Elixir of Immortality

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Elixir of Immortality

Artifact

, : You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.

Caerwyn on Should I Keep Font of …

3 weeks ago

I would cut Font of Mythos, Howling Mine, Master of the Feast and Temple Bell - not one of those cards does enough to win you the game. Forced Fruition is a trap also - it usually reads "let them combo off by giving them every card they need to win on a single turn, without being able to do enough damage to stop them."

Nekusar works best when he is hyper explosive, tossing mass damage on the field through wheels. Instead of wasting your time with these small, incremental damage, you really should be looking to add Dark Deal, Windfall, Winds of Changefoil. Whispering Madness, etc. Teferi's Puzzle Box is another high impact card that should be a must-include. Phyresis, Glistening Oil, and other ways to confer Infect will drastically will increase your odds of winning. Cards like Curiosity add huge card advantage. And auras like Helm of the Ghastlord and Sigil of Sleep can use Nekusar to help lock out opponents.

Cut the lifegain cards like Ivory Tower and Elixir of Immortality, as well as combat-focused cards like Akroma's Memorial. None of those do anything for your actual gameplan.

You also could stand to get your average mana cost down. Seizan, Perverter of Truth, for example, is synergistic, but five mana is steep and the card slot would be better off as a wheel.

legendofa on Is the only problem with …

2 months ago

Life gain is a good stall tactic. The problem comes when people overemphasize the stalling, so they have life totals in the hundreds or thousands and no way to actually close out the game.

Another thing is that unless you're seeing a lot of burn or hyper-aggro decks, life gain like Revitalize just puts you back where you were. If a 2-power creature attacks you twice, and you use Revitalize, you've undone some of the damage but haven't done anything to address the cause of the damage. Pumping a Healer's Hawk also puts pressure on your opponent with a beefy flying attacker.

Incidental life gain, through lifelink or in addition to another ability, is pretty good. Soul Sisters is a well-established archetype, and cards like Felidar Sovereign exist for a reason. If a deck is built to do nothing but gain life without a clear win condition, though, it only delays a loss. Maybe something like a 300-card deck that spams Elixir of Immortality could win a few games, but that sounds like a one-trick slog for everyone that can be played around with one sideboard card.

ProgramIncomplete on The Mycotyrant

2 months ago

Sure thing!

When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.

But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity  Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora  Flip as our boardwipes.

One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.

Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door  Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.

The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.

Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora  Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.

A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!

Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise  Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.

So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.

P.S. Apologies for the long winded reply, hopefully it was insightful.

Neotrup on Can my opponent use buyback …

7 months ago

To expand on what Caerwyn said regarding adding someone else's card to your hand, the game rules explicitly prohibit this even if a card accidentally did say you could:

400.3. If an object would go to any library, graveyard, or hand other than its owner's, it goes to its owner's corresponding zone.

Elixir of Immortality was originally printed to shuffle into your library, but thanks to this rule it would only ever shuffle into it's owner's library. It was quickly received errata to state that it shuffles into it's owners library instead, as can be seen on more recent printings.

wallisface on Colorless Competitive - 2024

7 months ago

Some thoughts:

Gidgetimer on Simic Prime Speaker

9 months ago

I'm confused what you think Tormod's Crypt does because Prime Speaker Vannifar only searches your library, not exile. You may be thinking of something like Elixir of Immortality.

On the issue of lands, most EDH decks do tend to run closer to 36-37 with extreme cases running down to under 30 and personally most of my decks running 33-34. However; this is due to low curves and high inclusion of ramp, which you are not doing. For example my Ghave, Guru of Spores has an average MV of 2.94, which is pretty close to yours in this deck, and is running 33 lands. But I have 8 mana dorks, 1 ramp sorcery, 1 ramp enchantment, and 9 mana rocks for a total of 19 ramp sources 3 cmc or under.

I don't know if you are interested in buying singles or even if you need to power up the deck for your playgroup, but I would at least add whatever mana dorks cmc 3 or less that you have. (I can't seem to find your collection tracker on here)

jarncards on WALL STALL

10 months ago

If you're dead set on Celestial Convergence, Axis of Mortality, Mirror Universe, or the much worse Soul Conduit are probably entirely essential to your gameplan. They are also searchable with your signature spell

Moat, Magus of the Moat, and Blazing Archon, Mystic Barrier and Ensnaring Bridge are also good ideas for your pillow fort. Ghostly Prison is nice, but these effects are always better when multiplied. Windborn Muse and Norn's Annex are also good ones.

Cosmic Intervention and similar spells are probably good ideas too.

Relic Barrier and Icy Manipulator are best friends with Winter Orb and Static Orb

Solemnity instakills

Ferropede?

Nyx-Fleece Ram is better than some of your walls, Daxos, Blessed by the Sun probably is too.

Dusk / Dawn is your best board wipe in my opinion. Also reanimates almost every card in your deck.

Renounce and Zuran Orb are good ideas to dodge mass removal or suddenly gain the life you need to win.

Add Reprieve. it is temporary, but it will allow you to dodge a counter, or you could use it to bounce your own about-to-be-countered spell back to your hand before the counter resolves.

Elixir of Immortality? might help against mill. not great though.

The One Ring costs life if you need it to draw, but pro everything is probably more than worth it, and the extra cards are likely to be as well.

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