Life's Legacy

Life's Legacy

Sorcery

As an additional cost to cast Life's Legacy, sacrifice a creature.

Draw cards equal to the sacrificed creature's power.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Latest Decks as Commander

Life's Legacy Discussion

Profet93 on Xenagos, God of Revels that xtra combat is good

2 months ago

articred

I have not updated my Xenagos since exactly a year ago, so some of these suggestions do not take into account cards that have been released since then such as Jeska(i?)s will and battle mammoth which should find their way into this deck. Now onto my specific suggestions....

Beast Within - Instant speed permanent removal

Berserk - Yes, block Malignus with your 1/1, let's see how that turns out. Also to be used for politics as you can target an opponent's creature (such as their commander) who is attacking another opponent. This would be to replace Temur Battle rage IMO

Deflecting Swat - I'll say it once, I'll say it again. In Xenagos, your biggest issue is removal. You spend 5+ mana per beater in the hopes that they don't save removal. Most of your draw like hunters insight, return of the wildspeaker, momentous fall (although to a lesser extent) is based on the fact that you need a creature to target and if they remove your creature, you are shit out of luck. By adding swat, you can bluff while tapped out, protecting your creature allowing it to most likely survive to your next turn in order to cast one of the above mentioned draw spells. Moreover, this counters counterspells and redirects targeted removal, targeted draw, targeted extra turns, etc.... so much utility in 1 card. This is perhaps the second/third most powerful card in a Xenagos deck IMO

Heroic Intervention - Protection

Greater Good - THE MOST POWERFUL CARD IN ANY XENAGOS DECK. IF YOU DO NOT ADD THIS, THERE IS NOTHING MORE TO DISCUSS. THE SHEER VALUE OF THIS ALONE IS ASTRONOMICAL. Imagine casting a 6/6 beater, Xenagos doubles it to 12, they attempt to remove it, since it was going to die anyways, you sacrifice it to the "greater good" in order to draw 12 and discard 3. This doesn't include the fact that you can berserk your own creature prior to sacrificing it as well

Rancor - Nice to have, not necessary. Makes your 1/1 dorks 6 power with Xenagos, makes your beaters better. Hell, enchant it on an opponent's creature for politics

Sylvan Library - Nice to have, not necessary, but in Xenagos, it pays to have draw that isn't creature reliant.

Decimate - Can target Xenagos if there is no other enchantment. In EDH, you will always have targets. 4 for 1 is value, also note Hull Breach , it's little brother

Green Sun's Zenith - Tutor to the battlefield, yes please! While limited to green, it still is worth it. Getting what you need, when you need it.

Harmonize - Draw not based on creatures is nice to have

Life's Legacy - Similar to momentous fall, although easier to cast on the same turn as a beater. Do note that it suffers from the same issue as momentous fall, sacrificing as an additional cost to cast means be wary of the blue player. I like it, but some don't

Nissa's Pilgrimage - Ramp, more Turn 3 ramp enables a more consistent Turn 4 Xenagos. While we would love a Turn 3 Xenagos, the choice is between consistency or early on advantage, I choose consistency, but to each their own.

Skyshroud Claim - Gets 2 forests (note some cards are both forests and mountains) and brings them in untapped, so it helps with tempo, something Xenagos decks greatly lack. Would add this over nissa's pilgramage, although I like both if you can fit them

War Room - Not needed, but a maybe

Ancient Tomb - Ramp

Blighted Woodland / Myriad Landscape - Ramp

Bonders' Enclave - Draw

Raging Ravine / Dread Statuary - Manlands are useful because you can target your draw spells on them if you don't have any other creatures

Cragcrown Pathway  Flip - Forest or mountain, you decide!

Turntimber, Serpentine Wood - Land when you need it, a potential creature when you don't. I like the flexibility for 3 life

Yavimaya Hollow - Most useful but most expensive, protecting your creature from removal is what this deck needs.

Creatures are mostly preference, you have most of the good ones. Here are some others I think would fit nicely...

Elder Gargaroth - Will almost always be draw, but I love the utility

Inferno Titan - Removal

Kogla, the Titan Ape - Removal + Utility, although you only have 2 humans, Eternal Witness might be worth including, but thats personal preference

I couldn't suggest more than what's allowed by tappedout, but let me know what you think of each suggestion. If you want ideas for cuts, lmk

Osbert on Morophon eldrazi stomp

2 months ago

Your deck will be a bit slow to start up because you're running 3-4 CmC ramp so if you wanted to speed up the deck start replacing Explosive Vegetation and Vastwood Surge with Rampant Growth , Into the North , Farseek , Nature's Lore , or Three Visits .

You also aren't running many draw spells which is concerning. since you're going stompy I highly suggest the draw spells that care about power like Rishkar's Expertise , Return of the Wildspeaker , Garruk, Primal Hunter , Life's Legacy , Greater Good , Momentous Fall , etc.

Of your whole list of creatures i would only consider cutting 2: Desolation Twin and Essence Depleter . Twin only get's you a token if cast so it doesn't play nice with the cheaty effects and Depleter isn't a needed combo piece if you have access to Dimensional Infiltrator .

Profet93 on Atarka, World Render: Double Dragon

2 months ago

Forkbeard

I am not addressing dragon choices in this comment, but I think we should discuss them later

+1 Potential cuts include winmore cards such as....

Kiki-Jiki, Mirror Breaker - Most people just remove him in response. How often do you get a real benefit out him. How often do they just leave a dragon for you to copy?

Sarkhan's Triumph - Nice as an instant, but how often do you find yourself tutoring for dragons under 6 cmc? Fierce Empath as a body on the ground might be worth considering.

Gratuitous Violence - BEST case, you cast haste enable with ramp early on. Cast this, then commander. Worst case, you spend a turn to cast it get beat in the face. You play your dragon, they remove it. Cutting high CMC cards like this and the others below with lower the CMC avg of your deck and not making you as reliant upon cards like Purphorous or Sneak attack or massive mana acceleration such as Mana reflection in order to produce continuous threats.

Fiery Emancipation - See above

Asceticism - I actually like this card a lot, not even sure if should be cut. But it faces a similar problem to the above cards, these are all expensive enchantments.

Reflecting pool - Only gives you mana you already have, better to swap with Bonders' Enclave

Given I only see about 5 sources of card draw, potential inclusions are as follows.....

Harmonize - Simple standard draw, nothing too flashy.

The Great Henge - Draw and ramp that beefy dragons help pay for

Ancient Tomb - Ramp

Selvala, Heart of the Wilds - Ramp and draw

Castle Garenbrig - Ramp

Rishkar's Expertise - Very powerful if it goes off. A bit of a gamble and while I usually ignore gambles, the upside is too powerful to ignore

Momentous Fall - Draw and lifegain, saved me many games. Be wary of blue players as sac is additional cost to cast

Life's Legacy - Similar to above but no lifegain and sorcerry speed. Best used when you know your opponents have removal but you still have priority. Its also easier to cast a dragon and then this as opposed to holding mana for momentous (or any card draw spell that matter). Again, beware of blue.

Overall, I really like this deck (and your name). If you were to add some ramp and card draw, I feel the deck would function more smoothly.

Be sure to let us know in your description (and here) your budget per card, your playgroup power level, etc....

Azdranax on 2021 New Year Commander Deck Giveaway!

3 months ago

Ok Lanzo493, here's the list for an Abzan reanimator shell. There's certainly room for upgrades, especially in the mana base, but the land count and additional dorks and rocks should keep you on or ahead of curve the vast majority of the time. There's an assortment of single target interaction, some explosive draw potential in Fecundity, Greater Good and Life's Legacy, infinite creature ETBs for any persist creatures paired with the unicorn or Renata and a sack outlet, which can cause infinite life gain, life drain, card draw and much more, as well as plenty of reanimation options. Playtest it when you get a chance and hopefully it's what you were looking for - don't forget to send me a private message with your contact details and I will have it in the mail this weekend.

BenWin on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

4 months ago

Hi Guerte and _Arra_. Great discussion.

Skullclamp. Lets work through this more. The whole point of our deck is to maximize turns Omnath, Locus of Rage is in play and the landfall triggers we give him to make elementals. Saying those are requirements for Skullclamp are silly because we're doing that regardless of what we draw every game. The question is how much of the time will we be drawing a sac outlet to fuel Skullclamp? Well actually sac outlets are a huge component of our win-con because we often rely on our elementals dying to win. Key word dying. Doesn't matter whether it's to a sac outlet, board wipe like Blasphemous Act, combat, or removing our general. You can put Skullclamp on an elemental to dissuade attackers or blockers, or on Omnath, Locus of Rage to dissuade removal. And that's without a sac outlet. Realistically, with or without Skullclamp, if you aren't drawing into a sac outlet on average, you aren't running enough outlets! And after 1 proc you've already exceeded the cost of the single card that it is. The rest is bonus, and a steep potential for bonus that is, not to mention minimal CMC investment. And if more card draw is what you're looking for to justify cards like Gamble, then this card is even better than what it is alone. I also like Life's Legacy and Kavu Lair. I think draw is a really competitive component of any deck. If we're even asking ourselves if the deck has enough draw to support cards like Gamble, why not add more and start criticizing the cards we draw more than the draw engines themselves?

Perilous Forays. I value this card at its CMC because it's aggressive. Burn as an archetype is inherently aggressive, wouldn't you agree? If you draw it early then you have basics to burn for damage. If you draw it late with few basics left to tutor, then that means you've probably had quite a successful game already - aka you should be happy you've gotten this far! Look at Perilous Forays like insurance to the late game. And we all know what happens in late game - looking for hits like Greater Good to look for win-cons like Warstorm Surge. We love to see it!

Mana Vault. Another card you love to see early. Different from the previous example, you gain mana the first time you play Mana Vault, so I'm not sure why you'd be disappointed? Maybe it's that you wished you drew a different card because OM_RATH doesn't have the best card draw? I haven't tested as much, but similar mentality for me.

Zuran Orb. This one is a little bit of a meme, but I've been toying with the idea and I'd like to throw it out and see what happens. If you draw Zuran Orb and a sac outlet, similar to our Skullclamp example, you can tutor up World Shaper and sac all your lands in response to World Shaper trigger for a nutty turn. It's jank, but really think about it!!! :D

Strip Mine. Compare this to the Skullclamp example where for Skullclamp to truly activate you need a sac outlet. One difference in this juxtaposition is that now you need two things: extra land drops and graveyard recursion. Now assume we get them. Using Strip Mine is very different tempo wise in multiplayer commander than it would be in a 1v1 format. Say it's a 4 person CMD game. To get a tempo ahead you'd either have to play 1 land or destroy 3, one of each opponent's on average. I get that Strip Mine can destroy key lands like Cavern of Souls, but are we a policing deck or a deck that wants to play 1000 elementals and say try policing this? Ever since we cut Tempt with Discovery I think Strip Mine got a lot weaker for us. Temple of the False God was a thought, but I agree with you it's not great. Do you have any better ideas, even if it's adding a basic mountain back?

Sylvan Safekeeper. The difference between Sylvan Safekeeper and Strip Mine is that our opponents' removal spells will be more limited their lands. Trading one of our lands for a removal spell will be more valuable than trading land for land. I'm not saying that we should carelessly play Sylvan Safekeeper and sac all our lands, but we can tutor when we have a good foundation and we'll be fine.

Steely Resolve. It is a great card, better than Sylvan Safekeeper when it is in play, but it can't be tutored. What if we had a card that draws us cards in its place? That way we are drawing into more ways to ramp to keep up land production. This would be helpful if we'd like to rely more on Sylvan Safekeeper for protection which is more practical. Practical meaning that we have 3 tutors and a Sylvan Safekeeper meaning that we have up to 4 copies if we want. And this way we won't have to worry about drawing both Steely Resolve and Sylvan Safekeeper in the same game which is redundant. To be clear I respect the power of Steely Resolve, I'm just proposing a way we can justify filling its slot.

BenWin on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

4 months ago

Hi Omrathians.

Thank you _Arra_ and VexenX for the detailed replies, and anyone else I might be forgetting. You guys never let me down! I would like to quickly mention that I agree with both of your takes on infinite combos, and I too am not aiming to build that type of deck here.

What I may have been poorly communicating in previous posts is that if our current primary win-con of OM_RATH is burn, I think we could benefit from lowering CMC. My understanding is that burn works best when we're pressuring opponents as quickly as possible, which means sometimes less CMC can be more effective!

I'd like to continue the discussion on a few cards, and bring up some new ones too:

Burgeoning - To generalize the comments I've seen about this card, it seems to shine in the right opening hand, but lose it's consistency quickly. Could we agree that if OM_RATH had more consistent draw, especially early-mid, then Burgeoning could be a reconsideration?

Skullclamp - The cheap draw this offers is absolutely nuts. Pay 1 for 2 cards before sacing to an outlet. But we can increase the value of drawing cards by lowering average CMC. Like setting up a well greased engine. Maybe it's just me but I think setting up an engine for burn seems like a great idea. Same idea with Life's Legacy and even Kavu Lair.

Force of Vigor - I still think it's silly to not include this. The extra slot it takes up doesn't sting as bad if you add more draw.

Gamble - Early game you could search something like Oracle of Mul Daya and mid-late you could get a Greater Good. It even serves as a creature tutor for Sylvan Safekeeper. It also gets better as we add more draw and consistency. Isn't this nuts?

Altar of Dementia - Maybe a good hotfix over Ashnod's Altar for 1 less CMC. You could even imagine milling yourself if you want to take a creature tutor route into World Shaper + sac outlet.

Sensei's Divining Top - Great for any opening hand that lacks a 2 or 3 CMC ramp spell, increasing early game consistency. I don't think it slows us down because it allows us to curve out better each turn given a less than ideal hand. Different from other decks, we often have a land to spare because of the ramp, and what a good way to grease an engine!

Perilous Forays - If I'm getting this right, people are complaining about the high CMC. You're not wrong that some CMC cuts could help. In fact, more cuts to CMC improves Perilous Forays because you can afford to dump more mana into it on average. Unlike other outlets, Perilous Forays helps you police other opponents without limiting you to number of creatures owned. In that way it is a very aggressive outlet if left unchecked, and is undeniably just burn. Maybe you won't be able to kill the whole table since you're limited to basics, but it should put at least one player of your choice on a quick clock. Isn't that still everything you want out of a card?

Sylvan Scrying - I still think this one is a must have because it can get you Cavern of Souls, which depending on your table could be game-saving in itself. Of course there are many other routes you can take.

Temple of the False God - Seems like another way to accelerate past our opponents. TBH I've been unimpressed with Strip Mine because it's anti-tempo and I think this may be a better fit. Shoutout to _Arra_ for reminding me about Strip Mine.

Mana Vault - Thank you Guerte for mentioning this. Seems great for a quicker deck concept.

Steely Resolve - I agree we can cut this. In a way, we kind of had 5 Steely Resolves in the deck if you count our 3 creature tutors and Sylvan Safekeeper. Cutting it allows more flexibility, like ramping in it's place.

Interested to hear people's thoughts! I love to hear devil's advocates, so please sir, maybe I have another!

MrFuzzykenz on Punch First. Ask Questions While Punching.

5 months ago

Thanks for the suggestions again Spell_Slam!

I agree with Paleoloth being weak because it was cheap version of Eternal Witness. That does feel like a better swap considering it's less mana and it's any card. Greenwarden of Murasa I dpn't own so i'll have to keep an I out for it. I also own Kessig Wolf Run which I don't know why I didn't think of that it's a perfect mana sink!

Although Predator's Rapport might be narrow for my deck I feel it would be the same as Eternal Witness were both need set up but the sudden life gain I can achieve with Predator's Rapport is far greater than Shamanic Revelation. Sense it's gain life equal to that creature's power plus its toughness, any card that is 8/8 will actually gain me 16/16 health and it really shines if no one kills Hamletback Goliath. I originally had Shamanic Revelation in here but swapped it out for Life's Legacy which has had better out comes.

I didn't know Skyshroud Claim was a ramp card! That easily far better that what I have. I've never consider putting two mana ramp cards in here because I always figure getting two lands is better than one.

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