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.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Life Goes On Discussion
3 days 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.
2 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.
5 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.
6 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.
6 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.
6 months ago
Firstly, I agree.
However, counterpoint. Life Goes On
7 months ago
itachi45: "Not to mention your spells can't go to creatures and me. You will spend every spell just trying to keep my creatures away and given protection spells, I will eventually get through." Searing Blaze and Searing Blood hit creatures and your life.
Usually Wild Defiance and Spellskite should be enough, otherwise you can also run Lifegain: Weather the Storm, Life Goes On, Feed the Clan or even Kitchen Finks to block enemy creatures and gain life.
7 months ago
So, I'm thinking that if I was to cut this deck down to 60 cards I would remove 1 Life Goes On, 1 Ajani's Pridemate, 1 Quirion Dryad and 2 Wildwood Scourge. That seems like the best way to cut it down, without completely removing a card. You could maybe cut out the Dryad completely, and then remove a Pridemate and a Scourge.