Life Goes On
You gain 4 life. If a creature died this turn (was put into the graveyard from the battlefield, tokens enter the graveyard before they cease to exist), you gain 8 life instead.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Life Goes On Discussion
1 month ago
Seems you have a good base going for your deck idea so far. There are a couple cards I would suggest adding to the deck idea, and trimming others due to more efficient plays.
First I would advise going for a full set of Prosperous Innkeeper as this card is way to good for your deck type to run less then 4. The ETB (enter batltle field) trigger to gain life for all your cretures entering the battle field is huge for Trelasarra, Moon Dancer as it can spin her out of control quickly. The addition of the treasure token to give you a turn of ramp can also be very valuable.
I would also suggest adding extra copies of Righteous Valkyrie to the deck as most of your creatures are clerics, giving you extra life for them entering the battlefield while it is on the board. The anthem effect it brings for being at 27 or more life is also very strong and hard for decks that do not have a straight kill spell to remove the angel handle the card a lot of the time.
For some good lifegain cantrips to consider, I would suggest Cram Session and Revitalize . These spells will give you some life and allow you to get another card to potentially play. With cram session you can use some potentially good removals spells like Containment Breach and Reduce to Memory in the side or get Environmental Sciences for some more life and fetch a land if you are a bit stalled on lands. There are other card options to consider as well, but those are some quick examples.
A cheap rare that is good to consider for the deck Yasharn, Implacable Earth . This card is a good size body that will and some lands to your hand and also prevent players from activating sacrifice mechanics and life paying functions. This is particularly useful with a lot of decks trying to make use of treasures as they will not be able to activate them while it is on the board (small note, your treasures also won't work). If you do not think its good enough for the main board, would definitely use in the side for best of 3 matches.
I would suggest Hallowed Priest for arena, but it sadly does not have a paper version of it printed. Due to this I would suggest moving your Trelasarra, Moon Dancer to a 4 of as this card is one of your strongest creatures with this kind of deck and is likely to die to opponents removal spells at least once as it is a high priority target for their removal a lot of the times. I would also increase the Cleric Class to a 4 of for paper format if not just a 3 of at least for general play.
You are running some cards I haven't test yet like Druid Class , so I am not so sure how that works out and would be interested to hear your thoughts if you think it has been working out for you. If you are interested in seeing my take on this deck that I have been playing in the arena's 2022 format you can see it here
Hope these comments help.
3 months ago
I've played a bunch of mono black in modern. It is great for FNM, but will probs never put up tournament results.
The deck lives on sideboarding and the sheer variety of options available - your opponent has no idea if you are aggro, midrange grindy or combo until turn three or four. This means that published decklists and scouting in major tournaments strips away its biggest advantage.
Cards to mess around with;
Stromkirk Condemned and stuff like Zombie Infestation lets you play with discard synergies - pitching your hand then casting symetrical discard, or getting back demigod.
Lashwrithe If you want an equip in mono black on a budget, it is this. Its scary on its own, strapped to a nighthawk it boosts your life total to massive levels.
Sign in Blood - draw two is good. Two damage is good to finish an opponent sometimes too.
There are a bunch of 'return to the battlefield' 1 drops that can help create tempo by flooding the board and provide fodder for sacrifice effects - Bloodsoaked Champion , Dread Wanderer , Tenacious Dead etc.
Finally, play to mono-black's biggest advantage, reliability. Lots of decks focus on hands that can 'just win the game', mono black does an amazing job at getting a hand that is 'better than the opponent'. Not an incredible hand, but a little disruption and a lot of 'good cards', no chance of getting mana screwed, and far less need to mulligan.
4 months ago
Finally found someone else using Voracious Wurm !! Although your deck doesn't have many white cards, I've found a version of the wurm combo with Martyr of Sands , Heroes' Reunion , and Life Goes On to be pretty effective against other casual decks. If you can fit martyr in I think she could do some serious work.
4 months ago
Kind of noticed your deck idea is lacking on pest token generation and a strong consistent closer. I have tried and witnessed a couple variants and see you are missing some of the strong combo pieces that would likely help your build.
Would suggest putting the Hunt for Specimens in your main board and putting a couple copies of Pest Summoning in your side. This will help give you some more sources of token generation access to you main board outside of Sedgemoor Witch but also give you more tokens if played after the witch is on board.
Another strong spell Plumb the Forbidden will give you explosive turns of damage as a sac outlet for your tokens and spell stacks to create tokens with your Sedgemoor Witch or great amounts of drain with Witherbloom Apprentice . The spell also doubles as a way to sacrifice your board in response to a sweeper to refill your hand (be mindful not to sacrifice Witherbloom Apprentice or you won't get spell drain triggers).
The enchantment Bastion of Remembrance is also highly recommended as this makes sure you get life drain to happen even if you don't have Vito or Dina on board. The enchantment also is not legendary meaning you can get multiple triggers unlike the creature options.
If you feel you need more draw, then I would suggest Village Rites . It is a cheap draw spell that has combat trick potential and can be used to give you a response to removal.
Personally I am not a big fan on the Witherbloom Command and would cut from these to make room for the suggestion as most of its options are very restricting for sorcery speed.
Pending on how you want to drain your opponent I would suggest trimming some copies of Dina, Soul Steeper and Vito, Thorn of the Dusk Rose if you need the extra card slots, or trimming/cutting Witherbloom Apprentice . Personally I am fan of the apprentice, but the decks more focused on Sedgemoor Witch sometimes skip on it.
Hope these suggestions help. Let me know if you have any questions and I can get into more details on the cards I suggested.
6 months ago
I think the problems with the color pie are built into Magic from it's conception. It's really that the color pie was never balanced to begin with.
I mean, look at the boons cycle -- Recall became one of the 9 best spells of all time, Dark Ritual is one of the best mana accelerants in the game, Bolt is the best red card period, and giant growth is still relevant. Healing Salve is not playable in anything and AFAIK has never been.
White consistently gets the short end of the stick because its mechanics aren't on-par compared to the other colors. Lifegain is almost never worth the mana, unless it's incidental. Maybe Life Goes On when you can get 8 life out of it . . . but even then I'd always prefer Push over LGO.
Magic was not designed well in the first place -- and we have reasonable evidence that the MtG team is about as competent as half-roasted squirrels. But the best thing -- the massive creativity palette that the game provides -- is the reason the game is still alive.
10 months ago
On the note of lifegain, life is far and away one of the least important resources in the game. It's only relevant against aggro or if you are actively using it as a resource with, for example, Ad Nauseam or Sign in Blood.
There are two main reasons to include lifegain: either you get advantages with cards like Ajani's Pridemate, Griffin Aerie, Resplendent Angel, etc., in which case you mostly want creatures with lifegain or Fountain of Renewal. Otherwise, you're looking at effects like Lone Missionary, Arashin Cleric or Life Goes On/Chaplain's Blessing as sideboard cards against aggro.
11 months ago
I'd say green is, in 60-card, the best for huge bursts of life.
White has lifegain tacked to creatures, so it's also pretty good in 60-card.
If you want lots of real life gain that works MD, you want Black. In 60-card you get Sovereign's Bite, Collective Brutality and Alms of the Vein. In EDH and 60-card Aristocrats builds, you get Blood Artist effects.
But did you know that artifacts are pretty darned good at gaining life? A lot of the best lifegain engines are artifacts.
11 months ago
VampDemigod, the name of Life Goes On does match with green's philosophy, but I feel that one mana is far too efficient for green; only black and white should have life gaining that is that efficient.