Folks are in an uproar over this one. Nobody
likes a subpar mythic rare, and this one is not
only lousy, but half of its effect (shuffling
your graveyard into your library) is something
you don't even want to do in this format. And we
can't forget that Elixir of Immortality already
exists, doing more or less the same thing for
much less mana, colorlessly, and at uncommon.
Opening this as your mythic rare in a pack is
one of Magic's true feel-bad moments, but I sort
of understand why it's a mythic. Mill-yourself
decks are hot in Limited right now, and there's
plenty of ways to fatten your graveyard. If
there were any chance of ever getting two or
more of these in a Limited deck, you could
easily drag a game out forever and never be in
any danger of losing. That's not behavior that
Wizards wants to encourage, but newer players
love their life gain and so you know someone
will try. Personally, I think a better solution
would just be to have never made this card at
all.
In case you didn't know, this seems to have
assumed the coveted position of "Consensus Worst
Card in Standard and Subject of Countless
Unfunny Forum Jokes." Past holders include
Chimney Imp (which made an infinite lock with
Soul Foundry) and One with Nothing (which was a
solid safety valve when you were about to be
killed by Sudden Impact). In case you still have
any doubts about what the point of today's
review is, I consider this the latest entry in
the Gallery of Cards That Are Nowhere Near as
Bad as People on the Internet Say They Are. I'll
allow that there aren't any competitive decks
right now that want this card (although Tron
casts this on what, turn three?). I'll allow it.
But you can't say there isn't a deck somewhere
else that would want it. Elixir of Immortality
is good, yes? A similar effect that makes you
gain 20 life instead of 5 is probably pretty
decent, right? You don't just throw this in just
any deck playing white; but when you do throw it
in, you can definitely get some good out of it.
Welcome back readers todays card of the day is
Archangels Light a card catching a lot of flak
for its seemingly underwhelming effect and
mythic rarity. In standard, extended, modern and
legacy and vintage this card is over costed and
does not have a great enough effect on the game
overall to make it worth the high cost, don’t
expect to see this card in constructed any time
soon. In casual and multiplayer I disagree with
assessments this is a bad card, in fact this was
one of my top multiplayer cards of the set,
being able to reuse your graveyard resources is
powerful even if there are decks that want a
fully stocked graveyard, white normally doesn’t
have a huge amount of graveyard shenanigans. The
ability to have a Feldons Cane is therefore
quite powerful, the second ability gaining 2
life for each card in your graveyard obviously
scales better the longer the game goes on
sometimes easily gaining you 40+ life quite
easily providing a safe buffer for multiplayer
and casual games alike while life gain doesn’t
necessarily win you the game and I’ve gone on
tangents about how bad life gain is but this has
an important secondary effect and provides
massive amounts of life gain proving its worth
its inclusion in casual and multiplayer decks
looking for a powerful effect. In limited its
expensive but allows you to reuse some of your
bombs and is a tool against milling decks and a
decent life gain device. Overall obviously a
card with casual and multiplayer emphasis and I
feel particularly good in EDH.
Today's card of the day is Archangel's Light
which is an eight mana White card that gives you
two life for each card in your graveyard then
you shuffle the graveyard into your library.
The high cost and lack of offensive capability
make this a nearly worthless card that should
probably never see play. Life gain without
another effect is inefficient and just shuffling
the graveyard into the deck is not particularly
useful outside of countering a mill theme.
Even then the very high cost and negating the
potential for multiple copies being used leaves
this as one of the worst mythic rares available.
For Limited the cost is manageable and one White
allows for splashing, but there is little
benefit to ever consider putting it in your
deck.
As merely a stall that can even prevent the use
of some effects the only real advantage is
getting back cards from the graveyard that may
get drawn again. The somewhat small odds
of that in the later stages of the game, where
ending it should be more of a priority, keep
this from having any significant value.
The format may allow this to stall a game enough
to take a win, though there are better and more
reliable ways to do so. Regardless of the
other choices in a pack this should be passed in
Booster and left in the sideboard in Sealed.
Welcome to the card of the day section here at
Pojo.com. Today we are looking at Archangel’s
Light from Dark Ascension. Archangel’s Light is
a mythic rare white sorcery that costs seven
generic and one white mana. Archangel’s Light
says you gain 2 life for each card in your
graveyard. And then shuffle your graveyard into
your library.
Same as Alpha Brawl, such an amazing card, but
such a high mana cost. Of course cards such as
Semblance Anvil could help out with that, but
that is another risk. And of course there is
always mana ramping as I said about the Alpha
Brawl yesterday.
The best thing about using the Archangel’s Light
is that there are so many either self-mill or
just milling decks out there these days, that
using this could very well gain you substantial
life. Not to mention shuffle in any good
creatures and spells you may have lost during
the time it took for you to gain eight mana.