As an additional cost to cast Life's Legacy, sacrifice a creature.
Draw cards equal to the sacrificed creature's power.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Life's Legacy Discussion
1 month 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.
3 months ago
Heya Profet93! Thanks for your comment.
Really solid questions all around, I'll try to answer them in a satisfactory way.
- 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.
- 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.
- 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.
- Utopia Sprawl/Wild Growth are criminally underplayed. However, if land destruction is prevalent in your meta, I'd definitely be careful using them.
- 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.
- 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.
4 months ago
I love it and hate it.
I think you should cut like half the board wipes. And add cards like Village Rites, Burnt Offering, Deadly Dispute, Altar's Reap, Costly Plunder, Diabolic Intent, Tormented Thoughts, Morbid Curiosity, Mind Extraction, Momentous Fall, Natural Order, Life's Legacy, Eldritch Evolution, Metamorphosis, and last consider Bonds of Mortality. All of these cards pair well with your cmdr. Meaning you'll need less board wipes as you will always have it in the command zone.
4 months ago
Housegheist I'll consider Plumb the Forbidden, because I do need more draw power in here. I've actually been thinking about adding Life's Legacy for the same reason, and in a lot of ways I like that even better for this deck than Plumb Forb. Either way, the problem then becomes what to cut from the list to fit either of them.
Which is why I would turn down Bastion of Remembrance. In any other Mazirek deck, that card (and many others you don't see on this list) would be an automatic include. Here, however, I need the space to smash in as many Squirrel spells as possible. So that, Viscera Seer, Zulaport Cutthroat and/or Blood Artist, etc. etc. etc., did not make the cut.
Thanks for checking in!
4 months ago
I would add Momentous Fall, Life's Legacy,Return of the Wildspeaker, and Greater Good these are pretty good card draw spells which should work pretty good in a hydra deck being they can get bigger. I've even cast rishkar expertise into wild speaker.
For interaction you could add Walking Ballista and Rite of Passage along with hardened scales makes infinite damage +1/+1 counters on your hydras. Can also be done with Vigor... Also Devoted Druid would make infinite mana with the counters.
These are "infinite" but not in the broken category.
5 months ago
;). One of those urza’s saga land arts was used later in core sets. Example: https://scryfall.com/card/10e/380/forest
For cuts, I would look at your land synergy section first. Ashaya for example doesn’t seem to be adding a lot to the deck’s premise. Else I would perhaps swap it in for Life's Legacy or your least favorite ramp piece. Veteran Explorer maybe? Not a lot of ways to sac that yourself and get the ramp when you need it.
7 months ago
Yeah I was considering about cutting it from the deck but I just figured that redundancy is the key when you want some more consistency with achieving no max hand size. During my playtesting, it sucked that I had to discard a lot of cards due to not being able to find a spell that removes the 7 card limit. With Thought Vessel , Spellbook , Reliquary Tower , and Crop Rotation , I have a great chance of keeping the cards I get from casting Life's Legacy , Hunter's Insight , and cards of the like. If I were to remove Spellbook, what card do you recommend I should add? I'll try to do some more playtesting with and without Spellbook. In any case, thanks a bunch for the suggestion, cows5467
8 months ago
Hey Walrighti, +1!
Congrats on your first deck! You have a lot of fun cards in here and it looks great! I imagine you want to tune and make it even more efficient so here are some ideas...
Add 3 categories: #Combo, #Lifegain, and #Evasion; and then sort your maybeboard the same way you've done your mainboard to easily rank your choices within a category (By "combo" I mean all your "if-then" cards like Trudge Garden that are slower and don't work by themselves). Remove #Creatures (most of them are #Combo).
Avoid most cards above 4 cmc... Willowdusk is fast and fragile, so play into that... Also, prioritize cards that can do 2 or more things or that give value on ETB... If you have pet cards that don't really fit and that hurt to cut, put them in a "I'll build that theme later" list.
-1 Pelakka Wurm
-1 Ezzaroot Channeler ... cut the fatties.
-1 Decree of Pain ... too slow
-1 Bow of Nylea ... meh
-1 Sangromancer ... amazing card but doesn't trigger when you need it to.
-1 Venser's Journal ... also amazing, but too conditional for this build
-1 Ranger's Path ... all your ramp should be on turn 2
-1 Temple of the False God ... this card is almost never good
+1 Devoted Druid ... this card is a beast
+1 Talisman of Resilience ... #Ramp
+1 Llanowar Elves ... #Ramp... the elves enable Willowdusk combos on turn 3.
+1 Viridian Joiner ... #Ramp... #Combo
+1 Killing Wave
+1 Massacre Girl ... #Wipe
+1 Beast Within ... #Removal
+1 Golgari Charm ... #Evasion
~1 Rancor ... Trample and haste are important... #Evasion
~1 Destined ... the choices are really good.
+1 Soul Channeling ... #Combo with Willowbark and stick to the board...
~1 Phyrexian Processor ... fun?
~1 Lurking Evil ... maybe?
~1 Solidarity of Heroes ... #Combo
~1 Ooze Flux ... tokens at instant speed?
~1 Retribution of the Ancients ... removal?
+1 Thought Gorger ... (leaves)
+1 Return of the Wildspeaker ... #Draw
+1 Triskelion ... #Combo
+1 Nighthawk Scavenger ... #Fatty
...Always play at least 10 ramp spells under 3 cmc.
...Playtest and make sure Willowbark consistently makes a fatty (with evasion) before turn 6-7.
Happy building :)