This car does so many things, any one of which
would be enough to make it good. It's a 5/6
flier for seven-- not all that great on its own,
but decent by White's standard. It can exile up
to three creatures, making it a much stronger
Fiend Hunter. When it leaves play, the creatures
it removed go to their owner's hand, not back to
the battlefield, making it that much more
effective than Fiend Hunter. And it can also
target creature cards in graveyards, which means
you can use it to get back your own dead
creatures as well as eliminate your opponents'
live ones. Or do one of each and make your
opponent wonder if it's worth giving you back
your other Angel to get back his own creature.
Did anybody else start singing the Ballad of
Serenity when they saw this card? I suppose
she's pretty serene, although I don't know how
often that term is generally used for a
mirror-breaking weapon for Reanimator decks, or
for a creature that is capable of turning a
one-sided defeat into a blowout in your favor,
or yet another mythic rare for Momentary Blink
decks. It's hard to argue with game text like
that, though.
Magic The Gathering Card of The Day: Angel of
Serenity
Welcome back readers and today we are continuing
a look at new Ravnica cards today is Angel of
Serenity a powerful angel that I feel is going
to see a lot of play in multiple formats. In
standard it’s a decent sized flying body that is
reanimatable and provides a large enough value
for a seven drop that it will be seen as a
finisher in a large variety of decks. The
ability to temporarily deal with creatures is
amazing and provides a lot of incentive to play
with this card. In modern this could see play in
a reanimator style deck providing a neat form of
removal or as a powerful seven drop in certain
style of decks. In legacy and vintage once again
possible reanimator applications but outside of
that I think a seven mana cost is a little steep
but this could see some fringe amount of pla. In
casual and multiplayer this card is amazing,
it’s an angel, a source of recurring creatures
or a triple oblivion ring providing much needed
versatility and a decently sized body that
allows a player a great ability and a legitimate
threat. In limited its so much of a bomb I would
take it over anything and try and squeeze it
into most decks its insane. Overall a card that
will see some competitive play and is insanely
powerful for casual and multiplayer and a bomb
in limited.
Today's card of the day is Angel of Serenity
which is a seven mana White
5/6 with Flying that exiles up to three
creatures from the battlefield or graveyard when
it comes into play and returns them to hand when
it leaves play. This is a notable
offensive improvement over similar effects by
returning to hand instead of play and combines
incredibly well with Cloudshift. The
potential to bring back cards from your own
graveyard is a nice addition, particularly when
the opponent doesn't have three targets in play.
The high cost is a severe drawback that will
likely keep this angel out of most non-Commander
constructed builds, though a combo to bypass the
mana cost is well worth considering with the
effect's power.
In Limited this is a major bomb for any guild
using White mana and is an automatic inclusion
in Sealed or a first pick in Booster. The
large size, evasion, and effective field
clearing should make a dramatic impact when it
hits play and if kept alive should lead to a
fairly swift victory. The three White out
of seven mana is reasonable and shouldn't be
hard to manage outside of decks using extra
splashed colors.
Welcome to the Pojo.com card of the day section.
We continue our look at the amazing Return to
Ravnica set today with a look at Angel of
Serenity. Angel of Serenity is a mythic rare
creature angel that costs four generic and three
white mana, and is a 5/6. Angel of Serenity has
flying and says whenever Angel of Serenity
enters the battlefield, exile up to three target
creatures from the battlefield and/or graveyard.
When Angel of Serenity leaves the battlefield,
return the exiled cards to their owners hands.
What an absolutely amazing
card! Either she can be used to clear space on
the board, keep something from returning from
the graveyard, or bring things back to your hand
from the graveyard! And it could be so simple as
simply Cloudshifting her! You have lost some
good creatures, that’s fine. Drop her out, exile
them, and then force your opponent’s hand.
Either they deal with a 5/6 flier, or allow you
to regain something that could be worse. And of
course the best part of the whole Cloudshift
theory is that you can gain some sick advantages
using it that way. You target your things in the
graveyard, then, during an opponents end step,
Cloudshift, gaining what you needed, then
clearing a path when she drops back in. And
since she would be in play at the beginning of
your upkeep, she’d be free to swing away!