Not really a good card against solidarity. It can only help if he is trying to go off resp to lethal damage, othervise you'll just lose the next turn..
The problem with Angel's Grace that I realized a couple nights ago is that it's often going to be played by complete idiots. People often just don't know how to play against Solidarity. I cast High Tide on about turn 6, he responded with Angel's Grace. I Remanded my High Tide and went off the next turn, Stroking him for the win.
All things considered, Angels grace requires you to play White. White isn't all that widespread and most people aren't going to weaken up their manabase to support it when it's already a close match for most decks fighting Solidarity as it is.
Think about it this way.
Angel stompy - might use it.
Gobbos - no reason to, it's already fast.
Iggy pop - no reason to, just about as fast also
Landstill - has counters already, good enough
Deadguy - has discard and mana disruption, more than likely won't bother.
Thresh - has counters and a nasty clock
That's really not really worth Solidarity worrying about. Sure some people might throw it in, but it's not worth a drastic change to the deck since most people aren't going to bother using it and Solidarity can go around it anyway.
White Goblins might actually use it. They can usually kill at about the point Solidarity could go off, having the uncounterable means to postpone the 'going off' by one turn sure makes it a lot easier to go lethal. Then again, it's way too narrow, red blasts are generally far better, as well as Sirocco, Chalice and Pillar, as they have other uses.
Landstill's MU is horrible, but the problem is, Grace isn't going to solve anything as their problem is putting a clock on Solidarity. Grace just postpones the inevitable. Meddling Mage or such is again much better SB-card.
I think the better options are Orim's Chant or Abeyance in response to a un-tap or draw effect. But you also need to have muliples of them. But at least if you win the stack war you should get at least 1 extra turn and not have to worry about the having to cast Blessings to stay alive.
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Well, after grace resolved, Solidarity played can still Stifle the blessing or in resp go of more.Ok, the discussion is going well but please realize there are blessings involved so you start the next turn with a full deck once the grace resolves as well as the blessings.
Fixed.
The solidarity player can't "go off more" in response to the Blessing trigger like they normally could, because the way out of that without letting Blessing resolve is a Stroke. After Angel's Grace, Stroke just puts a bunch of cards in their hand (probably giving them more Angel's Graces) and then Blessing will put their graveyard back in their library, so they won't lose.
This discussion is really really useless. No1 will ever play Angel's Grance, since it's a really bad answer to combo for most decks, simply because there are better options.
If Angels Grace would ever become a problem to Solidarity, they'd probably put 4 crypts in the board.......
Well, I played the match up today and the turnabout their land during their upkeep works and then you just go off during their draw step after they draw so they cant play another land to cast grace. So I guess I answered my own question :-P.
First of all, you cant float mana from step to step. I guess you could do it during their main it doesnt effect it that much but idk why you would wait and allow them to play the card they drew, it may help them.
Yes you can. You can't float mana from phase to phase. From comprehensive rules:
3. Turn Structure
300. General
300.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and end. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and end phases are further broken down into steps, which proceed in order.
300.2. A phase or step ends when the stack is empty and all players pass in succession. No game events can occur between turns, phases, or steps. Simply having the stack become empty doesn't cause the phase or step to end; all players have to pass with the stack empty. Because of this, each player gets a chance to add new things to the stack before the current phase or step ends.
300.3. When a phase ends (but not a step), any unused mana left in a player's mana pool is lost. That player loses 1 life for each one mana lost this way. This is called mana burn. Mana burn is loss of life, not damage, so it can't be prevented or altered by effects that affect damage. This game action doesn't use the stack. (See rule 406, "Mana Abilities.")
How About, Solidarity "go's off" decks you ha leathal draw on the stack you angels grace and you brainstorm to put 2 cards back in your deck? All in all Angels Grace is a small issue at best and not really worth its salt.
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