Life's Legacy

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Life's Legacy


As an additional cost to cast this spell, sacrifice a creature.

Draw cards equal to the sacrificed creature's power.

killer_eye on Hogaak's Legion

2 months ago

Gameplay Question: With Life's Legacy or Morbid Curiosity in hand, do you swing first with Hogaak or do you cast them straight away?

killer_eye on Hogaak's Legion

3 months ago

Hi again! Do you have guidelines on what to discard down to 7 for clean-up after a massive card draw like Life's Legacy? I’m struggling about this one and need some help.
Example keep 1~2 creature card for convoke incase of a board wipe and etc.

Idoneity on Kura, the Boundless Sky [Lands]

3 months ago

Lands is always a magnificent archetype, and it is one to which I may offer some insights.

The second deck I have ever constructed, remaining my favourite to this day is Hazezon Tamar lands matter. After six years of tinkering, I can say with confidence that I know the strategy quite well.

As for The Boundless Sky, she opens up some splendid possibilities.

Given Green's affinity for finding specific lands, you have the ability to run combos with specific cards and lands.

Let us begin with the creative cards.

Lifeline looks to be terrifying with Kura, for she will return to play at end of turn if she dies. If you have a sacrifice effect at instant speed, or even just an untapped High Market, this can make a monstrosity whenever it pleases.

One of the best cards in my deck is Finale of Promise. It finds powerful pieces such as Dark Depths and Thespian's Stage, or Field of the Dead and Gaea's Cradle. Fun!

Due to Field of the Dead, you should split your basic to be both snow and nonsnow. This will offer more names for the idoneous progenitor of zombies.

For generic inclusions I enjoy, Petrified Field returns strong utility sources, Ulvenwald Hydra is a large behemoth which works with Life's Legacy effects whilst tutoring out a Gaea's Cradle.

For ramp, Nature's Lore, Three Visits, Rampant Growth, Cultivate, Kodama's Reach, Sakura-Tribe Elder, and Skyshroud Claim are some of the best cards of acceleration in the format, thereat being on-theme as averse to Basalt Monolith.

As much as it may not seem, interaction is rather important. Beast Within hits everything and Primal Command is lovely utility. Scavenger Grounds is a helpful piece of hate to find in dire circumstances.

Bounce lands can make for disturbing lines of play, such as tutoring with Crop Rotation for a Boros Garrison, thereupon returning a Gaea's Cradle to hand, playing it and tapping it for even more mana. For your strategy, I recommend Guildless Commons.

Thence is all I have time to type, but Kura looks a scourge in the command zone.

If you care to peer upon my own masterpiece in the lands archetype, you may find it here:

The Lands Restored

May all of fortune betide!

BlackoutX on Lathiel's got gains

4 months ago

Lets start with a list of easy cuts from a deck like this, Nearheath Pilgrim, Predator Ooze, Abzan Battle Priest, Archon of Sun's Grace, Oketra the True, and Pounce.

Legion's Landing  Flip This card is good in white decks since they need ram, your in green so it doesn't matter nearly as much. Dawn of Hope is another card good in white bad in green (even with the synergy) and the same with Cosmos Elixir.

Some good card draw for your deck would be cards like Greater Good, Rishkar's Expertise, Momentous Fall, and Life's Legacy these all work very well with a big creature strategy and especially well with cards like Ajani's Pridemate or a less budget option Ajani, Strength of the Pride.

Greens most powerful attribute is its land ramp due to it being very hard to interact with. Unless you are running a three-drop commander that you really need out right away you shouldn't be relying on mana dorks. Cards like Harrow, Three Visits, and Primal Growth are exemplary due to getting untapped lands while still being on curve for a four-mana commander. Cards such as Rampant Growth or Roiling Regrowth are still good but come with the downside of getting tapped lands.

I also personally like Wild Growth and Utopia Sprawl although they aren't actually land ramp, they can be used with Arbor Elf (one of the only man dorks that I would still suggest running) to get even more value.

Another thing that you should get for this deck is some protection for your commander, the easiest options for this are Lightning Greaves and Swiftfoot Boots.

Lastly I would suggest running, Daxos, Blessed by the Sun, Nesting Grounds and Karn's Bastion due to the synergy with your deck

Profet93 on KRAMPUS

5 months ago

What is your budget per card? Intended power level? Meta?

Godo, Bandit Warlord - Strong synergy with embercleave, not sure why cleave is here without Godo

Your deck needs a bit more ramp given it's Avg cmc is on the high end of Xenagos decks near 5. As such...

Somberwald Sage - Mana dork

Shaman of Forgotten Ways - Mana dork + potential wincon

Cultivate - Another Kodama's reach, the redundancy is needed in this build

Sakura-Tribe Elder - Blocking ramp

Wood Elves - Ramp that can fetch duals

Inferno Titan - Removal + Beater. Works on ETB which is nice given how people hold removal for Xenagos decks

Skyshroud Claim - Ramp that gets duals

Now onto draw. You have about 7 sources, most of them coming from burst draw which makes sense for a Xenagos deck. Not sure if you want to consider some other options to help you maintain gas in the late game. If you feel your draw lacking or rather as in most cases with Xenagos, hit or miss, you might want to try some of the following....

Harmonize - Simple yet effective. No need for creatures on board to fuel your draw or rely on unreliable combat damage

Momentous Fall - One of my favorite cards in Xenagos. While this works best in more ramp based, cheating in fatties deck, this can still pull it's weight if your meta is more casual (which seems to be the case based on your decklist). You use this in response to removal so your fatty can provide you benefits upon death. Do be wary of the blue player

Life's Legacy - Similar to above, but easier to cast, despite sorcerry speed, I have found this to be as useful if not more useful than the above.


Heroic Intervention - Prevent removal by making your board almost untouchable. Very useful

Decimate - 4 for 1, the value!

Berserk - Very fun! Use on Malignus, another big beater, or on an opponent's commander/creature attacking another opponent. Puts in some serious work for 1 green. Allows you to bluff for future interactions as well.

Deflecting Swat - SUCH a good card for Xenagos. Redirect their targetted removal, draw, extra turns and more! All for free? Sign me up!

I have some other ideas but I feel this should suffice for now. Be sure to let me know what you think of each suggestion.

FartSeize on Help make my Ezuri deck …

6 months ago

How is it lacking consistency? Are you Simic or Mono-Green? If you need more card draw an excellent source of draw in mono green elves once they're pumped up might be Greater Good, Life's Legacy, and Momentous Fall. All good options for turning big buffed tokens into card draw. As for protection beyond the usual green goodstuff you could run the Dense Canopy and Bower Passage combo.

Octrate on It's Tough to be Xenagod

8 months ago

Heya Profet93! Thanks for your comment.

Really solid questions all around, I'll try to answer them in a satisfactory way.

  1. Ragavan is an aggressive mana-dork for me mostly. If he can come down turn 1, he can get me a turn 3 Xenagos, assuming he can connect. For me, that is most of the reason I play him. In the late game, he provides some occasional versatility. End of the day, I find him just a fun card to play.
  2. Beanstalk Giant is primarily a ramp card that has the potential to be a late game beater. While he's not as effective as say Nature's Lore or the like, I still find his late game beating potential to be solid. I've made some surprising plays by throwing him on the field with anEmbercleave. I've even skipped ramping to just Sneak Attack him into actionUsually, he is a solid Greater Good/Life's Legacy fodder. 0.Tireless Provisioner is fine here. It's versatility is only as flexible as my ramp/fetch-lands. It's on a short list for maybe being cut in the future.
  3. Cavern of Souls is here mostly for Xenagos or whatever big creature I need to get through vs control. I've said dragons, elves, and once, Monkey. Definitely not necessary if one is on a budget.
  4. Utopia Sprawl/Wild Growth are criminally underplayed. However, if land destruction is prevalent in your meta, I'd definitely be careful using them.
  5. The trick with gamble is casting it when you have at least five or so cards in your hand. Assuming you can keep your hand plentiful, Gamble is one of the best tutors in the game. Typically, I'll go for Greater Good if I have no other draw sources. If I do, then I'll prioritize an answer if I need one. Otherwise, Seize the Day can never miss. I don't usually wiff, but it has happened once or twice.
  6. Chandra's Ignition is a hail-mary play that will certainly wipe the board if it doesn't just win the game on the spot. One player in my group loves playing fogs, so this is partially an answer to that (as is Malignus). I don't usually cast it unless it's on a creature I'm sure to protect or unless opponents are tapped out. Spot removal has definitely punished me before though.

Really appreciate your questions! I hope my replies are helpful. If you have any further questions, I'll be more than happy to discuss things further.

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