Luminous Wake

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Legality

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

Luminous Wake

Enchantment — Aura

Enchant creature

Whenever enchanted creature attacks or blocks, you gain 4 life.

superhuman21 on Hungry Karl

6 years ago

The below are cards I run in my Oloro deck for lifegain which I think would compliment your deck.Felidar Sovereign, Ivory Cup, Eternity Vessel, Trigon of Mending, Celestial Mantle, Ghostly Prison, Luminous Wake, Test of Endurance.

Sleazebag on

6 years ago

You have quite a lot of lifegain, but not that many cards that put this to use.

I'd definitely run four Ajani's Pridemate.

Lifegain can be good, but cards that only gain life and nothing else are very much not so. I'd cut all the Chaplain's Blessing, Awe Strike's and Luminous Wakes. They don't do enough to be worth a card slot in your deck.

Another card that can put your lifegain to use is Sanguine Bond. It should give you a solid way to double up the damage you are dealing with your lifelinkers.

Next I'd work on adding some removal to your deck. Currently you have almost no interaction with your opponents gameplan.

Karlov of the Ghost Council is a super strong creature with a lifegain deck as he not only costs little mana and grows really fast, but he also doubles as creature removal.

As for instant speed removal, there is an incredible variety! One of the best removal cards in MtG is Swords to Plowshares. It can even be used as emergency lifegain in a pinch (Imagine using it on a Serra Avatar. In black you also have cards like Doom Blade, Murder, Go for the Throat, Tragic Slip and Fatal Push.

If you want a non combat way to gain life, cards like Soul Warden and Soul's Attendant give you many small and repeated triggers for only 1 mana, excellent cards.

For non budget lifegain goals, there's Serra Ascendant and Archangel of Thune at $18 and $25 each, but they are amazingly strong.

Also keep in mind that this deck is not "standard" legal, but casual. Standard legal requires you to only play cards printed the last 2 years in MtG.

aholder7 on agrr0 soul Sisters

7 years ago

you should remove Luminous Wake because its high risk low reward. it costs 3 mana. and can be gotton rid of with a simple Doom Blade on the creature targeting it. this can only be prevented with your Swiftfoot Boots but thats not something you should really be betting on. and all you are getting is 4 life on the swing.

you could put it on the opponent's creatures but if you are trying to swing through them you would rather remove the creature. if youre trying to prevent them from attacking. well thats sort of the main point of removal. so for those reasons i would remove it.

Loxodon Warhammer is a lot of investment. 3 mana to play and 3 to equip. you don't lose it when the creature dies which makes it better than wake. but 3 mana to re-equip a creature when yours dies isn't very cost effective. for the most part you will probably have to chose between casting another creature or equipping one. one of the things thats really good about Captain's Claws is that it has almost no equip cost. removal spell after removal spell and you can still keep shifting that around without issue. i don't think this is the card you want to use.

Cobbled Wings: it allows your big creatures to swing in unblocked. the problem is that you don't really have any big creatures that would want flying.

honestly it seems that the only reason you have either of the above is for Kemba, Kha Regent. but as a 2 of you really can't rely on them to come out each game. i would really suggest just dropping the kha so that you can get rid of some of these equipments.

there are plenty of good beaters for sisters aggro that would be much better in those spots.

Ajani's Pridemate is basically your Tarmogoyf.

Champion of the Parish is always solid given the number of humans you have.

Thalia's Lieutenant is another buffer for your humans.

Felidar Sovereign is generally a poor win-con in the main, even as a back up. at 6 mana he comes out slow (especially with 21 lands) and you are at a serious tempo loss when your opponent spends 2 mana to take them out. Hero of Bladehold is a fine curve topper albeit still a little heavy. but if you wish to kill them with your life it would probably be a better idea to use Aetherflux Reservoir. yes it requires a little bit more life, but it costs 2 less mana which means it's at least possible to play. i would advise just keeping it in the sideboard though.

Martyr of Sands is an amazing card. i think you really want to put in a 4th. the same goes for Serra Ascendant.

I also think a third Brimaz, King of Oreskos could fit in the deck, but if youre not comfortable with 3 of a legendary i can understand that.

DeepbloodEclipse on Green White Auras

7 years ago

Spider umbra is definitely more of a sideboard card. And, a sideboard can only consist of 15 cards...you have 28. Hero of Iroas is completely useless, because you are practically playing 1 cmc auras that have a color identity, thus you will not benefit at all from Hero of Iroa's ability.

Not only that, but as a person who uses auras a lot, you have literally picked some of the worst auras for your mainboard, while putting many actually good ones into your sideboard.

Some very interesting and useful auras are Armored Ascension, Daybreak Coronet, Keen Sense, Pariah+Indestructibility....or a cheaper variation Heart of Light, for pure raw power Boar Umbra, To make one of your creatures into a seriously heavy hitter Battle Mastery, Luminous Wake for more survivability. Rancor should definitely be mainboard. Mantle of Webs is better then Spider Umbra.

Cythraul on White life gain

7 years ago

Just some cards that could help with lifegain in general

Celestial Mantle, True Conviction, Luminous Wake, Angel's Feather, Chaplain's Blessing, Elixir of Immortality

JerichoDarkstar on Oloro Healthcare

7 years ago

So, if you want some lifegain, I have a "few" suggestions :)

*Martyr of Sands - Definitely good for a quick boost of life. Especially since multi-colored cards count, you could be gaining upwards of 12 life off of this card.

*Congregate - In Commander where at least one person has a swarm of tokens, this could be very useful. Say you're in a 4 player game and everybody has at least 2 monsters. This card would get you 16 life of off that.

Now suppose that someone has pulled off an amazing 30 creature combo. From them alone you would get 60. I would definitely recommend this card.

*Swords to Plowshares - Removal? And lifegain? At instant speed? Need I say more.

*Beacon of Immortality - In Commander, this is already stupid. With your deck and the massive amount of life you can maintain for long periods, it's even stupider. It's even better if you have cards to search it (example: Mystical Tutor)

*Zuran Orb - This card is really good if you are Flooded. May not necessarily be useful for you because you wouldn't have a lot of synergy with dead lands.

*Words of Worship - If you are sitting on everything you need, you can easily exchange that card draw for 5 more life. Also, this works well with Oloro's ability as well. You can still draw while gaining even more life. Or use Words of Worship again to gain 5 life instead of drawing one with Oloro. Lots of use with this one.

*Tendrils of Agony - If you can cast a lot of spells before hand, this one can be interesting. Don't forget that laying down Zuran Orb counts as casting, so you can use this to gain a few life while getting rid of some of your opponent's. This one really depends on how often you can cast things, though. If you like casting one or two bigger things more often than lot of little things, this may not be the card for you.

*Soul Warden - This is a lot like Congregate except it takes advantage of cards as they come, not after they've already got there. It's great because you gain life when your opponents play creatures, too.

*Contemplation - Whether you cast a lot of spells each turn or a few, this card definitely helps as you go.

*Ivory Tower - With all of the card draw potential you have, you can also have life gain potential with this card. It's definitely doesn't hurt, and it can constantly give you life with no extra cost after you throw it down.

*Faith's Fetters - Suppression on an enemy creature while gaining life. Nice.

*Kokusho, the Evening Star - Nice big creature with some life gaining benefits. Either they deal with a 5/5 flyer, or the other players take an instant hit while you gain life. Once again, in a multiplayer game with 4+ people, you can be gaining 15+ life when it dies.

*Exsanguinate - If you are sitting on a decent amount of mana, this can be a hefty hit to your opponents. And, it's even better for you. This is like Kokusho in a sorcery, but it has the potential to deal more.

*Diamond Valley - Not instant gratification for life, but very nice if you aching for another hit. This is really good if you are blocking with a creature that's going to die anyway.

*Luminous Wake - If you enchant a creature your opponent controls with 4 or less attack, it pretty much renders it useless (barring other effects like double strike). If you enchant a creature you control that can't be destroyed in battle for whatever reason, you get 4 life for blocking. You could also use this to your advantage with attacking, but this deck isn't really about dishing out combat damage.

*Invincible Hymn - This card is stupid if you draw it early. In Commander, it's evens stupider. You could draw this on turn 15 and still have the potential to make your life total 84. Now, the downside is that by turn 15 your life is probably in the hundreds. I don't really recommend this card, but I thought it deserved a mention.

*Survival Cache - Life gain and card draw. Plus, you get it again next turn for no extra charge. Right up your alley.

*Honor the Fallen - Not only does this hurt Commanders like Meren of Clan Nel Toth, but you get life out of the deal.

*Venser's Journal - A much, much better version of Ivory Tower, in my opinion. Basically life gain every turn guaranteed.

*Ajani Goldmane - Life gain everywhere. And, he makes a Serra Avatar by the 3rd turn he's out.

*Celestial Mantle - This card can be very broken in Commander. By turn 6, it may be very hard to actually hit a player with an attack. But the payoff is amazing. If the creature also happens to have double strike, you get 4x your life total with a single swipe.

*Sculpting Steel - While not a life gain card itself, it can become one. Imagine this as a copy of Venser's Journal. Then you gain 2 life for each card in your hand.


Whew. I know that was a lot of life gain recommendations, but I thought you would like to see as many as possible to mix into your deck in whatever playstyle suits you best.

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