Life Goes On

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy 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

Instant

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

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Life Goes On Discussion

Rzepkanut on Ghetto Flightless Ghidorah

6 days 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)

1 month 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.

GL!

Madhava on Living It Up With The Tramplers

1 month 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.

antacidbrn on Golgari Counter Elves

1 month ago

Freezingfist, you have amazing feedback, and these are my thoughts exactly. Would Gyre Sage replace Narnam Renegade or Greenwheel Liberator?

I can drop in Fatal Push and o also use Walking Ballista, but how would other interaction cards help if they take away from counter strategy. but how much interaction. Is too much?

I admit, my only answer to Storm is Dryad Militant, but I thought about sideboarding Mindbreak Trap as well.

For Delver or Dredge, I am thinking Bojuka Bog or Tormod's Crypt.

For Burn, I would simply drop in Life Goes On which usually keeps me alive long enough to go off.

I admit, I have no answers for Scapeshift or Tron at the moment. I could conceivable trample over Tron if I am on the play and it is T4, but conception is not reality.

thomasvandenessenburg on The touch of death

1 month ago

@Ballzanya

Thanks! I've added Life Goes On to my sideboard :)

Ballzanya on The touch of death

1 month ago

Just so you know, "Cruel control" refers to grixis control decks which use the card Cruel Ultimatum and not simply control decks in general that will tend to frustrate aggro players. In any event, interesting deck, but i'd recommend adding some Life Goes On to it, since burn wil kill you quickly otherwise.

Firebones675 on Shamanic Extraction

2 months ago

I'm a big fan of bots as protecting your creatures from spot removal is really helpful. Looks like you already a couple new cards in but if you find you need to make another cut for thought vessel or another fun card i'd go with Life Goes On.

Life gain cards that don't do anything other than just gain life aren't usually worth it unless you have life gain synergies. If the reason you need to gain some life is because you are getting beaten down by creatures, you would much rather draw an answer to that, then draw a card that buys you a turn or two to find an answer. Also, I find that in an edh game if your life total becomes significantly higher than everyone else at the table, it just encourages them to attack you to bring you back down to your level.

magicsheep on Make them Gain Life

2 months ago

Hey Em9500: I would recommend Life Goes On. It's a great common that can have flexibility. Cathedral Sanctifier and Felidar Sovereign are great in this deck, too.

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