Elixir of Immortality

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Elixir of Immortality

Artifact

, : You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.

Neotrup on Can my opponent use buyback …

1 week ago

To expand on what Caerwyn said regarding adding someone else's card to your hand, the game rules explicitly prohibit this even if a card accidentally did say you could:

400.3. If an object would go to any library, graveyard, or hand other than its owner's, it goes to its owner's corresponding zone.

Elixir of Immortality was originally printed to shuffle into your library, but thanks to this rule it would only ever shuffle into it's owner's library. It was quickly received errata to state that it shuffles into it's owners library instead, as can be seen on more recent printings.

wallisface on Colorless Competitive - 2024

3 weeks ago

Some thoughts:

Gidgetimer on Simic Prime Speaker

2 months ago

I'm confused what you think Tormod's Crypt does because Prime Speaker Vannifar only searches your library, not exile. You may be thinking of something like Elixir of Immortality.

On the issue of lands, most EDH decks do tend to run closer to 36-37 with extreme cases running down to under 30 and personally most of my decks running 33-34. However; this is due to low curves and high inclusion of ramp, which you are not doing. For example my Ghave, Guru of Spores has an average MV of 2.94, which is pretty close to yours in this deck, and is running 33 lands. But I have 8 mana dorks, 1 ramp sorcery, 1 ramp enchantment, and 9 mana rocks for a total of 19 ramp sources 3 cmc or under.

I don't know if you are interested in buying singles or even if you need to power up the deck for your playgroup, but I would at least add whatever mana dorks cmc 3 or less that you have. (I can't seem to find your collection tracker on here)

jarncards on WALL STALL

3 months ago

If you're dead set on Celestial Convergence, Axis of Mortality, Mirror Universe, or the much worse Soul Conduit are probably entirely essential to your gameplan. They are also searchable with your signature spell

Moat, Magus of the Moat, and Blazing Archon, Mystic Barrier and Ensnaring Bridge are also good ideas for your pillow fort. Ghostly Prison is nice, but these effects are always better when multiplied. Windborn Muse and Norn's Annex are also good ones.

Cosmic Intervention and similar spells are probably good ideas too.

Relic Barrier and Icy Manipulator are best friends with Winter Orb and Static Orb

Solemnity instakills

Ferropede?

Nyx-Fleece Ram is better than some of your walls, Daxos, Blessed by the Sun probably is too.

Dusk / Dawn is your best board wipe in my opinion. Also reanimates almost every card in your deck.

Renounce and Zuran Orb are good ideas to dodge mass removal or suddenly gain the life you need to win.

Add Reprieve. it is temporary, but it will allow you to dodge a counter, or you could use it to bounce your own about-to-be-countered spell back to your hand before the counter resolves.

Elixir of Immortality? might help against mill. not great though.

The One Ring costs life if you need it to draw, but pro everything is probably more than worth it, and the extra cards are likely to be as well.

nuperokaso on Help me Man the Lux Cannons!

3 months ago

Back when Scars of Mirrodin was in Standard, I had very similar deck: UG Proliferate . I will explain how my deck worked:

  • The central card of my deck was the Everflowing Chalice. Without it I simply don't have enough mana to play the cards and abilities. As such, I played 4 Trinket Mage, 4 Ancient Stirrings to find them (literally the reason why I played those two cards) and 3 Voltaic Key to untap them for more mana. For me, it was absolutely imperative to find the Chalice, so I believe you should be playing more Trinket Mage.
  • In my original build, I tried Semblance Anvil and Throne of Geth, but removed them as they cause card disadvantage. I had lot of mana, so I preferred expensive artifacts such as Contagion Engine that stay on board rather than cheap one-shot effects such as Ichor Wellspring.
  • Tezzeret's Gambit was phenomenal - it both provides another Proliferate I was missing, and it draws cards, so you won't run out of steam later in the game. The phyrexian mana worked great - at the start of the game, I am willing to pay life, because I need speed. At the end of the game, you have little life but extra mana is good. It's million times better than the Trigon of Thought you are playing.
  • I also played Prototype Portal, but it's actually a weak card. I started with 4, then went down until I played 1. It's slow - basically any game where you have mana and time to activate it three times to get to +1 card out of it was won anyway... However, there's a reason I play one - it enables you to go to stars should the game be locked. Imprinting Voltaic Key enables you to make a copy of Key, which will then untap the Portal. Withing five turns, you have thousands of mana and Keys, which enable repeated activation of all your artifacts.
  • Sphere of the Suns is not best, but a reasonable play. I may have made a mistake to play 0. You don't want to draw multiple, but 1-2 may be a good call. It speeds you up and we both know the deck is slow. Mox Opal would be better if it weren't expensive.
  • Voltaic Key is another really powerful card - it doubles your Everflowing Chalice mana, enables multiple activations of Contagion Clasp, Contagion Engine, Lux Cannon and Tumble Magnet. You can use the Key to untap Elixir of Immortality in response to it's activation to activate it multiple times and gain more life.
  • Tumble Magnet was the "removal" in my deck. Not very good, but made the opponent's equipment useless.
  • Golem Foundry was the win-condition of my deck, but it was simply horrible. I didn't want to play Emrakul, the Aeons Torn and the like, because it I get to 15 mana, I win anyway. If I don't get to that mana, Emrakul is a dead card.
  • Finally I played Necropede, with 2-3 probably a better choice than 1. They provide early blocking against aggro decks, capable of destroying two creatures for just 2 mana. Just proliferate. However, unlike other removal spells, this won't be dead if opponent has nothing on board. If you ever score a hit, you can proliferate your opponent to death.

I had a lot of fun with the deck. It was cheap (Contagion Engine cost 50 cents back then), unique, and you had permanently things to do - placing counters was 50% of the game time. It had problems if the opponent played Planeswalkers such as Elspeth Tirel, burn spells or +1/+1 counters (since they cancel the -1/-1 counters and then you can't proliferate to kill enemy creatures).

TheoryCrafter on Sliver Commander

9 months ago

Wheel of Sun and Moon is the perfect place to start.

Also you may want to consider cards that shuffle your graveyard into your library. These include, but are limited to, Cranial Archive, Elixir of Immortality and Campfire.

I hope this helps. Happy Hunting!

Goldberserkerdragon on

9 months ago

KongMing Indeed! Queza is a tricky one in that it only hits one person at a time. However, she isn't poised to win immediately and thats good. Once late-early/midgame is reached, opponent's life totals are knocked down enough by my other opponent's because I'm not the only one trying to get life totals down/win lol. Queza can generally get the job done killing or almost killing up to 3 opponents if not everyone in a turn or two. A Sturdy Peer into the Abyss + Psychic Corrosion will work; even Queza and Peer alone is enough that so much card draw will be generated, one can just keep drawing and finish opponent's that way. Even so, I have cards in deck like Day's Undoing and Midnight Clock. The clock generally gets a bad rap but in my experience it has always worked well. Play it at the right time and those counters will go. We are in the right colors to protect/counter. We can also pay into it to speed up the process. Elixir of Immortality seems like a good fit otherwise. Cheers!

Load more
Have (1) ajmcnulty
Want (2) Deshter , Yahtzee55