Everyone loves cards that can fill the board
with tokens, and Entreat the Angels gives you
big, flying tokens-- as many as you cna afford.
The double-X makes the math a little tricky
though-- you get one Angel for five mana, two
for seven, three for nine, etc. I'd say nine
mana is the point where it starts being a really
good deal, since that's three mana per 4/4
flyer. But that's a LOT of mana to come up with.
The Miracle cost is a lot easier to pay. Getting
three Angels as a Miracle only costs five mana,
and that nine mana (if you've got it) would get
you a whopping seven Angels! But I'd say this is
the part where having to play it right on your
draw step is a bigger drawback than normal. The
Angels won't get to attack this turn without
something to give then Haste, and the temptation
to tap out for maximum Angels will be pretty
big. Big enough that if you don't tap out, your
opponent will know you've got something else,
and he'll probably be able to guess what. Don't
Miracle an Entreat the Angels and still expect
to keep mana up for a trick, but leaving the
mana for an Emblem of the Warmind would be fine.
And don't be too surprised if you rip an Entrat,
Miracle out an army, then pass the turn and have
your opponent flash a Cyclonic Rift.
Welcome back readers todays card of the day is
a powerful miracle card that has had an impact
on multiple formats. In standard it has seen
some fringe play as a powerful miracle haymaker
in decks looking to use this to finish the game.
The format this card is seeing the most play in
however is legacy as part of a blue/white
miracle control deck that can utilize Sensei’s
Diving Top to effectively control the miracle
flow and combined with a Counterbalance engine
makes for a powerful legacy deck. In casual and
multiplayer miracles are big and splashy and
this one creatures a powerful flying army that
is a relevant creature type making it quite
powerful. In limited it’s a bomb card and can
provide plenty of evasive bodies to close out a
game. Overall a powerful card that has seen a
profound amount of play in legacy and has seen
some play elsewhere as well.
Welcome back to the Pojo.com Card of the Day section. We are
counting down the Top 10 Cards of 2012. Coming
in at number 8, Entreat the Angels. Entreat the
Angels is a mythic rare sorcery that costs
double x and three white mana. Entreat the
Angels puts X 4/4 white angel creature tokens
with flying onto the battlefield. Entreat the
Angels also has MIracle, and it's Miracle cost
is X generic mana and two white mana.
When Miracle was first announced, people were
kind of skeptical. But all it took was seeing
what some of the more powerful Miracle cards
were capable of to begin a cascading storm of
Miracle. And while many people at first thought
that Temporal Mastery was going to be 'the
Miracle card' it turned out that Entreat the
Angels, and a card you will see later on our Top
10, would become not only the best Miracle
cards, but become some of the most sought after
cards to date.
Of course, when you look at Entreat the Angels, you will
very seldom actually want to hard cast it from
your hand. Double X costs are harsh, and in my
opninion, a waste. In order to get three Angels,
you would need to pay nine mana. Most often, you
will probably just drop the five to get a single
4/4 if need be. Occasionally the seven for two
4/4's.
The main reason why Entreat the Angels is in peoples decks
however, is MIracle. At a Miracle cost of just X
and two white, that five mana you may have
access to now is three Angels, and any more mana
you may have out just adds more in.
In Standard play, you mostly have to count on
drawing up into it, but in older formats, you
are able to manipulate the deck so much that you
could draw one exactly when you need to, and
exploit it far beyond todays game. Miracling and
then Twincasting or any other way of copying the
spell gains a swarm of tokens.
The number eight card of the year is Entreat the
Angels which is a three White and two X or with
Miracle a two White and one X sorcery that puts
X 4/4 angels with Flying into play. Five
mana for one 4/4 with Flying isn't that
noteworthy, but is a bit better when the same
card can produce two 4/4 with Flying for seven.
The nine or more mana to create additional
tokens is unlikely which makes this far more
impressive when the Miracle is activated.
That same five mana produces three angels and
each additional mana spent is another token
which can become a game-ending play particularly
if triggered by a card draw on the opponent's
turn.
Overall this is a strong card in the right build
and like most Miracles really requires proper
management to activate both at the lower cost
and in an advantageous situation.
For Limited this is an incredible bomb that is
only weakened if drawn too early or in the
opening hand. As a mid to late game card
this is a finisher that should win nearly any
game with the format defining advantages of
large flying tokens. An absolute first
pick in Booster and while a bit too White
reliant to be splashed in Sealed is very much
worth running the color because of it being in
your pool.