I run this in my WB Daxos deck, and it's true this should probably cost 5. There have been multiple games where I thought it did cost 5 until I tried to cast it.
Obviously they're not always going to fill the same criteria, but Winds of Rath feels like it does this effect much better. While it's true that Extinguish is much better for go wide strategies, those don't seem to be very common in enchantress builds outside of WB Dax.
6cmc does seem kind of steep when you compare it to Crux, but I honestly would assess it closer to Plague Wind or a poor overloaded Cyclonic Rift . You're only going to be running it in a deck where you can create a situation where you can use this to wipe out the opponent's board while keeping yourself in a strong position. I don't think it's a stellar card by any means, but I think it's effect and cost are fair for the deck that wants it.
Crux is similar, but dragon are so much more popular and playable that it often isn't a plague wind. Of course there aren't enough good enchantment creatures to make Extinguish all hope all that playable, but in the specific deck that wants it it's good.
As much as I would like to compare it to Plague Wind, you'd really need to be very dedicated to enchantment creature theme to consider this at 6 mana (whereas at the likes of 5, like Planar Outburst for land-creatures you could afford some leeway) to start up a comparison, since mass-removal is an area of stiff competition when it comes to choices (and it gets even more stiff as new toys come out).
I think this costs six because it would have been too good for Standard. There are not enough good enchantment creatures in the game for you to want to play this in EDH.
I guess only playable in Opalescence.deck, but only barely.
Outside of some weird enchantment creature deck with black in it, this is only going to be considered if you're lacking white. So how does it match up against the other options available to black decks?
Toxic Deluge and Damnation are a clear top two, but the latter is reasonably pricey, and even the former might be more than some people want to spend. After those two though, we start moving into more expensive or conditional cards. If you want to keep things cheap on the mana side, Languish is a very good spell, but obviously doesn't kill every threat, while Mutilate is iffy outside of mono black and Phyrexian Scriptures takes a turn and is vulnerable to enchantment removal. In terms of hard boardwipes, Crux of Fate is nice at 5 mana, but even then it's not guaranteed to hit everything. After that you're onto 6 mana for a destry all creatures, for which there are a few options including this, Life's Finale and Deadly Tempest. Of course, there are the asymmetric ones like Plague Wind but the mana costs really start getting pretty high for that kind of effect. So if you want to just kill all creatures at a reasonable point of the game, there aren't actually that many better options.
So, overall, while I don't think this is a particularly good spell, I could see it being played in a budget non-white deck that wanted a good number of board wipes.
I think before you ran this as an 'extra board wipe,' you'd consider all the tutors in your black deck to be extra copies of board wipes, but that's just me. How many do you really need?
Obviously they're not always going to fill the same criteria, but Winds of Rath feels like it does this effect much better. While it's true that Extinguish is much better for go wide strategies, those don't seem to be very common in enchantress builds outside of WB Dax.
Of course, most of those aren't enchantment creatures, and your tokens generally aren't either.
At 6, I would consider it acceptable if it were exiling, or if it were an instant. As it is, though, the card is unfortunately too parasitic for me to play.
Private Mod Note
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Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
What can I say about one of the most powerful-yet-still-fair, and famous cards ever? Platinum Angel is a great design and an EDH (particularly Stax) classic.
What can I say about one of the most powerful-yet-still-fair, and famous cards ever? Platinum Angel is a great design and an EDH (particularly Stax) classic.
Really? I'm not much of a stax builder in fairness, but I've always regarded Platty Angel as one of those "sounds insane in concept, plays badly in practice" cards. Being both a creature and an artifact make it very easy to kill, and its ability doesn't do anything until you're in very bad trouble. Sure, you might score a win on a deck that lacks a way to kill it, but that's true of a lot of other cards too that aren't so risky. Add the fact that it does very little board-presence-wise for a 7-drop and I'm very unimpressed.
Only real benefit I see to it is to abuse cards like final fortune and the new chance for glory, which only need invincibility briefly, and don't require you to keep the angel protected forever a la form of the squirrel. But maybe there's some other ways to abuse it that I'm not aware of.
Of course the Angel is very vulnerable, which is why it's a fair card in the first place, but it's best used as one tool of many that you're cheating out, and for as many ways there are to kill it, there are also quite a few to protect it. Platty's probably better in normal Constructed than she is in EDH just due to the nature of the format but I've always held a soft spot for her.
That's more Johnny. Specifically, Johnny can give it pro-black and just eat away at opponents' life totals with Pestilence. To use one simple trick. (Or just use Squallmonger, but then, why aren't you just giving her lifelink?) Another one is Ad Nauseam and Laboratory Maniac.
What can I say about one of the most powerful-yet-still-fair, and famous cards ever? Platinum Angel is a great design and an EDH (particularly Stax) classic.
I wouldn't really call her powerful. I'd call her great on paper, wonderful as a combo piece, but if you're just using her to stay alive, she's vulnerable to so much commonly played removal. She is, after all, an artifactcreature, and she only has four toughness. And you still lose life/take Commander damage/gain poison counters/get milled as she sits there, so once she's killed or bounced or flickered (not blinked) or O-ringed or becomes a farmer or learns she isn't as powerful as she's hyped up to be, ya ded son.
You really wouldn't use her in Stax, either. She's not one for the grind.
Private Mod Note
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Rollback Post to RevisionRollBack
Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
She is definitely powerful, fragile but well you have to deal with her at some point, she is like Hypnotic Specter, or Oracle of Mul Daya, easy to deal with but you absolutely have to you have to deal with it or they will ruin your day.
She is definitely powerful, fragile but well you have to deal with her at some point, she is like Hypnotic Specter, or Oracle of Mul Daya, easy to deal with but you absolutely have to you have to deal with it or they will ruin your day.
Can't say I see it like that at all (barring some deck that's abusing her with red extra turn effects). Platty doesn't require removal, or even matter at all, until the controller has otherwise lost the game. It doesn't matter if it's sitting around before that time, except insofar as a 4/4 flyer matters. Whereas oracle gives more advantages the longer it sticks around, making it more of a pressing issue. Leaving oracle up could mean you're behind in CA or ramp after it dies. Leaving platty up means nothing unless that player has lost. Until that time, I'm happy to wait until some board wipe kills it off.
Hippie is a different thing entirely. Sure, bad for you if you're playing 1v1, but in multiplayer I'm happy to leave a hippie alive, so long as it attacks someone else. Give me a flying blocker and/or an instant removal spell, and you can keep your hippie as long as it's not a problem for me.
Only really worth it to prevent something that you are doing that will lose you the game, either as an effect or something that will kill everyone. I guess you could also make her both indestructible and untargetable to really serve as protection, but she can still be dealt with.
Private Mod Note
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
damn it...now I lost the game now I wanna combo her with final fortune and chance for glory mine's also the Japanese printing sicne that was the only one the store had when I bought her......
Sometimes people just can't deal with Platinum Angel and you just win the game. It helps that when they can deal with it, you have a sac outlet and an instant speed reanimation spell ready. Even just flashing this into play with Raff Capashen, ship's mage or Shimmer Myr could be a really big game.
It's one of those cards that is funnily at its strongest against unfair decks sometimes.
It's mainly political (and player experience) reasons behind it though - as much as Angel is one of those "good in concept, bad in practice" cards, it's also one of those cards other people see and also recognize the same fact. An early Platinum Angel does literally nothing (4/4 flier isn't exactly too big a threat) - it doesn't really stop opponents from winning the game if they're nowhere near winning to begin with and same applies with me losing.
Emperion, on the other hand, while lacking evasion, is a 8/8 and people tend to assess it more as dangerous than Angel. Throw in the fact my meta knows what I'm up to, meaning I can potentially pull of an half-baked Hidetsugu anytime to harm everyone else without harming myself (as opposed to Angel not doing anything until lethal phases), so people immediately register it as a threat unlike with the Angel.
Sure, eventually removal definitely heads their direction for sure, but given my tendency to accidentally get it out earlier than expected due to me filtering cards in mono-Red then Welding often in favor of more CMC... but at the same time the obvious filtering screams "I'm still trying to find my pieces", Angel often gets away with the other threatening artfacts/creatures of other players taking attention, giving me less to worry about when I'm still busy filtering.
Of course, there was that one game somehow the opponents were too distracted to the point they let me ultimate Daretti and I had a sacrifice outlet to let the Angel swerve other removal methods (and they had no way to kill me in the tiny open turn(s) Angel wasn't around), so I basically had all the time in the world (I didn't even Hidetsugu that game - I just had so much overwhelming control I actually managed to ultimate Koth as well and they promptly gave up after that.)
I think before you ran this as an 'extra board wipe,' you'd consider all the tutors in your black deck to be extra copies of board wipes, but that's just me. How many do you really need?
If you're on a tight budget, the tutors available to you are arguably even worse than the additional board wipes....
As for today's angel, well, the effect is very powerful. The card as a whole, less so. It's not bad but the reasonably high mana cost combined with the fragility (being vulnerable to the two most common types of removal) means that its hard to really abuse the way you would want to. Usually, all you'll get out of this is an extra turn in the face of impending doom. At which point, you should probably look at cheaper ways to do the same thing.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
6cmc does seem kind of steep when you compare it to Crux, but I honestly would assess it closer to Plague Wind or a poor overloaded Cyclonic Rift . You're only going to be running it in a deck where you can create a situation where you can use this to wipe out the opponent's board while keeping yourself in a strong position. I don't think it's a stellar card by any means, but I think it's effect and cost are fair for the deck that wants it.
As much as I would like to compare it to Plague Wind, you'd really need to be very dedicated to enchantment creature theme to consider this at 6 mana (whereas at the likes of 5, like Planar Outburst for land-creatures you could afford some leeway) to start up a comparison, since mass-removal is an area of stiff competition when it comes to choices (and it gets even more stiff as new toys come out).
I guess only playable in Opalescence.deck, but only barely.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Toxic Deluge and Damnation are a clear top two, but the latter is reasonably pricey, and even the former might be more than some people want to spend. After those two though, we start moving into more expensive or conditional cards. If you want to keep things cheap on the mana side, Languish is a very good spell, but obviously doesn't kill every threat, while Mutilate is iffy outside of mono black and Phyrexian Scriptures takes a turn and is vulnerable to enchantment removal. In terms of hard boardwipes, Crux of Fate is nice at 5 mana, but even then it's not guaranteed to hit everything. After that you're onto 6 mana for a destry all creatures, for which there are a few options including this, Life's Finale and Deadly Tempest. Of course, there are the asymmetric ones like Plague Wind but the mana costs really start getting pretty high for that kind of effect. So if you want to just kill all creatures at a reasonable point of the game, there aren't actually that many better options.
So, overall, while I don't think this is a particularly good spell, I could see it being played in a budget non-white deck that wanted a good number of board wipes.
Enchantresses, constellation, and the like have an odd synergy with go wide, because a lot of the cards which have genuine synergy with go wide (anthems, Mana Echoes, Grave Pact and friends, Aura Shards, Parallel Lives and friends, Cathars' Crusade, archetypes, Earthcraft/Cryptolith Rite, Glare of Subdual, Fecundity, Purphoros, God of the Forge) are in fact enchantments. By no means all, but enough to at least consider it.
Of course, most of those aren't enchantment creatures, and your tokens generally aren't either.
At 6, I would consider it acceptable if it were exiling, or if it were an instant. As it is, though, the card is unfortunately too parasitic for me to play.
On phasing:
I've always felt this should have a bigger body. It's so Timmy in concept, it should have been more exaggerated.
What can I say about one of the most powerful-yet-still-fair, and famous cards ever? Platinum Angel is a great design and an EDH (particularly Stax) classic.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Only real benefit I see to it is to abuse cards like final fortune and the new chance for glory, which only need invincibility briefly, and don't require you to keep the angel protected forever a la form of the squirrel. But maybe there's some other ways to abuse it that I'm not aware of.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
That's more Johnny. Specifically, Johnny can give it pro-black and just eat away at opponents' life totals with Pestilence. To use one simple trick. (Or just use Squallmonger, but then, why aren't you just giving her lifelink?) Another one is Ad Nauseam and Laboratory Maniac.
I wouldn't really call her powerful. I'd call her great on paper, wonderful as a combo piece, but if you're just using her to stay alive, she's vulnerable to so much commonly played removal. She is, after all, an artifact creature, and she only has four toughness. And you still lose life/take Commander damage/gain poison counters/get milled as she sits there, so once she's killed or bounced or flickered (not blinked) or O-ringed or becomes a farmer or learns she isn't as powerful as she's hyped up to be, ya ded son.
You really wouldn't use her in Stax, either. She's not one for the grind.
On phasing:
She is definitely powerful, fragile but well you have to deal with her at some point, she is like Hypnotic Specter, or Oracle of Mul Daya, easy to deal with but you absolutely have to you have to deal with it or they will ruin your day.
Dragons of Legend, Lead by Scion of the UR-Dragon
The Gitrog Monster
Gonti, Lord of Luxury
Shogun Saskia
Hive World
Atraxa hates fun
Abzan
Hippie is a different thing entirely. Sure, bad for you if you're playing 1v1, but in multiplayer I'm happy to leave a hippie alive, so long as it attacks someone else. Give me a flying blocker and/or an instant removal spell, and you can keep your hippie as long as it's not a problem for me.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
(Yes I was born in the 90s, how'd you guess?)
I lost the game.
(I will say in silver bordered land it does have this function.)
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
It's one of those cards that is funnily at its strongest against unfair decks sometimes.
I actually run it over Platinum Emperion in Ryusei (which has Repercussion, Heartless Hidetsugu and damage-doublers) (Not both because their functional space is fringe-tech at best compared to Glacial Chasm).
It's mainly political (and player experience) reasons behind it though - as much as Angel is one of those "good in concept, bad in practice" cards, it's also one of those cards other people see and also recognize the same fact. An early Platinum Angel does literally nothing (4/4 flier isn't exactly too big a threat) - it doesn't really stop opponents from winning the game if they're nowhere near winning to begin with and same applies with me losing.
Emperion, on the other hand, while lacking evasion, is a 8/8 and people tend to assess it more as dangerous than Angel. Throw in the fact my meta knows what I'm up to, meaning I can potentially pull of an half-baked Hidetsugu anytime to harm everyone else without harming myself (as opposed to Angel not doing anything until lethal phases), so people immediately register it as a threat unlike with the Angel.
Sure, eventually removal definitely heads their direction for sure, but given my tendency to accidentally get it out earlier than expected due to me filtering cards in mono-Red then Welding often in favor of more CMC... but at the same time the obvious filtering screams "I'm still trying to find my pieces", Angel often gets away with the other threatening artfacts/creatures of other players taking attention, giving me less to worry about when I'm still busy filtering.
Of course, there was that one game somehow the opponents were too distracted to the point they let me ultimate Daretti and I had a sacrifice outlet to let the Angel swerve other removal methods (and they had no way to kill me in the tiny open turn(s) Angel wasn't around), so I basically had all the time in the world (I didn't even Hidetsugu that game - I just had so much overwhelming control I actually managed to ultimate Koth as well and they promptly gave up after that.)
If you're on a tight budget, the tutors available to you are arguably even worse than the additional board wipes....
As for today's angel, well, the effect is very powerful. The card as a whole, less so. It's not bad but the reasonably high mana cost combined with the fragility (being vulnerable to the two most common types of removal) means that its hard to really abuse the way you would want to. Usually, all you'll get out of this is an extra turn in the face of impending doom. At which point, you should probably look at cheaper ways to do the same thing.
Nah, what am I thinking.
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Final Fortune + Isochron Scepter + Platinum Angel. Goblin Welder for back up. Then with W you can play Angels Grace, Exquisite Archangel for alternate means of negating the lose effect.
Now that is next level EDH brewing.