof is necessary"

This only matters if you're trying to force auras. If you're primarily focusing on equipment, then it's not an issue.

"which in most cases will cost you about double the mana"

That totally depends on which equipment you're looking to run. The vast majority of good equipment top out at a cost of 3 and most of them then have a cheap equip cost in addition. Plus there are all sorts of "free" equip effects which you would be running in an equipment heavy deck.

"equips giving hexproof is nice, but you have to draw them"

That's what tutors are for - white gives the best equipment tutors in the game and blue can fetch artifacts.

"rafiq actually costs MORE when you inevitably have to cast him a second time"

This is only true if Rafiq dies and Uril doesn't. There are plenty of boardwipes which can easily do away with Uril. And unlike blue who can actually counter a bunch of removal, Uril gets left in the cold.

"having blue does NOT mean rafiq can keep tempo better than uril. not at all."

That's just, like, your opinion man :P Seriously though, you do need to provide something to back up this statement, otherwise it is just your opinion on it, so you can't tout it as fact.

"commander has more removal than modern. sure it's a singleton format, but you also have multiple opponents."

Yes, but that removal is split across 4 players, each focusing on a myriad of different threats and not just aimed at you. At the end of the day, why would I waste removal on a voltron commander if it's attacking one of my opponents? In modern, the amount of removal is still high, however it is a lot more targetted since it's a 1v1 format. And while not every deck runs removal, it's only the fast ones that do that. Most midrange decks will out-removal their commander counterparts, especially if you scale the card count to 100.

"having constant access to a commander doesn't actually change the plan either, it simply ensures you don't have to rely on luck to get that hexproof creature."

It very much does change the build of the deck. Knowing that you have 100% access to your commander (hexproof or not) will drastically change what cards the deck needs to run - you don't need to run threats (in the form of creatures), you can instead run a bunch of buff effects and protection effects in their place. Bogles has to draw one of the creatures and then start enchanting from there. Voltron does not have this problem. Bogles MUST get one of the one CMC creatures down turn 1, because otherwise the deck will start to stuggle due to all of the hand hate and counterspells. Volton doesn't have this problem. Sure, your commander could get killed or countered but you don't lose access to it. In Bogles, you might get a single creature and some buff effects in your opening hand. But if your creature gets turn 1 Thoughtseize'd then you're at the mercy of your deck until you can draw another one.

"the 2 extra power per enchantment goes a long way toward racking up commander damage that rafiq simply cannot match."

This assumption implies that you're using external buff effects on Uril. So sure, an aura covered Uril will do more damage than a Rafig by himself, however I already pointed out that becuase Rafiq doesn't care about what you use on him, a Sigarda's Aid + Colossus Hammer with Rafiq (which costs a total of 2 mana) turns him into lethal damage on the board. And even commanders like Balan, Wandering Knight can take advantage of this - hell, you only need the hammer in Balan's case. Chuck in an O-Naginata and you're golden.

"rafiq also does not "innately" have double strike. it can "gain" double strike IF it attacks alone, but that is not the same as having it innately."

I'll happily concede this one. Innately was the wrong choice of words. However The point that Rafiq can get double-strike without requiring an external source is not something to be overlooked.

"oh and if you look up commander voltron on the mtg wiki, uril tops the list. rafiq is not on the list at all. neither is godo."

If you're going to refer to some list, you should probably link it: MTG Wiki Voltron List.

The list you referenced is in no way ranked, it's merely a cross section of "popular" voltron commanders. And Uril doesn't top the list, he's just first on it. this list also has Avacyn, Angel of Hope and Brisela, Voice of Nightmares on it. It's also completely community editable. I wouldn't be trying to use that list as any kind of discussion point.

At the end of the day, I don't think we are going to come to an agreement on this and while I think this conversation has provided some good points and counterpoints with regards to voltron in general, I think that if it keeps going much longer it will completely derail the original topic, which was about Gadrak, the Crown-Scourge as a voltron commander. I'm not fussed if you want to respond to my comments here (I don't want this to seem like I'm trying to get the last word in and then putting my foot down) however I'm not super keen about discussing this ad infinitum, especially since neither of us have changed our opinions.

Viera: I hope this has provided a bit more insight into some different opinions around voltron and what differnet people's priorities are when it comes to building a deck. Hopefully there is some good, more general knowledge that you can distill from it.

ThePerilousRealm on Avacyn's Spirit Bomb |[Primer]|

3 weeks ago

What's the story on the alter of your Avacyn, Angel of Hope? She looks beautiful.

Gidgetimer on How would you give white ...

1 month ago

You may be getting confused about who said what. All I have said so far is that white's lack of draw being a "problem" is a position made up by content creators and echoed by the player base. I then made it clear that I realized that the format that was under discussion was EDH and that out of respect for your wishes I was keeping my disagreement that white needs card draw brief.

I didn't see you mention content creators. I brought them into this because I feel that they made up this viewpoint for views and so that they didn't have to change their earlier way overly simplistic deck building "recipes" where they called a category "draw" and not "card advantage". They have some valid criticisms that the way white works in 1v1 doesn't scale well to multiplayer. So people, wanting to express a viewpoint that was popular, glommed onto this and started parroting it. In my opinion rather than trying to homogenize the colors by saying "white needs draw" we need to solve the problem by scaling white better to multiplayer or providing alternate means to card advantage.

Now that the discussion has been opened up to card advantage in general, we need to start from a common definition of card advantage and see how white could use it's current tools or new tools that are in flavor in order to gain card advantage. Card advantage is the MtG strategic theory that the player with access to the most cards will win. The theory does not count all cards equally and so advantage comes in two flavors card number advantage and card quality advantage.

With the understanding that I am not a card designer and have no intrest in actually developing the ideas beyond saying that they are possible sources of advantage, my thoughts on how white could generate card advantage without drawing:

  • Resilience- No matter if it is your own board wipes, other people's board wipes, or sticky combat situations white could generate card advantage by just not dying when they are expected to. There is precedent for this with such cards as Ajani's Presence, Break of Day, Teferi's Protection, Selfless Spirit, and many, many more. There is even onboard indestructible such as Avacyn, Angel of Hope. Removing the mechanics from Ajani's Presence and Break of Day would make interesting white cards that create card advantage without drawing. Making an enchantment that is simply Avacyn's ability for 3-4 mana could create massive advantage for white.

  • Board wipes- As you attributed to me before I said it, board wipes are an in-color way to create card number advantage. As you said also, you have to build toward it if you are wanting to actually use them as advantage. To reduce the set-up required we could make the wraths more flexible. Like an Austere Command that is in the 4 mana range or a mono-white Merciless Eviction. We could also make it so that your stuff was spared by moving Plague Wind effects into white, though 9 mana is a lot. You can modify Divine Reckoning so that the caster gets to choose all creatures that are spared to get card quality advantage.

  • Scaling 1-for-1s- This is simple. Print cards like Swords to Plowshares that target "up to one creature controlled by each player". White can now run it's super powerful 1-for-1s without card disadvantage. If you are afraid of this effecting non-multiplayer formats take a page out of Battlebond's book and make it cost more than the single unless you have 2 or more opponents.

  • Anthems and Anti-anthems- The quality of your go-wide creatures is much higher if they are bigger and your opponent's card quality is lower (or you got numbers advantage if you killed some) if their creatures are smaller. Making Elesh Norn, Grand Cenobite's ability into a thing that white does could give card advantage. Cathars' Crusade is already a well established combo piece, adapting it so that it could be a more consistent quality advantage could also be a thing.

  • Scroll Rack effects- Much like how Brainstorm isn't card advantage Scroll Rack isn't technically card advantage. Until you shuffle. Then you have generated card quality advantage by shuffling away cards you don't need. The fact that it isn't draw may be a technicality, but it leads me into my last point.

  • Not Letting People Draw Extra Cards- Now it seems a little unfair that I don't think white should draw extra cards. Let's make it so that no one can draw extra cards with more Spirit of the Labyrinth effects. Bonus points in that this synergizes with white generating card advantage via avenues besides drawing.

I think I had some other points, but frankly I'm not invested enough in this to try and remember all of them. I think I have made my point that drawing isn't necessary. White could use more and better designed sources of card advantage for multi-player. Making it draw is boring and lazy design. No matter how well they shoehorn it into the identity as they did with Mangara, the Diplomat.

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