Nine Lives

Nine Lives

Enchantment

Hexproof

If a source would deal damage to you, prevent that damage to you, prevent that damage and put an incarnation counter on Nine Lives.

When there are nine or more incarnation counters on Nine Lives, exile it.

When Nine Lives leaves the battlefield, you lose the game.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Core Set 2021 (M21) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Nine Lives Discussion

j0k3rzinhu on zedruu control edh

3 days ago

hey dude, in this build i decided to not run any "bad" cards that synergize with zedruu. i realized this commander could be a lot more powerful and consistent without the fun janky stuff that usually makes people's list; instead i chose to abuse the debuff auras and stuff like Orb of Dreams that have a huge impact no matter whos controlling it. realistically you have AT MOST 3 things under others' control, IF zedruu makes it to our upkeep, so packing less curses and more general purpose value cards resulted in better plays for me. Nine Lives plus Cyclonic Rift is so bomb tho

KIRK77 on zedruu control edh

3 days ago

I see you've got the Nine Lives but what else are you trying to give?

ShiltonCDXX on Shrine of Uro

6 days ago

Hey SynergyBuild I actually tried the dryad in my original version of this deck, I did like having the body sometimes but never felt it was crucial.

Fae of Wishes is my tutor, it let's me get a shrine from my wishboard if I need one. I used the Fae because I like not having to include things like Ruinous Ultimatum, Nine Lives etc. in the mainboard.

I have run into some heavy enchantment hate decks that cause me to play the second shrine and hope it sticks, from my experiences so far 2 is the minimum number of each shrine one should run.

Thanks for the comment

Gidgetimer on What happens if I stifle ...

1 week ago

The third ability is what is known as a "state trigger". These abilities trigger when a game state is true. They trigger then wait for the ability to leave the stack (usually via resolving or being countered, but there are other ways). If, once the ability has left the stack, the game state they are looking for is still true, they will trigger again.

In your scenario Nine Lives' third ability will trigger again as soon as the first trigger leaves the stack.

Gidgetimer on What happens if I stifle ...

1 week ago

Nine Lives' fourth ability says "When Nine Lives leaves the battlefield, you lose the game." It will trigger once when it leaves the battlefield. This can be due to it being exiled from it's third ability or from something else entirely like Back to Nature or Coastal Breach. If you Stifle the trigger you will not lose the game and the ability will not trigger again, but you will no longer have a Nine Lives.

WhatevWorks on What happens if I stifle ...

1 week ago

I have a Nine Lives on the battlefield with 8 incarnation counters and someone casts Gut Shot targeting me. Nine Lives gets the ninth incarnation counter and the lose the game trigger goes on the stack, whereupon I Stifle it.

When, if ever, will another lose the game trigger go on the stack? Does the card check how many counters it has as a state-based action, whenever it gets a counter, when the counters tick from 8 to 9, or is it something else entirely?

TypicalTimmy on New Combo

2 weeks ago

Hmm... if we are in Esper... you have the mill aspect?

Glimpse the Unthinkable and Mind Sculpt both account for an ungodly 40x and 28x cards respectively running a full playset. That's more than entire library, on top of what you have removed with the aforementioned Surgical Extraction and Extirpate.

A playset of both... that's an additional 32x (16x each for a playset of both) card potential assuming you hit something such as Lightning Bolt and Counterspell with them.

Your total removal at this point of cards is 40 + 28 + 32 = 100 cards. That is so overkill that you are guaranteed success.

Then you have Nine Lives, Solemnity and Phyrexian Unlife.

Throw in some Counterspell and possibly Negate to slow the game until you get those and you've got yourself a deck.

Call it... Nine Sighs.

You're welcome ;)

DuTogira on New Combo

2 weeks ago

Ah, but with enough counter magic and redundant methods to remove counters from nine lives, can we reach a critical mass where there’s more ways to keep Nine Lives going than your opponent can reasonably remove?

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