Home / Magic: The Gathering / Ice Age / Seraph
Seraph
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Creature — Angel

Seraph

rare · Creature — Angel · Ice Age
$0.90
Low
$1.06
Market
$1.33
High

Oracle Text

Flying
Whenever a creature dealt damage by this creature this turn dies, put that card onto the battlefield under your control at the beginning of the next end step. Sacrifice the creature when you lose control of this creature.

Card Details

4/4Power / Toughness
{6}{W}Mana Cost
3Prints

Character Background

Seraph is a classic Ice Age finisher that rewards control decks for surviving long enough to land a huge evasive threat. A 4/4 flyer for seven mana is already respectable in a slow format, but the real prize is the reanimation-like trigger: any creature it damages and that dies that turn returns under your control at the next end step. That makes Seraph especially good in a board-control plan, where you can pair it with removal, first strike, or combat tricks to ensure it connects safely and turns trades into permanent gains. Cards that ping creatures before blocks, grant evasion, or let Seraph survive combat can maximize the theft effect. Because you sacrifice creatures if you lose control of Seraph, protection spells and bounce protection are valuable, since stealing an enemy creature is often worth building around. In lore terms, it feels less like a gentle angel and more like a sanctioned celestial reclaiming battlefield souls.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.90 - $1.33
At the current market price of $1.06.
Average Time to Sell
3 days
At the current market price of $1.06.

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Character Background

Seraph is a classic Ice Age finisher that rewards control decks for surviving long enough to land a huge evasive threat. A 4/4 flyer for seven mana is already respectable in a slow format, but the real prize is the reanimation-like trigger: any creature it damages and that dies that turn returns under your control at the next end step. That makes Seraph especially good in a board-control plan, where you can pair it with removal, first strike, or combat tricks to ensure it connects safely and turns trades into permanent gains. Cards that ping creatures before blocks, grant evasion, or let Seraph survive combat can maximize the theft effect. Because you sacrifice creatures if you lose control of Seraph, protection spells and bounce protection are valuable, since stealing an enemy creature is often worth building around. In lore terms, it feels less like a gentle angel and more like a sanctioned celestial reclaiming battlefield souls.

Generated using gpt-5.4-mini · Updated at 2026-10-07 16:10:43 UTC

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