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Angel of Destiny
Creature — Angel Cleric
mythic
Flying, double strike Whenever a creature you control deals combat damage to a player, you and that player each gain that much life. At the beginning of your end step, if you have at least 15 life more than your starting life total, each player this creature attacked this turn loses the game.
2/6
Semantic Tags
Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.
A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.
Cards that directly win the game or threaten to end it quickly. Includes 'you win the game' effects and massive threats.
Has first strike or double strike — trades favorably in combat.
A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
Gains you life. Relevant for lifegain-matters strategies and general survivability.
A card or token on the battlefield. See rule 110, “Permanents.”
Format Legality
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Printings (6)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| The List#ZNR-2 | mythic | · | · | · |
| Magic Online Promos#83786 | mythic | · | · | · |
| Zendikar Rising Promos#2s | mythic | · | · | · |
| Zendikar Rising#314 | mythic | · | · | · |
| Zendikar Rising Promos#2p | mythic | · | · | · |
| Zendikar Rising#2 | mythic | · | · | · |
Related Concepts
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
Rulings
If a creature you control somehow deals combat damage to you (most likely because its combat damage was redirected), you gain twice that much life as a single life-gaining event.
In a Two-Headed Giant game, Angel of Destiny's last ability can trigger as long as your team's life total is greater than your team's starting life total by 15 or more life.
All first-strike combat damage is dealt at the same time, and, separately, all regular combat damage is dealt at the same time. If one of those amounts of combat damage is enough to cause the player being dealt damage to lose the game, Angel of Destiny's first triggered ability has you gain life, but the other player has already lost the game and can't gain life.
If Angel of Destiny leaves the battlefield before your end step, its last ability won't trigger and won't cause a player to lose the game, even if Angel of Destiny attacked that player earlier.