I have always liked Auras. I know that the card
type as a whole has been "diagnosed with card
disadvantage," as some guy once put it, and that
their synergies like Totem-Guide Hartebeest and
Kor Spiritdancer don't compare power-wise to
things like Stoneforge Mystic and Puresteel
Paladin. But frankly, I just don't care, because
Auras are much cooler, and I know for a fact
that a lot of you guys out there agree. When
everything comes together, what beats a 10/10
flying Frost Titan? What do people fear more
than an 11/11 hexproof Nayan yeti? Where else
can you see as sophisticated and detailed a
painting as Angelic Destiny's? When are we going
to get another block with an actual enchantment
or Aura theme? (If M12 is anything to go by, it
may actually be sooner than I thought.)
Regardless of your answers or lack thereof to
these questions, Angelic Destiny is sure to lock
in the Aura fanbase for at least one more year.
Today's card of the day is Angelic Destiny
which is a four mana aura that gives +4/+4,
Flying, First Strike, adds the creature type of
Angel, and when the creature dies the aura
returns to your hand. Much like Rancor and
equipments having the aura be replayable
mitigates the drawback of getting a two for one
disadvantage whenever the creature is targeted
for removal. Anything with Hexproof makes
for an excellent target as Instant speed removal
can still be used in response to casting the
aura. Overall turning any 1/1 into a 5/5
Flying with First Strike is a solid threat and
may be worth adding to White/Green decks which
can take advantage of both mana acceleration and
Hexproof.
In Limited this is a decent rare to get as it
can make any creature into a game-ender, but
suffers slightly as a poor topdeck when no
creature is available. Similar to
Constructed builds running a Sealed design with
White/Green can work very well for this card and
working this into any deck using White is worth
it in such a creature dominated format. In
Booster this is a good first pick despite the
drawbacks of potential removal or lack of a
target.
Welcome to our
final review of this week here at Pojo.com. To
close out the week we are looking at Angelic
Destiny from M12. Angelic Destiny is a white
enchantment-Aura that costs two generic and two
white mana. Angelic Destiny enchants a creature
and gives the Enchanted creature +4/+4, flying
and first strike, and turns the enchanted
creature into an Angel in addition to its other
types. Angelic Destiny also says that if
enchanted creature dies, return Angelic Destiny
to it’s owners hand.
Such an amazing enchantment for so little mana. Now
instead of simply killing the creature to remove
the enchantment, special care will have to be
given to remove the enchantment to keep it from
popping out over and over again. And it turns
just about any creature into a monstrous Angel,
on a righteous path of vengeance. Imagine
putting this enchantment on something even as
miniscule as a Plague Myr. Now you have a 5/5
flying, first striking, infect Myr Angel. It’s
even scarier if you think of putting it on
something like a Blightsteel Colossus. Pretty
much anything you toss this thing on becomes an
immediate threat.
Once you play it the first time, people will be gunning
to figure out how to stop it. That is where this
card is weak. The fact that counterspells and
enchantment removal make this card an easy
target means I for one do not see why they made
it mythic. Had this card had a built in
graveyard clause that made it so anytime it went
there it went to your hand, that would have made
this a mythic in my opinion. But alas, it makes
its mark as a mythic card, falling just short of
potential mythic proportions.