Screw the Baneslayer with a rusty stick. This, this is where it's at. It might be less powerful, but it's infinitely more beautiful and, when played, requires something the Walletslayer will never need - thought.
My favorite Angel. I stopped playing Magic during 7th Ed. and got back during Shadowmoor. I was enthralled by this girl's power, ability, and amazing flavor and artwork, made even more enthralling by the fact that she was the only Angel in all of the Lorwyn/Shadowmoor block.
It's a damn shame she never got any flavor text, though. A damn shame.
Posted By:
Azazyel
(6/25/2010 10:31:24 PM)
I wish she was legendary, so that I could call her Commander Shepherd.
Posted By:
Totema
(3/23/2012 2:07:31 PM)
"Guys what's going on I can't see sh*t"
Posted By:
ViashinoWizard
(5/26/2013 8:39:26 PM)
The art has the perfect level of creepy and mysterious. Very suiting to Shadowmoor.
Posted By:
Evermint
(9/2/2010 8:42:41 PM)
As great as this one may seem, don't forget that the cards go back to your hand, not the battlefield. You still somehow have to recast as many as you can, and most likely you'll find yourself discarding cards that you couldn't drop due to mana shortage.
As great as it is, I'd only play this one in a Persist heavy deck so whatever does go back to my hand can actually make its way back onto the battlefield.
Edit: After actually playing a deck with lots of board wide nuking, I have to say: this is the most combo-licious angel ever printed. If you've got the mana, run 4 and have fun with all the shenanigans you can pull off.
Posted By:
PrimeSonic
(2/22/2011 2:54:45 AM)
One of the best art I can think of out of all magic cards.
Posted By:
Zenzei
(10/27/2010 3:22:03 PM)
Pro - an angel that has 5/5 flying vigilance and persist is awesome. Her ability can be played after a combat phase to return creatures/spells that just went to the graveyard. She basically counts as a 5/5 flying vigilance and a 4/4 flying vigilance if she is killed by anything other than an exiling spell, or a spell that uses negative counters. She can persist indefinitely with any way to remove her negative counters like fate transfer and quillspike.
Con - 6 cmc to return cards to hand is decent but will follow wrath of god and day of judgement at 4 cmc rather than before, and assumes you wont be playing anything else on the turn she hits play. You often wont be able to choose what time she gets killed thus causing her to return to play, sometimes netting you nothing back in your hand. Twilight shepherd doesn't actually replay the cards to the field she just returns them to your hand, which can either overload it, be discarded, or work like an expensive evacuate. Exiling her p... (see all)
Posted By:
Donovan_Fabian
(12/1/2009 1:30:50 PM)
This can be one of the most useful cards in the game if you use it right. First, build up your creatures to where you have a formidable force to oppose your opponent's creatures. Then, attack with all your creatures for one crushing wave (don't worry about losing them.) Then, summon Twilight Shepherd, who will revive any creatures that died during the wave. As an added bonus, I would recommend adding Heartmender your deck. This guy can make any creature with persist nearly immortal, as he removes any -1/-1 counters at the beginning of your turn, and if your enemy kills heartmender, good news! Heartmender has persist as well! So if you combine twilight shepherd with heartmender, you will have an unstoppable, ever regenerating wave of creatures, as well as any spells, artifacts, instants, or enchantments played on your turn.
Posted By:
dovakhin
(5/22/2012 6:10:18 PM)
This card is way more balanced than Baneslayer Angel and is worthy of its rare status... not to mention being extremely fun to play.
Posted By:
nammertime
(12/9/2009 4:03:59 PM)