Life Goes On


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Common

Combos Browse all

Life Goes On


You gain 4 life. If a creature died this turn, you gain 8 life instead.

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Recent Decks

Life Goes On Discussion

FreemanUK94 on Jund Em Out!

1 month ago

Chasmolinker Both are great cards as you say, I'll give Life goes on a try at my next FNM. I will add the final Verdant Catacombs when I manage to pick one up. Thanks for your comment!

Chasmolinker on Jund Em Out!

1 month ago

I prefer Life Goes On over Feed the Clan in most cases. As jund is very attrition based and it is easier to trigger. Also cost only to cast. I would suggest cutting a Bloodstained Mire for a 4th Verdant Catacombs

Durkle on G/W Sliver Pauper (New to format could use help)

1 month ago

This is where I really don't know what's best. I suggest experimenting for yourself / references other lists, but I can at least offer what I think would be best.

One option is to play some instant speed interaction, be it Vines of Vastwood or Mutagenic Growth. I've seen some people do it. Obviously you want to keep creature count as high as possible for Lead the Stampede, so numbers here are questionable.

If you want to move spinnerets in and simply need more sideboard slots, there are a TON of good options. Like seriously, there are a million good choices in your colors, just depends on which matchups you want to prepare most for. Standard Bearer is among the best sideboard cards in the format, because it forces your opponent to interact with it before they interact with your important creatures. Think of it as pauper Spellskite. It also steals auras from the Bogles deck, and that deck literally doesn't play removal for standard bearer, so if you get it in it's gg. They are kind of expensive online, but for good reason. If you don't want to play them starting out, that's understandable.

Pay No Heed is a good one against decks that are trying to deal you a bunch of damage in one shot, i.e the Inside Out combo deck, Affinity with a giant Atog, or any variation of a Kiln Fiend deck.

Sunlance is great as another removal spell outside of Journey to Nowhere. I've seen some people jam 4 of these in the board to fight against mono green stompy.

The instant speed interaction I mentioned earlier could also go in these slots. You have vines in there now, but mutagenic growth is a decent consideration in some of those slots as well, especially since Firebolt is a pretty common removal spell.

Life Goes On and Armadillo Cloak are the best ways to gain life against hyper aggressive decks / burn. Not really sure which one is better to run. Life goes on has less strings attached, but armadillo cloak helps you end the game.

Scattershot Archer is the bane of delver / faerie decks. Again, I've seen people jam 4, but who knows if that's best.

Holy Light destroys token decks or decks that play a ton of 1 toughness guys, like elves or something.

Relic of Progenitus is the best thing for removing graveyards, but there are noooot a lot of graveyard decks, honestly. The premier graveyard deck revolves around Tortured Existence, meaning that you would probably be fine just bringing in gleeful sabotage. Theres also decks that revolve heabily around returning spells with Mnemonic Wall, but I think you're better off trying to race those.

I... think that's most of the super good ones? There's always the circle cycle too, such as Circle of Protection: Red, but leaving mana open on your opponent's turn is generally not how you want to be playing the game. But yeah, maybe try putting the spinnerets in and tweaking your sideboard using some of these. Again, I would say it entirely depends on the kind of matchups you're expecting.

If you're not sure what to expect, I might start somewhere like this:

3-4 Gleeful Sabotage

3-4 Standard Bearer (they're just so versatile, they're good in a lot of matchups)

2-3 Sunlance / Journey to Nowhere (if you decide to leave them in the side)

1-2 Armadillo Cloak

1-2 Pay no Heed

3-4 Vines of Vastwood / Mutagenic Growth

That should give you good coverage of a lot of different archetypes. It'll just take some experimenting to find what you like best.

andbartwo on A Swift Kick to the Ballards

2 months ago

Your deck seems like it could be slow to get to its more powerful mechanics. You might sideboard Life Goes On for when you go against a faster agro deck. It seems a little dependent on your ability to quickly ramp in order to use your kickers and get out your 4 and 5 drops. Let me know how it works out.

Shinjima on Abzan Lich

2 months ago

Alright, let's talk about this deck.

So the idea is obviously Ramp into Tokens and have a bunch of different secondary Win-cons. Our most powerful combo is definitely Song of Freyalise into Phyrexian Scriptures on the next turn. Effectively allowing us to perform a one sided sweeper against our opponent. Let's look at a turn sequence then shall we?

Turn 1: LandTurn 2: Land, Servo ExhibitionTurn 3: Land, Song of Freyalise into Weaponcraft Enthusiast Fabricate for 2 ServosTurn 4: Land (land not required), into Phyrexian Scriptures Put the +1/+1 counter on the Weaponcraft Enthusiast and you still have mana up to drop a 4 or 5 drop (depending on if you played another land this turn or not)Turn 5: On Draw Step; the triggers for both Song of Freyalise and Phyrexian Scriptures goes off. Stack them accordingly in order to initiate a one sided sweeper against your opponent, and also buffing all your dudes with +1/+1 counters, vigilance and then you're able to Alpha Strike freely. (Assuming your opponent isn't playing Artifact Creatures, of course)

Now that we talked about that combo. It's also possible to put in a kicked Josu Vess, Lich Knight on Turn 5 as well, effectively winning you the game if your opponent cannot sweep your board. Of course Song of Freyalise enables all of this and most other combos in the deck as well are much better put together with the amount of ramp that it brings to our turn sequences.

We have Lich's Mastery in here because of all our permanents. I think in order to run Lich's Mastery effectively, you want to have Mastermind's Acquisition as well as play a deck that will have alot of permanents, should the situation call for you neededing to sacrifice permanents for whatever reason. Also having a token deck allows for major chump blocking and durdling.

That being said, let's talk about our weaknesses:Steel Leaf ChampionGoblin Chainwhirler

These two cards our are biggest weaknesses. Hence why Lost Legacy is in our sideboard. Effectively we're playing a 75 card deck with Mastermind's Acquisition so we also have some answers for control decks like Sandwurm Convergence and Lost Legacy as well can be good to use against other Approach of the Second Sun decks.

I know what you're thinking: Mastermind's Acquisition is a slow card. BUT because we're running a ton of tokens and Song of Freyalise we can still cast Acquisition AND cast the spell we tutor for in the same turn most likely.

The Immortal Sun is slotted in for Inventors' Fair target as well as spice for the deck, since we're not running planeswalkers anyways. I might change it out, depending how badly Abrade is to this deck, but it is our only "real" artifact worth targeting so yea.

So, let's go over our win-cons for this deck then.

  1. Go wide token strategy, while doing a one sided wrath to our opponents board with the combo of Song of Freyalise into Phyrexian Scriptures

  2. Ramping into a kicked Josu Vess, Lich Knight in the early game with of course using our tokens and Song of Freyalise

  3. Durdling the game and playing defensively with our tokens, while looking for Lich's Mastery and ramping our card draw with Life goes on, Vraska's Contempt, Battle at the Bridge, Anointer Priest and some other various lifegain abilities, so that we can eventually hit Approach of the Second Sun and if we have enough mana, cast two of them in the same turn and win the game on the spot.

So all in all, I'll be testing this deck out and making revisions where needed. Hope you like the idea. Also I think the most important card in this deck is Song of Freyalise because it enables sooo much for this deck, I will probably boost it up to x4 copies.

Cards I'm considering adding:Torment of Hailfireliliana, death's majestyBontu's Last Reckoning

That's all I got for now, I'll try to update this deck moving forward.

Rzepkanut on Ghetto Flightless Ghidorah

3 months ago

With this expensive of a commander I would expect there to be more ways to advance your mana production, maybe lower your curve and add mana dorks. I appreciate the unusual combos you are including but some of them are pretty fringe and under powered and I would cut them. Like running Life Goes On just to combo with Rooting Kavu sometimes....neither card is very powerful even when they "combo" together. I'm not sure what the goal of the deck is, maybe you have a VERY forgiving metagame where things like this work, but I'm used combos that make you win more when they occur and decks that are more competitive with mana ramp and removal. Good luck :)

FlabbyAbs on ($75 Budget) Jund -1/-1 Counters (Standard 2018)

3 months ago

I like the deck. I'd suggest quickly remove Dunes and put in Rootbound Crag and Blooming Marsh. The mana base looks pretty bad as is. 7 green for having 2CC green creatures is telling yourself you want to lose.

It looks like your really want Life goes on in here, which is neat. However, after playing magic for years I can tell you life-gain doesn't win games. Goes On could be a good removal spell to prevent 4-8 life being lost. See what I mean? Not to mention manipulating the board to help your beaters get through damage.


Madhava on Living It Up With The Tramplers

4 months ago

If you are planning to play this in any competitive Modern environment, I'm afraid you may find it to be a tad slow. Without ramp, you won't be able to land those 5- or 6-drops till around turn 7 or 8, sometimes even later. Modern decks generally need to win, interact, and/or establish a superior boardstate by turn 4 or sooner.

Fortunately, green is the best color for ramp ...& white is probably tied for best interactive color (if not the best).

I get it that you're digging your deck as it is, presently. That's cool. But if you should become dissatisfied with its performance at some point, then here are some suggestions for later consideration...

I'd mentioned ramp, prior. Consider Arbor Elf, Utopia Sprawl, & Garruk Wildspeaker. Having all 3 of these on the board means getting 6 mana from 1 forest. This is huge. Additionally, Garruk can defend himself (or you) via beast creature tokens. A few Sakura-Tribe Elder can also help get the ball rolling as far as ramp.

While Fog will keep creatures from harming you for 1 turn, Narnam Renegade will keep a creature from harming you permanently, for the same CMC. He can also provide beats, in the event your opponent isn't playing creatures.

Chaplain's Blessing. I'll be blunt here, there are cards that do exactly what this does, only better. Life Goes On or Feed the Clan are both instant-speed & can net you more lifegain at comparable CMC. But I'd sooner go with Blessed Alliance instead of any of the aforementioned, for sheer versatility; it's lifegain, or it's removal, or it's both at once.

On the topic of lifegain: Consider Ajani's Pridemate & Archangel of Thune, in place of present big beaters (of which you probably have too many). These would become huge really fast in your setup.

Hooting Mandrills is a fantastic beater. He pairs nicely with your Satyrs. Even better with a few Windswept Heaths to push him out sooner.

Scavenging Ooze wreaks havok with many popular Modern tactics... plus he grows into a big beater, all for just 2 CMC.

Okay, Celestial Mantle. Creature auras are generally bad in any constructed format, due to the high amount of interaction. Opponents will remove your enchanted creature in a 2-for-1 trade favoring them. Instead, consider Rancor, or maybe even Spirit Loop. Both are low CMC, both play well with what you're doing, & both return to your hand when the enchanted creature dies.

...and Fumigate. You don't want to be mainboarding sweepers... not in this type of build. 18 creatures is more than what most Modern decks run with. Meaning, sweepers will hurt you more than most opponents. Consider swapping them for more spot removal, more fast creatures, or ramp. A sweeper on your sideboard is a good plan. But Wrath of God is far better; opponents can typically deal more damage (or win) on their turn 4 or 5, than what Fumigate would make up for you in lifegain.

Consider cutting a few basic lands for some Stirring Wildwood.

Good luck with your deck... G(/w) Stompy can be a very viable formula on a reasonable budget. Hope something I've suggested is of some help.

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