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Enduring Angel

Enduring Angel

Creature — Angel

mythic

Flying, double strike You have hexproof. If your life total would be reduced to 0 or less, instead transform this creature and your life total becomes 3. Then if this creature didn't transform this way, you lose the game.

3/3

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Semantic Tags

Aggressivemechanical

Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.

Double Strikemechanical

A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”

Evasivemechanical

Difficult to block or grants evasion. Includes flying, menace, fear, intimidate, shadow, skulk, horsemanship, unblockable effects, and cards that grant these abilities.

Has first strike or double strike — trades favorably in combat.

Flyingmechanical

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (5)

SetRarityTCGplayerCard KingdomCardmarket
Magic Online Promos#93888mythic···
Innistrad: Double Feature#17mythic···
Innistrad: Midnight Hunt Promos#17smythic···
Innistrad: Midnight Hunt#327mythic···
Innistrad: Midnight Hunt#17mythic···

Related Concepts

Double

A keyword action used in a variety of contexts. See rule 701.10, “Double.”

Flying

A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”

Transform

To turn a double-faced card so its other face is up. See rule 701.27, “Transform.”

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.6

Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type.

106.7

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.

106.12

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.”

106.12a

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.

106.12b

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.

107.3m

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.

107.5

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.

Rulings

2021-09-24

If a nonmodal double-faced card has somehow become a copy of Enduring Angel, the replacement effect will apply, the copy of Enduring Angel will transform, and your life total will become 3. However, because the copy effect that makes it Enduring Angel continues to apply to it after it transforms, it will still be a copy of Enduiring Angel. This means that the replacement effect will be applied again if your life total would be reduced to 0 or less a second time while that copy effect is still applied.

2021-09-24

Applying the replacement effect can't cause Enduring Angel to transform if it isn't a double-faced permanent; that is, if it's a token or if a single-faced permanent has become a copy of it. In that situation, you will lose the game.

2021-09-24

Enduring Angel's last ability is a replacement effect. It doesn't use the stack and can't be responded to. Notably, players cannot try to destroy Enduring Angel to prevent it from transforming and cause you to lose the game.