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Pojo's Magic The Gathering Card of the Day

Magic: The Gathering
Image from Wizards.com

Angel's Feather
10th Edition


Reviewed August 2, 2007

Constructed: 1.00
Casual: 1.50
Limited: 1.20

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 


DeQuan
Watson

* Game Store Owner

Angel's Feather - Thursday

These cards should rarely make the cut in a deck. Life gain doesn't really win games. It usually just delays them. Besides, there are usually more aggressive and useful cards to fill slots with.

Constructed: 1
Casual: 1.5
Limited: 1

BMoor

Angel's Feather
Lifegain without other benefits is bad. A card that does nothing other than gain you life is bad. A card that does nothing else, and can't even do that unless you play several other spells of the right kind is even worse. This is essentially a blank card.For the same mana, a white deck could have Sacred Nectar and gain four life right then and there, rather than have to play FOUR MORE spells to get it. Don't play this. Not even in limited.

Constructed- 1
Casual- 1
Limited- 1

David Fanany

Player since 1995

Angel's Feather

Angel's Feather fits very well as one of the successors to the "lucky charms" from Alpha; it's small, cheap, flavorful, and pretty bad in constructed play. You're only gaining one life per spell, and chances are that a lot of the time it'll only be your spells, and worst of all, the artifact doesn't do anything else. Even in limited, cards like this are really only playable if you're trying to fill the last few spaces in your deck. And if you really don't have anything else.

Constructed: 1/5
Casual: 2/5
Limited: 1/5

Arcane
Angels Feather

Constructed: Life gain has been getting a bit more press in constructed circuits recently, but mostly as a rider to other powerful effects like Lightning Helix or Loxodon Hierarch. Angels Feather just doesn’t do enough to win the game even if your deck is full of cheap white spells.

Casual/Multi: This can actually rack up the life pretty quickly in most multiplayer circles with a large group of people (usually 5+ is enough to gain at least 2-3 a turn) and though its not going to win you the game it does give you the staying power to make it to the end game.

Limited: Too few deck slots and not enough power for me to consider running this in the main deck. If both myself and my opponent are running white though I might consider sideboarding this in if I felt that the life totals were too close after game one. All things considered though it’s probably not going to do enough to earn a spot in 24.

Constructed: 1
Casual: 2
Limited: 1.5
Necro
nomikron

MTG Rules Advisor
Angel's Feather:

Part of a cycle of "When you play a spell of the color X, you may gain 1 life." These are pretty bad. Don't play them unless you literally have nothing else to fit in the spot. Gaining 1 life when you play a spell isn't particularly important. The card slot would be best used by playing a different card.

Constructed: 1/5
Casual: 1/5
Limited: 1.5/5

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