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Rules guide · Token Creature

Angel WarriorHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Zendikar Rising Tokens· September 25, 2020
Carte Magic Angel Warrior

Angel Warrior is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flying

Complete guide

The Angel Warrior is a formidable token creature that combines celestial power with martial prowess to dominate the battlefield. Typically appearing as a 4/4 flyer, these tokens serve as the backbone for aggressive white-based strategies across various formats.

What It Does

An Angel Warrior is a creature token, usually white, with a base power and toughness of 4/4. Its primary ability is flying, meaning it can't be blocked except by creatures with flying or reach. Depending on the card that created it, the token might also have additional keywords like vigilance, making it an excellent choice for both offense and defense.

How It Resolves

Creating an Angel Warrior token involves several steps. First, an effect like a spell or ability resolves, instructing you to create the token. If the effect specifies keywords like vigilance, the token enters the battlefield with those traits. Once on the battlefield, the token functions like any other creature; it is subject to summoning sickness unless it has haste, and it will trigger any 'enters the battlefield' abilities of other permanents you control.

Common Mistakes

Players often forget that while most Angel Warrior tokens have vigilance, some—like those created by Emeria's Call // Emeria, Shattered Skyclave—only have flying. Always check the specific text of the generator. Additionally, remember that tokens cease to exist if they leave the battlefield; if an Angel Warrior is bounced to your hand or exiled, you cannot cast it later or return it to play.

When to Play It

These tokens are best utilized when you need to establish a clock or stabilize a board. Because they are 4/4s, they survive common removal like Lightning Bolt and can fly over ground-based blockers. Using them in conjunction with tribal synergies that buff Angels or Warriors can quickly overwhelm an opponent.

Interaction examples

Mass Reinforcements

When you cast Emeria's Call, you create two 4/4 white Angel Warrior tokens with flying. Simultaneously, the spell grants your non-Angel creatures indestructible until your next turn. Note that the tokens themselves do not gain indestructible because they have the Angel creature type.

Saga Synergies

On Chapter I, you create a 4/4 Angel Warrior with flying and vigilance. If this token survives to Chapter II, you can tap it to destroy a creature with power 3 or less. By Chapter III, the token gains double strike, allowing it to deal 8 total damage in combat if unblocked.

Scaling Threats

If you Foretell Starnheim Unleashed and cast it for its Foretell cost, you can create multiple Angel Warrior tokens by paying more for X. Each token created will have both flying and vigilance. This is a powerful way to rebuild your board presence in the late game after a board wipe.

Equipment Entry

When Valkyrie's Sword enters the battlefield, you may pay an additional {4}{W}. If you do, you create a 4/4 Angel Warrior token and automatically attach the sword to it. This results in a 6/5 flying, vigilance creature immediately ready to defend or, on the following turn, attack for significant damage.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Angel Warrior

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

02

Interactions with other cards

These cards' text mentions Angel Warrior.

Emeria's Call // Emeria, Shattered Skyclave
Emeria's Call // Emeria, Shattered Skyclave

Create two 4/4 white Angel Warrior creature tokens with flying. Non-Angel creatures you control gain indestructible until your next turn. As this land enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {W}.

Firja's Retribution
Firja's Retribution

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 4/4 white Angel Warrior creature token with flying and vigilance. II — Until end of turn, Angels you control gain "{T}: Destroy target creature with power less than this creature's power." III — Angels you control gain double strike until end of turn.

Starnheim Unleashed
Starnheim Unleashed

Create a 4/4 white Angel Warrior creature token with flying and vigilance. If this spell was foretold, create X of those tokens instead. Foretell {X}{X}{W} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Great Hall of Starnheim
Great Hall of Starnheim

This land enters tapped. {T}: Add {B}. {W}{W}{B}, {T}, Sacrifice this land and a creature you control: Create a 4/4 white Angel Warrior creature token with flying and vigilance. Activate only as a sorcery.

Ascent of the Worthy
Ascent of the Worthy

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Choose a creature you control. Until your next turn, all damage that would be dealt to creatures you control is dealt to that creature instead. III — Return target creature card from your graveyard to the battlefield with a flying counter on it. That creature is an Angel Warrior in addition to its other types.

Valkyrie's Sword
Valkyrie's Sword

When this Equipment enters, you may pay {4}{W}. If you do, create a 4/4 white Angel Warrior creature token with flying and vigilance, then attach this Equipment to it. Equipped creature gets +2/+1. Equip {3}

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