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Moxonomy

Angelic Gift

Enchantment — Aura1 generic manaWhite mana

The cantrip clause is what separates this from the long line of evasion Auras that came before it. Granting flight has always been cheap to slap on a creature, but the genre's chronic problem is card disadvantage: spend a card to enchant a creature, then lose both to a single removal spell. The draw answers part of that math directly. Once the Aura enters the battlefield it triggers an enters ability that replaces itself, so once you are ahead a card the later loss of the enchanted body is a one-for-one rather than the dreaded blowout. That structural fix reframes what the rest of the card has to do: the flying becomes incidental upside rather than the reason you paid for the spell. The holes the draw does not plug are two windows on the stack. If an opponent answers the target while the Aura is still on the stack, it fizzles for lack of a legal target, never enters, and the trigger never happens; you eat the full two-for-one there. Even after it enters, the draw is a separate triggered ability that goes on the stack, so a removal spell in response kills the creature before you have your card, though at that point you still get the draw. The design buys insurance against the long game while leaving the response steps exposed, which is the honest position for a two-mana enchantment that hands you a card once it sticks.

Angelic Gift (bfz)
BFZ · #19common
Pricing
Normal: $0.12
Foil: $0.42
Oracle Text

Rules text

Enchant creature When this Aura enters, draw a card. Enchanted creature has flying.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

6 sets
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