Happily Ever After

Happily Ever After

Enchantment

When Happily Ever After enters the battlefield, each player gains 5 life and draws a card.

At the beginning of your upkeep, if there are five colours among permanents you control, and if there are six or more card types among permanents you control and/or in your graveyard, and your life total is greater than or equal to your starting life total, then you win the game.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Throne of Eldraine (ELD) Rare

Combos Browse all

Legality

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

Happily Ever After Discussion

FSims81 on It's So Shriney!

1 month ago

0riginal Oh yeah, this is all jank but like you I love some good jank on the table. I'm the guy at my LCS's who put together and won some games with a Happily Ever After deck.

That said, I think I agree that Setessan Champion is a good fit here. Too much value in terms of pumping and card draw. I don't think I'm going to go with the tutor only because it seems unnecessary. With the card draw I should get from the Champion or Blue Shrine, finding enchantments shouldn't be a problem. Maybe something like Starlit Mantle for protection

psionictemplar on Non-MTG Themes

2 months ago

I built a wizard of oz deck around Happily Ever After. Have not seen my playgroup to try it out yet though.

mckayeaston on Princess Bride Tribute [HELP ME!]

2 months ago

Wesley as a farm boy: Diligent Farmhand. Not Modern legal, but...

Castle Ardenvale or any of the other Eldraine castles.

Unruly Mob is the mob that had to be dispersed before storming the castle.

Of course, they did have to Storm the Citadel.

Consign to the Pit (of despair). Or you could use Death Pits of Rath.

There is Quicksand in the Cinder Marsh (fire swamp). Cinder Marsh is not modern legal, so you could use Cinder Barrens or Smoldering Marsh.

The whole thing is told by a storyteller, so you could include Lagonna-Band Storyteller, which synergizes with Happily Ever After. Also, Into the Story or Tome Scour?

Perhaps True Love's Kiss?

They did fetch horses at the end: Crested Sunmare, Diamond Mare, Wandermare or Shield Mare.

austintayshus on Abzan(ish) Happily Ever After

4 months ago

Thanks abby315 I have seen Saffron Olive's against the odds video. I built his deck in arena and enjoyed playing it so much that I wanted to update it for Theros and all the fun enchantments and synergies.

The reason I have Altar of the Pantheon is because of Happily Ever After. It requires you to have at least 6 of the 7 card types either on the battlefield or in the graveyard. They are also decent ramp and work well with one of my back up win-cons Heliod, Sun-Crowned.

Homelessguy on A covid-19 Secret Lair

4 months ago

Not sure if this counts but I like to think that it would be a long the line of uplifting cards

Happily Ever After. The Hopefully outcome.

Gifts Given. Helping out our fellow man in all this.

Helvault. Stuck inside but not forever.

Pervavita on Why White? Design Choices

5 months ago

Giving white some form of card advantage that fits it's color identity won't break the color pie or unbalance White. Look at Red for example, it has just in the last 4ish years started to get card advantage and it has helped Red a lot and non of it has felt outside Red's color identity.

The question is how to give White card advantage and not break the color pie or over due it.

To not over due it that is easy, you start slow and add a card here and there (one per set/every other set) and make them not make them strong effects that risk breaking. I think as of now WOTC has been doing this with cards like Dawn of Hope in the last few years. They have also missed with Happily Ever After.

Now how to make the card advantage feel White? Well look at what White does already and lean into it more. Taxes are unpopular but cards like Smothering Tithe is a tax card that doesn't get hated on so this I think is one way to lean into it and give card advantage via taxes. You could like stated above even make it reward the rest of the table as White also plays on the fair play angle.

I do feel that Green gets way too much love for creatures; what I mean is Green gets cards like Beast Whisperer that rewards you for all your creature draw. I think this should have been a Green/White card and divide this ability into two separate abilities for Green and White where Green gets big creatures (Power/Toughness/CMC 4+) and White gets small creatures (Power/Toughness/CMC 2-) and both get limited at 3. This I do think still fits White as we have seen before with Mentor of the Meek and Bygone Bishop and doesn't make Green just better at creature draw. And yes make the player pay to get the card draw in White at least early on in design to make sure it's not just broken.

Jester_Gren on Why White? Design Choices

5 months ago

Hello fellow kids. There seems to be an idea floating out there that white is a bad EDH color. Here's a video from the Command Zone that mentions some of these ideas: https://www.youtube.com/watch?v=ttGjuNXWxpY

I'm sure this idea has been stated multiple times all over the interwebs. MaRo and others have commented on Wizards' designers intentionally trying to give white more access to card advantage tools, and it seems to be largely graveyard based, with cards like Teshar, Elspeth and Sevinne's Reclamation being printed recently. There are also cards like Happily Ever After, which mostly seem to fall flat.

Apparently, white statistically loses more in EDH. The most common reason cited is that it has narrow conditions for card advantage and ramp (both also cited as absolutely necessary parts of deck building in EDH).

I would like to add, it does not help that white is not subtle about its game plan. It is very easy to tell when white is ahead with go-wide strategies. The alternative, white's control style (equality, hug, and tax) gets ganged up on, and rightly so. Taxes are annoying. they stop others from doing what they want. White control is also very hard to fight one-on-one when that person is ahead, so the correct plan is often to eliminate them.

Although potential solutions, Rhystic spells are no longer printed and everyone hates land destruction. These factors combined seem to point toward the idea that white is just not good or fun to play against.

I'm wondering how common this thought is and if anyone has ideas for what could be fixed (or even if you think anything needs to be fixed).

ZendikariWol on Card creation challenge

6 months ago

Okay so... I hate to be that guy but... White really does have a hard time drawing cards in a flavorful or novel way. As to why, let's just look at the things White likes to do:

Gain Life? Dawn of Hope

Control equipment and enchantments? Puresteel Paladin and Mesa Enchantress

Have lots of small creatures? Mentor of the Meek

Tax spells? How do you reference that in rules text?

Hosing effects (such as Stony Silence and Containment Priest)? Normally the purpose of those cards would be defeated if instead of actually stopping the opponent you just drew cards.

Help the group? Happily Ever After.

That said, I might have something.

Catchup effects (such as Oreskos Explorer) are in White's color pie, that shows promise.

I suspect that Heartwood Storyteller, if printed today, would be printed in White, as it's mostly a hoser for noncreature spells, with group hug thrown in.

White can also punish people for doing things it doesn't want them to do (see Divine Verdict and Smite the Monstrous)


Just pointing out the difficulty of this question. It's not that White doesn't want to draw cards, it's just quite tricky to pull off effectively.

Prudent Marshal

Creature- Human Soldier

At the beginning of each end step, if a creature with greater power than each creature you control attacked this turn, you may draw a card.

2/4


This may enable some shenanigans with combat tricks, I don't know, but that doesn't really matter.

How about another flavorful white draw card?

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