Angelic Ascension

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Tokens

Legality

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

Angelic Ascension

Instant

Exile target creature or planeswalker. Its controller creates a 4/4 white Angel creature token with flying.

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

1 year ago

Sorry I've been a bit slow on responses, a sudden visit from my parents among other things has been occupying us! Here we go!

Perilous_Percival

Angelic Ascension certainly is an interesting suggestion! Usually when I've seen cards like this (there are some similar ones like Divine Gambit) I just think that I don't want to give my opponents anything of import, and a 4/4 flyer is generally not something I want them to have. However, as you point out, we can usually block that here, and with our life gain this might be a non-issue in this deck where it is a significant one in others. The downside of this card is the 4/4, but it exiles, is at instant speed, has flexibility (since it can hit PWs as well), and is great flavor. The comparison cards, both of which cost are Darksteel Mutation and Fateful Absence. The upside of mutation is that it can sideline annoying combo commanders and pieces. The down side is that it is sorcery speed. It also isn't a slam dunk, as it can be sacrificed or bounced in numerous ways to get it back, or they could blow the enchantment up and not have to recast their piece. Fateful Absence likewise can deal with PWs, but it only destroys the target, which is less useful in recursion decks where they can just get it back. It also grants a clue token, which sometimes could be better than a 4/4 flyer (if they draw into the piece they need to win or stay in the game) and sometimes can be worse, so it's a mixed bag. On the whole, I'd be interested in trying it out though!

kirbysan

That's helpful feedback on Emeria, Shattered Skyclave  Flip, and makes me feel like I knew what I was doing when I didn't include it. I suspect its still worth it though because they will probably be some corner cases where it does what we need even if we don't love the cost. And since the three life doesn't really mean anything to us it's probably worth it, but its a marginal increase at best. Kabira Takedown  Flip is probably the best mdfc to add because more removal is always useful. Ondu Inversion  Flip isn't great since we don't typically want to wipe the board, but there are corner cases where I could use it with Cosmic Intervention with devastating effect, and it's probably wise to have a second board wipe anyway.

As for the game on Muddstah, I couldn't agree more with the misplays. I wish they has posted his deck list so we knew whether he included enough draw in his deck, but in any case there is no reason he shouldn't have played Giada turn 2, and he should have started with smaller, more incremental attacks along the way, with those counters helping a lot. He was clearly way too excited about having the lifegain/angel token making powerhouse cards on board and got ahead of himself. He also shouldn't have bothered with Bishop of Wings and played Righteous Valkyrie turn three, which would have caused Resplendent Angel to make its first token when he cast it on the end of turn four, giving him seventeen power on board turn four, with the option to get a lot more with bishop or another angel the turn afterward. The whole table was way too worried about the blue/green player just because he had a board state. The worst blue/green can do to our deck is bounce everything, and that doesn't set us back too much, especially with that hand. The Ulamogg player was slow but that is a deck you want to kill early, and mono-black is a color we want to be more afraid of, as the Sudden Spoiling move proved. They all should have put the eldrazi player on the death list as soon as they saw him put Woe Strider in his hand. Threat assessment problems aside, he just didn't sequence things correctly, and its certainly possible that he didn't have enough draw in his deck to where setting it up looked relevant. Nonetheless, he was still one of the powerhouse players in this match, attesting to Giada's strength!

amarthaler

Thanks for the kind words and the suggestion! Moonsilver Spear is always a fun card, and the prospect of making a giant angel token with it is indeed tantalizing. I think the casting and equipping costs make it a bit slow for our curve, though by all means play it if it's fun! I do have a copy in my binder, and I do plan to play it if I ever make that boros equipment deck that has been simmering in my mind for a year or so, its a fun card!

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

1 year ago

What's yall's thought on Angelic Ascension? It fits flavorfully, instant-speed exile creature/planeswalker, and we dont really care about the body it makes. Could fill that slot removal slot potentially for ya Guerric.

gavriel1136 on Pattern Recognition #232 - A …

2 years ago

White is my favorite color in magic and I think this assessment was unfair.

First off, yes, white has catch-up mechanics, but not necessarily because it's LOSING. Red has Robber of the Rich, which wants you to have fewer cards in hand than your opponent. That's not because you're losing, but because it wants you to play fast cheap things and then refill. Sunset Revelry plays in similar space.

Second, White has like a thousand ways to destroy or exile nonland permanents, which absolutely includes planeswalkers. It has plenty of targeted things too, such as Angelic Ascension. I genuinely don't understand what you're talking about with White not interacting with them.

Third, White has admittedly fewer classic finishers than Green does (like Craterhoof Behemoth), but White still has its fair share. Akroma's Will, Bond of Discipline, and True Conviction (maybe others I'm forgetting) all fulfill the role of "I have a big board and want to get more damage through". If the only finisher you've been using is Approach of the Second Sun, I don't know what to tell you.

I love White and I enjoy reading your articles. At the same time, I think this one was not thorough enough to make the claims you're making.

DanMcSharp on Purry on Main

3 years ago

Hello,

I can see the appeal for Realmwalker but 4 seems a bit much for a deck that only runs 1 creature type and no ways to mess with the top of the library. How useful is the 2nd one?

I like that you're using Esika's Chariot but it's kind of a shame you don't have any big tokens to duplicate. You could mix in maybe 2 Emeria's Call  Flip to your mana base to get access to angels eventually. You might as well add a few Angelic Ascension since you're pretty naked to fliers anyway, and it's a pretty versatile card. I guess it's not exactly on theme but angels would work nicely with Esika's Chariot both as target for its ability or to crew it.

More on theme, I'm not sure how well it would fit in this deck but did you consider Felidar Retreat ? You like cats, you like +1/+1 counters, it gives you both! Just make sure you have 4 Fabled Passage if you try it out.

Cheers.

Caran_Lyg on Vorinclex the Finisher

3 years ago

Both Doomskar and Revoke Existence can go to the sideboard. You can replace it with removal like Swift Response , Swallow Whole , Glass Casket or Angelic Ascension .

defamagraphy1 on An Invitation to Help Magic

3 years ago

Determining just how broken a card is depends on how well it can be interacted with. Omanth is very easy to interact with. However I do believe Genesis Ultimatum or Escape to the Wilds should have seen the axe

The other problem is that so many players are playing it just to win.

I think the bigger problem is that it forces a player to interact with it so early which throws off an opponents game plan, that and players don't want to put more removal in their decks.

Bloodchief's Thirst, Giant Killer, Mutual Destruction, Feed the Swarm Heartless Act Legion's Judgment Murderous Rider Mythos of Nethroi Dirge Bat Hagra Mauling  Flip Drag to the Underworld Smite the Monstrous Triumphant Surge Angelic Ascension Dire Tactics Epic Downfall Necromentia Deny the Divine Eat to Extinction Banishing Light Skyclave Apparition Redcap Melee Thundering Rebuke Charge of the Forever-Beast Flame Spill Soul Sear Channeled Force Mythos of Vadrok Rumbling Rockslide The Akroan War Concerted Defense Anticognition Essence Scatter Jwari Disruption  Flip Lofty Denial Cancel Convolute Deny the Divine Didn't Say Please Mystical Dispute Mystical Dispute Memory Drain Rewind Agonizing Remorse Memory Theft Pelakka Predation  Flip Shatter the Sky Storm's Wrath Extinction Event

That's a whole lot of cards that can deal with Omnath decks. So its not so broken that it can't be dealt with. Does it mean you have to add more than 4 removal cards or change colors? You might have to. Does it mean you might have to change some strategy? Possibly.

Mono White has at least 12 solid answer cards for Omnath and you can still play aggro. Blue has counterspells though you might have to pair it with another color. Red has a few options as well, and the only color that is lacking is if you play mono green. With that many cards you really can't say it's so broken it's unbeatable. You have to play around it. You have to anticipate the strategy. These cards can easily be maindecked, and if youre a player that goes 38 creatures and only 22 lands then I'm sorry for you.

But I wholey disagree with the term Broken. Ive often seen Omnath players quit when they lose Cobra and Omnath. I've also seen a lot of them pass the turn and pass several turns. If you cannot answer it, its out of lack of trying, preparedness, or just a bad game which happens. Also, its not Omnath doing broken things. Omnath only produces the mana to do really really good things. IF Wizards bans Escape and Ultimatum players will have to switch to Lithoforming and while it won't kill the deck it will slow it down and I think that's a more fair approach. But yeah... as above, you don't have to limit yourself to just what's being played. Think outside the box.

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