Life's Legacy

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Rare

Combos Browse all

Life's Legacy

Sorcery

As an additional cost to cast Life's Legacy, sacrifice a creature.

Draw cards equal to the sacrificed creature's power.

Price & Acquistion Set Price Alerts

M15

Ebay

Life's Legacy Discussion

The_Mike on Suaros

4 days ago

Dinosaurs. What do we want? More cards, More resiliency and aggro, more living Dinosaurs on the board!

Cards I'd cut:

  • Avacyn's Pilgrim, Llanowar Elves, Yavimaya Elder Not enough of a pay-off to include in the 99. If you want to ramp, use non-creatures as they otherwise will be collateral damage when your dinos are about to get wiped and you wont be able to rebuild again. Elder is just too slow (the age's getting to him) and you wont get recursive benefits from sacrificing and drawing from it multiple times.

  • Animist's Awakening Pay 6 for 1 land maybe untapped, am I right? 'nuff said.

  • Comet Storm It's usually used in decks where you can X for multiple players for lethal. Not efficient at what it does in this deck.

  • Vance's Blasting Cannons  Flip Exiles the lands when you need them. Exiles lands when you need more action. Flips around when you need to exile your lands.. Not good enough card value for what you could instead do with green spells.

  • Vanilla dinosaurs as many as you need to make the real Magic: the Gathering cards fit your real Magic: the Gathering Deck. Even if you wiff more often with Gishath, at least you have other functioning cards in the deck.

PlattBonnay on Atarka enemy now!

1 week ago

Since already playing Life's Legacy, Momentous Fall might be a card to consider as well, to add more draw power.

Dankey on [[Primer v3.2]] - OM_RATH!!! (C17 Update!!!)

1 week ago

Chrome Mox and Mox Diamond are card disadvantage and only useful in your opening hand, whereas all the ramp cards at least provide Landfall triggers late game. From my experience, I've been struggling with setting up a card draw engine with consistency. I'd rather include Life's Legacy and Abundance.

JuQ on Hear No Dino, See No Dino, Speak No Dino

2 weeks ago

Any Tribal deck with high cost creatures is begging for Cryptic Gateway. Best thing about Cryptic Gateway over cards like Elvish Piper or Quicksilver Amulet (which are also good cards for the deck) is that you can activate it as soon as it enters the battlefield after only paying 5 mana and you can activate it many times. Champion of Rhonas and Deathrender are more options to consider for te task if you like some redundancy in your deck.

Wave of Reckoning, a boardwipe that can affect you the least if you have creatures with higher toughness and enables Enrage.

The deck is heavily lacking on card draw, I always try to run at least eight card draw engines. My recomendations are Elemental Bond, Shamanic Revelation, Mouth / Feed, Rishkar's Expertise, Life's Legacy, Garruk, Primal Hunter, Soul's Majesty, Hunter's Prowess and maybe even Vanquisher's Banner. Also Seasons Past for recursion.

Path of Discovery has been workking amazingly for me in many decks.

Forerunner of the Empire is another no-brainer here. You tutor for a dino and get another enrage enabler while you devastate token based decks.

Needletooth Raptor this little guy have been an overperformer for me.

To make room for this recomendations I'd remove:
Warstorm Surge Good card, but high cost and slow, I'm trying also to lower the costs here.
Rage Reflection not as good as True Conviction and not as important as card draw.
Gratuitous Violence The triple red cost may be a problem, I still to much damage support and card draw is still needed badly.
Kindred Boon I've been using this card and it's not as good as it looks like, it's really slow and opponents see its on the battlefield and can play around it, I would change it for Boros Charm or Heroic Intervention.
Radiant Destiny Anthem cards are better with smaller creatures, in fact it's a bit weak.
Quest for Renewal You don't have enough abilities for this to be deserving a slot.
Earnest Fellowship Messes with some interaction of the deck, mainly Enrage and may benefit more your opponents than yourself, nice card choice though.
Ajani Vengeant The first two abilities are not really that good in commander, and you can't really count on using its ultimate.
Coat of Arms better use in smaller token decks, you'd probable be helping more your opponents than yourself.
Titanic Ultimatum super expensive and super conditional.
Armageddon You're the guy with supper high costs, It can be a game ender in the right circunstances but most of the time it will be a dead card in your hand.
Selvala's Stampede I've used it and it was bad for me. You'll be the only one voting wild and your opponents seeing you have few cards in hand by then will vote free and the effect will be a bit disappointing.

JuQ on RELENTESS RATS G/B

2 weeks ago

I like the deck. Capitalizing on being the only player with several cards of the same name is great. I would remove some of the higher costs (like Deadbridge Chant, Ratcatcher Doubling Chant) to get some card draw Elemental Bond, Mouth / Feed, Shamanic Revelation, Life's Legacy, Deathreap Ritual...

Desperate Research feels counterproductive having Thrumming Stone as your star card. Maybe a Diabolic Tutor is a better budget alternative.

Maybe Meren of Clan Nel Toth would be a better commander in this deck than Jarad.

Another nice card here can be Soul Foundry

JuQ on Teeth, Claws and a Huntress God

3 weeks ago

Burgeoning and Exploration (and others like them) are not really that good unlest your deck draws a lot of cards consistently. If you have one them in your opening hand together with a lot of lands, then they are super flashy, but they stop providing value really soon and they don't do anything else on their own. You can make a case for Exploration synergizing with Courser of Kruphix, but I still bet that most of the time they're a dead card.
Allow me to demonstrate. In this example im naming Burgeoning, but the same is true for all the other cards that just give you additional land drops from your hand and do nothing else.
Let's say your opening hand with Burgeoning looks like this.
L, L, L, L, B, X, X. and in the first three draws are X, X, L. (L= Land, B= Burgeoning, X= Some other spell)
This would be a really good opening hand for Burgeoning, maybe optimal.

In the first turn you play Burgeoning and by the second turn you have four lands on the battlefield and four cards in your hand. At this point the Burgeoning will basically stop working. On turn three you'll have five lands and four cards.

If instead of the burgeoning you had something like Llanowar Elves you'd be one mana behind on turn two and three, by turn four you'd have the same amount of mana, but by turn five and later you would have one additional mana from the elves that you wouldn't be getting from Burgeoning.
That is the best case scenario for burgeoning, if you get it mid game is mostly useless, the elves will still give mana and be able to chump block in the mid and late game.

So, does Burgeoning really deserves the spot in the deck so you can be one mana ahead in turn two and three if you happen to get it in your opening hand with the right amount of lands? (comparing to a cost one mana dork) Taking in consideration that two or more players will have to lose 40 lifes for you to win, it doesn't earn the spot. But you can get enough value out of it if your deck is made to draw a lot of cards consistenly all the time or your deck revolves around land mechanics.

At this point, the way I see it, you have three options: Jumping with both feet into the land theme, adding as much card draw as possible or removing them in favor of other ways of mana ramp. You can also do a bit of the three options if you want.

If you really want to go all in with the land theme, you could keep all the "additional land drop cards" (not Burgeoning) and add Oracle of Mul Daya for more land from top of library and Ramunap Excavator to reuse your fetchlands from the graveyard over and over and then your additional land drops would always be spent. If you were to add the Ramunap Excavator then I would also add Evolving Wilds and Terramorphic Expanse or other lands that enter untapped and you can sacrifice without paying mana like Ghost Quarter. Everything I said about the Ramunap Excavator is also true for the Crucible of Worlds, which I don't like to recomend because it's way too pricy for me.

Even if you decide to remove the land drop pack, your deck could benefit a lot from more card draw. Commander games most of the times are an endurance race and the guy who ends up running out of cards and is relegated to one draw each turn, is the most likely to lose. Currently you have as reliable card engines Garruk's Packleader, Elemental Bond, Garruk, Primal Hunter and Lifecrafter's Bestiary. I'm not counting Selvala, Heart of the Wilds, Vizier of the Menagerie, Courser of Kruphix, Zendikar Resurgent and Freyalise, Llanowar's Fury because I don't think they are reliable enough or in the case of Zendikar Resurgent it's too late-game, more like a finisher by itself (you kinda enter in god mode) than a mean to get to an end and if you get to put it on the battlefield but your hand is empty, it will be of little help to you. I'm not saying these cards should go out, I like all of them and I run them in several decks, it's just I can't count them as card draw.
I would add about four to chose among these (I find that at eight card draw engines the decks starts drawing cards consistently) Hunter's Insight, Life's Legacy, Greater Good, Momentous Fall, Hunter's Prowess, Soul's Majesty, Rishkar's Expertise, Mouth / Feed, Shamanic Revelation, Regal Force (I'm not really a big fan of this last one but maybe in a mono green works fine).

If you decide to remove some or all of the land drop cards you can add instead Overgrowth, Worn Powerstone or Thran Dynamo as a bit heavy but efficient mana rocks and Birds of Paradise, Wild Growth or Utopia Sprawl as first turn rampers.

To get some extra juice from Seedborn Muse and Elemental Bond you could use Splitting Slime.

Instead of (or maybe together with) Elvish Piper and Quicksilver Amulet you could use Champion of Rhonas (bigger body matters) and Deathrender (it's actually doing something useful while you don't have big creatures in your hand and also, mitigates the damage caused by board wipes).

Sorry for not formulating the proposed the changes as "card-A for card-B" like you wanted, but it's not always that simple. Maybe I see a card more useful than you do (or the other way around) because our respective metas are different.

JuQ on 4 Color Counters

1 month ago

Journey to Eternity  Flip would work great as you need your creatures to die to trigger the commander. Also some sac outlets and more card draw Greater Good, Momentous Fall, Life's Legacy. The take part of Give / Take can also be a powerful drawing utility in this deck. Don't waste your card slots with black card draw when you have blue and green that can do it better.
Bloodspore Thrinax for a second Master Biomancer.
Path of Discovery and Cathars' Crusade also great counters producers.
Animation Module and Mycoloth for extra synergy with the counters.
Hadana's Climb  Flip, Ordeal of Nylea and Ordeal of Thassa can also work great on this kind of decks, you get a counter and reap the profits right away.

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