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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
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Historic Brawl | Legal |
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Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
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Pauper Duel Commander | Legal |
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Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Revitalize
Instant
You gain 3 life.
Draw a card.
SteelSentry on Is the only problem with …
2 months ago
Incidental life gain is great; if life is a resource, it's giving you more resources. It depends on the format though. Standard right now is aggro heavy, so control decks can run things like Union of the Third Path because they're just buying time to turn the corner. In Commander, more life gives you the edge with effects that drain every opponent. Effects like Revitalize aren't always good, but if you're trying to run burn out of cards or in a UW/RW-based prowess deck it can help you win races against other creature decks. In all these cases, it's important to know why you're buying time and capitalizing on the time you buy with lifegain.
legendofa on Is the only problem with …
2 months ago
Life gain is a good stall tactic. The problem comes when people overemphasize the stalling, so they have life totals in the hundreds or thousands and no way to actually close out the game.
Another thing is that unless you're seeing a lot of burn or hyper-aggro decks, life gain like Revitalize just puts you back where you were. If a 2-power creature attacks you twice, and you use Revitalize, you've undone some of the damage but haven't done anything to address the cause of the damage. Pumping a Healer's Hawk also puts pressure on your opponent with a beefy flying attacker.
Incidental life gain, through lifelink or in addition to another ability, is pretty good. Soul Sisters is a well-established archetype, and cards like Felidar Sovereign exist for a reason. If a deck is built to do nothing but gain life without a clear win condition, though, it only delays a loss. Maybe something like a 300-card deck that spams Elixir of Immortality could win a few games, but that sounds like a one-trick slog for everyone that can be played around with one sideboard card.
Niko9 on Is the only problem with …
2 months ago
For a long time I had a combo lifegain deck that was kind of kitchen table soul sisters, and in that context I thought that it was a snowballey deck to play that was decent but never amazing, and I kind of figured that that's just how lifegain is in magic. But more recently I started playing more incidental lifegain, purely in 60 card, but I've had pretty interesting results.
The value of something like Revitalize can be kind of deceptive against an aggro or tempo deck. If I'm mitigating some of the early damage while also digging to a combo or a set up, that's extremely valuable. The way I see it a lot of the time is, my opponent attacked with some small creatures for a few turns and I gained the life back, so if I have a good late game plan, that lifegain buying me extra turns is kind of like having both extra ramp and extra draw.
Like, if Revitalize buys me one more turn in the game, it is kind of saying "1W- Draw 2 and add W to your mana pool" and that's an incredibly busted card.
Or something like Mire Triton that can not only delete the damage from early turn attacks but also deathtouch, that will almost always get you another turn down the road, and that's a whole new draw, land, and untap.
I don't know, and maybe it's just me, but I feel like I'm recently seeing a lot more potential in lifegain, not as an end goal, but as a value engine, or at least an engine that gets me to more value.
And I realize this doesn't work 100% of the time. If you match up against something turbo combo, or any variant of control, lifegain is going to be a bad bang for the buck.
Maybe I'm just wondering if anyone else has had this experience where at the end of the game you say, wait, did putting a pump spell on Healer's Hawk early, did that actually get my whole deck on line in the late game?
RebelGenius on Next Stop: The Exploration Station
11 months ago
PuritanPuree I know right?! This is the first deck I've been truly excited for since I started looking at Constructed again. I like both of your suggestions. I could easily fit in 1-2 Vitos, but I'm not sure what to cut for Gilded Goose. I'm thinking the Revitalizes to help make CoCo more consistent. Thoughts?
Cheers!
legendofa on AI Chaos
1 year ago
This is beautiful. It's basically a subpar Izzet spellslinger with Aetherflux Reservoir slotted in. The strategy notes are desperately trying to convince us that there's some lifegain synergy with Soul-Scar Mage and Electrostatic Field, with random mentions of Revitalize and Curiosity. Not even a Lifetap , let alone Kraken's Eye or Dragon's Claw. It's definitely an Izzet deck, but the life gain is almost an afterthought.
Thank you for doing this.
wallisface on Life gain cat deck
1 year ago
dUCKY1234 Chaplain's Blessing is waaaay worse than Revitalize. Both are bad cards, but at least Revitalize replaces itself with a new card in your hand, so its not actively hurting you. Cards that only gain life are pretty universally bad, and Chaplain's Blessing does nothing but that, making it a really bad choice.
Generally speaking, if you are wanting to run a deck around lifegain, you're wanting big payoffs for doing so, but also that all those cards that gain you life still do other things towards progressing your board state (at the very least, providing a blocker).
wallisface on Life gain cat deck
1 year ago
Some thoughts:
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I'm not sure why you've defaulted the view of this deck to be by "TCG player high price" - almost all of these cards can be acquired for well-under $1 (most under $0.50).
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One thing to note is that Mentor of the Meek won't be doing much of anything while King of the Pride, as the King will make almost all of your creatures enter with more than 2 power. I'd suggest probably ditching Mentor.
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Cards I'd suggest ditching are Pride Guardian (cards that only gain life and do nothing else are pretty universally bad), Ordeal of Heliod (its really slow and doesn't really do a lot), Cosmos Elixir (its a really bad effect for such a high mana cost), Revitalize (cards that only gain life and do nothing else are pretty universally bad), and maybe Scout's Warning (you don't really to be flashing-in any of your creatures, though I can see this is maybe just useful as a cantrip if you have nothing else to play).
lhetrick13 on Sorin - Competitive Modern Vampires
1 year ago
Fushiii - Knights, vampires, cats...you have good taste my friend and by that I mean you literally play the same tribes I gravitated to. Hence, I really like the deck list. It has a similar feel to one of the two vampire decks I worked on. However, similar to your knight deck, you mention you are interested in shaving this deck down to 60 and the first thing I noticed is that you are running only 20 lands total in a deck of 68 and of those 20, only 6 have the ability to generate [w] mana, of which you have 14 cards that require mana. I have a feeling the 20 lands with a CMC of 2.3 feels tight often in the early game in terms of consistently getting enough mana every game and then I bet you consistently feel like you need mana. Have you considered making the deck mono ?
Almost all the spells you run that require are removal spells for either creatures, artifacts, or enchantments and usually excels in removal...at a price. For example, Feed the Swarm might be an replacement for Fracture or Revoke Existence. Phyrexian Arena might be a more consistent draw engine than Revitalize at the expense of losing life instead of gaining it...you are running a lot of ways to gain life so using that as a resource is something you should not shy away from, especially considering your deck is built around removing your opponents board to pump your thirsty vampires!
A card you might consider that does work for my deck is Urge to Feed. At instant speed you can remove a creature on your opponents turn to pump your vampires, tap your vampire legions to pump them further, then swing on your turn. It is a potent card in the right circumstances.
Anyways, fun deck! Interested to see where you take it.
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