|Commander / EDH||Legal|
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|Magic 2015 (M15)||Rare|
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As an additional cost to cast Life's Legacy, sacrifice a creature.
Draw cards equal to the sacrificed creature's power.
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|Have (16)||ironax , sneferie , CampbellStev , The_Grape , CastleSiege , TheRealPeaches , bradyofportdetroit , twospires , geazykagar , Ellyreia , Dr_Jay , ThisIsBullshit , mziter501 , Venser_the_Sojoner , Unlife , darthnuchi|
Life's Legacy Discussion
1 week ago
I've just done a 10-card update on the deck primarily to speed it up (dropped average CMC, bit more land/ramp) and to remove some of the cards that I personally found were not performing in my playtesting. Hope everyone likes it!
Hey AliasGreg - Thanks for the comments and sorry for my slow reply :)
I can see what you mean about Leonin Arbiter - I'll definitely consider him again next time I tweak the deck. I can also see the use of the sac/draw cards like Greater Good and Life's Legacy with him but without him it's VERY rare that we want to sac our big creature, even for loads of draw. The deck runs reasonably light on cats and honestly we just tutor the one we want and go for it so losing it is generally a bad thing :) I will definitely add them to the maybeboard though and see how things go. Berserk is more likely to make it in... I'm tempted by it but I play a lot of multiplayer and swinging big to kill one guy but losing your cat would often cripple you for the remaining players. I can definitely see it helping 1 on 1 or later in a multiplayer game once someone else is already out though.
Regarding Skullclamp - it's just so rare to have anything with 1T to use it on for quick draw. I can see some benefit in simply equipping your big cat so that if it does die you get to draw some more cards, but that's kind of what Heirloom Blade is for. It's an incredible card but I don't think it deserves a slot in this particular deck. Reliquary Tower and Thought Vessel would be useful if you run the big draw cards you mentioned, and I do have a couple myself (Rishkar's Expertise and Soul's Majesty) but again I think the need for them is limited to the point they aren't worthy of removing something else.
1 week ago
I was thinking of building Ghalta myself. I'm throwing in Mossbridge Troll. It can pressure lethal all on its own and its really hard to remove. Assuming you can give it trample. Or you can draw a quarter of your deck with Life's Legacy. I also wanted to add Feed the Pack but its more of a pet card.
1 week ago
So you commented on my half-finished Ghalta list suggesting I look here, but I don't actually see what I'm meant to be looking at. The deck is glacially slow, often incapable of doing anything meaningful at all until turn 5, you're running a strangely low number of lands, and there are only 7 cards in the entire list capable of interacting with the opponent's cards outside of combat (three of which need to successfully attack to use the effect). Cards like Terastodon, Woodfall Primus, and Admonition Angel, would at least give you some ways of interacting with artifacts and enchantments. Too high of a percentage of the cards in this deck don't really do anything besides put power and toughness onto the board. This does has some insurance against wraths, but it seems like mass bounce, exile, or -X/-X effects still destroy you. Having personally already tested Mayael, putting enough 5 power creatures into the deck to make the activated ability consistent (which is really important when you're paying so much mana for the ability) is essentially guaranteed to make the deck slow and clunky. This is why I instead elected for a commander like Ghalta with more of a focus on cards that benefit from having at least one large creature at a reduced cost, able to make plays like casting Ghalta for 2 mana and following up with Life's Legacy for a 4 mana draw 12, or combine Ghalta (as the commander) with Food Chain and Manaplasm, for example, to produce unlimited mana.
I never decided to take that deck past theorycrafting, and instead continue to get my big-creature fix from playing this deck: Thromok, where I get to make plays like sacrificing Thromok to Miren for 300+ life, or make so much mana with Druids' Repository to cast Thromok three times in one turn, with 50+ power each time, as it gets killed in response to the lethal Chandra's Ignition, before Thromok's spark successfully ignites on the third try burning all opponents to a crisp.
2 weeks ago
TheRedGoat, thank you so much for taking the time to write your thoughts, plentiful as they are. You raise a lot of good points, so I'll try to share my thinking on all of them.
First of all, you're right about Mycosynth Lattice and Mycosynth Golem, and it's a big part of why I haven't decided to included them in the deck or not (aside from the cost, of course; 15 is a bit more than I'm willing to spend.) Inspiring Statuary is less good in this deck than it could be, but I think it's still worth an inclusion for now.
I should probably go back into the primer and reword the section about building the deck around Ghalta. I tried to strike a happy medium between the artifact side of the deck and the powering out my commander half. Metalwork Colossus is the epicenter of these two halves, and it's basically the only reason I went the artifact route in the first place. That being said, I agree with your analysis on various types of artifact decks in EDH, and I think moving forward, I'll be placing a stronger emphasis on the Value Town aspect of artifacts. I've already got a bit of a sacrifice subtheme, with Krark-Clan Ironworks and Trading Post, so it probably wouldn't take too much reworking. I may bolster that a bit as I move forward with the deck. Part of my reasoning is that Metalwork Colossus also lends itself to sacrifice engines very nicely as well.
I think that a voltron artifact deck would suit Ghalta pretty well, and to be honest a decent part of why I'm reluctant to go that route is because I'd need to rework the deck so heavily. I'm already suited more to a value game than an aggro, even if my commander can end things quickly. You mentioned removing Triumph of the Hordes for more consistent infect enablers as a way to lean into aggro, and I agree that it's one of the weaker cards in the deck. On the list of potential removals, it's pretty high, but it's mostly in here as a "gotcha" to take out an opponent or two out of nowhere. The amount of hate that Infect gets makes me reluctant to run a more potent effect, though. It'll probably be removed whether I focus more on aggro or value, to be honest.
I like the idea of some power/toughness value cards, and I do think this deck is slightly lacking in card advantage. Life's Legacy could be a nice effect, but since I already have Rishkar's Expertise I don't know if I'd want more than two mega-draw cards. Traverse the Outlands is cute, but it only has tons of value after I've cast my commander, at which point I probably don't need much more mana.
Moving away from artifact discussion,Pump spells are kind of neat as rituals. I'd never considered that idea before, and I think Primal Bellow at the very least deserves testing. I think that Bellow is the only one I'd be interested in testing, since it has the additional potential of being used to give Ghalta +9/+9 and turn him into a one-shotter (lands willing, of course.) Token generators are another way I could generate some extra power, and it's a big part of the reason Myr Turbine is in the deck right now. You mentioned Avatar of Might as well, and it's funny - when I first started drafting the deck, I originally toyed with the idea of a deck based around cost reduction, rather than artifacts. As the focus shifted, I dropped it in favor of other things, but I'll test it to see if it might be worth an inclusion. (Best case scenario, it ends up being Ezuri's Brigade part 2.)
Once again, thanks a million for taking the time to share your thoughts. There's a lot of great ideas here, and I'll be taking some time over the next few days to test them. You really went above and beyond discussing options for Ghalta acceleration and Artifact synergy, and I appreciate the time and effort that went into this. Happy brewing!
2 weeks ago
So I love your concept here, but I notice how you say you started out wanting to build around Ghalta, and so now I'm conflicted with wanting to add support to your artifact theme OR your commander's game-plan of "fatty tribal", cause I'm not so sure they work well with each other. Let me do a not-so-short breakdown of what I'm thinking.
I'd first point out that Mycosynth Lattice and Mycosynth Golem do not work together like people are saying. The lattice doesn't make cards in your hand into artifacts, so the golem doesn't reduce the cost of creatures that are not already artifacts in your hand. However the Golem would still help you cheat things like Colossus of Akros into play if you've got a ton of artifacts and the Lattice is great with Inspiring Statuary (good call on dropping Titania's Song first btw, that would just blow up your lands with the lattice out). Oddly enough, the Statuary is kinda bad in your current build because it doesn't reduce the cost of your artifact creatures, but I presume this without having tested the build.
Now, to do a light step on actually figuring out artifact support, there's the inherent issue of being green, and I'm not talking about the fact that green usually hates on artifacts. No, my point is that if you are "playing an artifact deck" normally that means one of three things (to me at least): You're aggro/volron with equipment and tokens; you're combo/control with tutors and protection for pieces; or you're playing value engines with your grave as another place to just get your artifacts from. The fact that green can't provide anything past the recursion and maybe the protection effects and tokens is why most people don't play mono-green artifacts. The support isn't necessarily there for the artifacts themselves. This is why Oviya isn't even a great artifact commander as all she does is make artifact tokens and otherwise doesn't care about artifacts at all. No if green does do any artifact strategy the only one it can pull off effectively, in my mind, is the voltron aggro one. Which Ghalta is well suited for, but if you really want to hammer down on building it that way, you'd need to really alter your build from its current point. For one Triumph of the Hordes, while a little sneakier than having Grafted Exoskeleton out, isn't as effective in the long run. Nissa, Vital Force for instance would also be very powerful as a value engine, but your build doesn't have a good slot for it yet.
For building around Ghalta more directly though, and taking the fatty tribal theme focus over artifacts, you've got a ton of options for cards to improve the build without breaking your budget. For card advantage alone you could be playing Life's Legacy. Hunter's Insight, Hunter's Prowess, Momentous Fall, even Traverse the Outlands if that isn't too high (I don't claim to know what your budget is). You also do not seem to have explored the idea of using pump spells as ritual effects for your commander. Aspect of Hydra and Primal Bellow when timed right, and in regards to your commander at least, could be like paying 1 mana to gain 7+. This is not to mention some of the undercosted creatures out there that may not be free to cast but certainly have ways to be far more powerful than they appear. Avatar of Might is one cheap fatty option, but did if you're willing to look at tokens you should also remember that Saber Ants, Broodhatch Nantuko, and Ant Queen are all solid options as well (if completely off flavor)
Anyway, that's some of what I'm thinking about your build and I'm not sure where to delve further unless you've already got it in mind of where you'd want to sit on those extremes. If you don't want to settle for one that's an option too of course, but it is the most challenging as well.
2 weeks ago
Nice deck! I play tested it against my own Mina & Denn deck. I had no idea Manabond was a card. Also didn't realize how crazy sack outlets for you elementals are. I noticed a few things though:
Maybe include a Nykthos, Shrine to Nyx? Although your creature count isn't that high, you'd be surprised how nice the few extra mana can be (also more food for you wave of vitriol).
Also, it seems like you have almost no draw outlets. Adding any of Harmonize, Life's Legacy, Shamanic Revelation, Collective Unconscious, Garruk's Packleader, Regal Force, Soul of the Harvest and Tireless Tracker will help you get all the cards you need to win really fast.
You have a ton of really terrifying 'destroy everything' cards, but most of them cost 5+ mana and if you have multiple of them in your hand you I noticed the return on the extras was not the most exciting. Maybe try switching out one or two for cheaper cards like Song of the Dryads or Beast Within? Then you can also cast them for free with Rishkar's Expertise too.
Finally, if you want an extra copy of any elemental in your deck, Flamekin Harbinger is a lot of fun.
Love this deck though. You got some great combos. :D
4 weeks ago
Hello again :D
Rework the landbase was what I was saying. Cutting the lands that enter the battlefield tapped for untapped options to give you an overall faster game instead of being slowed down by your manabase. Llanowar Wastes, City of Brass, Mana Confluence, Tarnished Citadel-esque cards instead of the cycling and vivid lands. Overgrown Tomb is fetchable with your Wood Elves and covers both your colours. It feels bad having a Birds of Paradise in your opening hand with no way to put in on the field on turn 1.
Overall, the deck looks solid for a more budget build. You'll be doing things consistently that progress your board. I also suggest readding Mulch as a way to dig into your deck quickly. Even if you don't have the experience counters to reanimate what you put in the graveyard, Meren will just put it into your hand for later.
Re-add Skullwinder. A second copy of Eternal Witness is something this deck likes a lot, especially without access to a lot of tutor effects. The deathtouch blocker is also discouraging for people to swing into, so it could save you a few life along the way. Someone will almost always have a dud graveyard in a 4 player game, so the downside is not as huge of a factor as you would think.
With the drop in average cmc of your deck, along with the addition of 1 drop mana dorks, you could go down to 36 or 37 land and still consistently play your gameplan out. Cutting land is a so-called sacrilege of EDH, but with lower cmc comes the chance of having too many land and not enough action, especially when you don't have an outlet for excess mana. Just make sure to watch the colour skew in your deck and don't cut too many of one colour.
Wretched Confluence: In my experience, this is usually a draw 3 for 3 life. YMMV, but for 5 mana, you can do better, especially with things like Disciple of Bolas already in your deck. Life's Legacy could be a consideration.
Thought Vessel: Surprisingly, the no maximum hand size is not what we want. If you happen to go over 7 cards in hand, discarding creatures to reanimate later is where you want to be more often than not. This is a more proactive deck, and sitting on a giant mitt of cards you can't play at instant speed is not where you want to be. Even a 2 mana dork like Sylvan Caryatid is at least a creature you can use.
Other suggestions that came to mind:
Animate Dead: Having more ways to reanimate if Meren gets stuck where you can't access her easily can be handy. Your opponents will get used to you reanimating at end step, so a main-phase reanimation or bringing back both pieces of your combo in the same turn might slip under their radar. Reanimate as a non-budget alternative.
Abrupt Decay/Nature's Claim: Non-creature ways of dealing with problem cards like Rest in Peace, Humility, and Torpor Orb if those are cards you deal with in your meta. If you don't see either, sticking with your Reclamation Sage and Caustic Caterpillar should be fine. Maelstrom Pulse as a non-budget option.
Riftsweeper: A way to get back an exiled win con, on a body that can be recurred.
Revel in Riches: an alternative I-win card that incidentally provides value. No one will want to cast a wrath if you have this online, because it likely means you just win as a direct result of resetting the board
And apparently the suggestion tab only uses the first 16 linked cards. I learned something today.
1 month ago
I suggest :
Leonin Arbiter has been really good for me, yes it affects you aswell, but YOU decide if you play him or not. If you have some sacrifice outlets as the first cards I mentionned, you can simply buff him to draw 5 cards. When you drop this turn 2, you can ruin your opponents hand if they planned their turn 3 Cultivate.
Here is my list:
I might try Rhonas to put pressure after wraths. Flash and Haste are useful for that.