From the same source as Crack the Earth (reliable) comes this one.
Lifegift - Enchantment (R) Whenever a land comes into play, you may gain 1 life.
Okay so it's a little bland.... sue me! Actually if you think about it, it's going to gain you a lot of life in the early game. It'll also make a bad player think twice about playing out their land, which can help you out. In multiplayer, it can be really nasty if dropped second or third turn! And my final thought on this is that it has some combo potential. I'm not sure with what, though, but I can see it gaining someone infinite life somehow.
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RnD during Time Spiral:
Rosewater: "Color Pie, WTF is that, If I want Black to be able to wrath, counter and have green creatures then I will damnit!"
Random RnD guy: "RED AKORMA! FTW!"
Gleemax: "Rosewater has broken out of my mind control!"
RnD after 2008:
MaRo: Hmm how do we fix the problems of pricing with cards like Tarmogoyf and Thoughtsieze
Random RnD Guy: OO lets make a new RED RARITY SYMBOL!
MARO: OMGWTFBBQ! Thats a great idea, we'll call it Mythic Rarity!
Gleemax: NOT AGAIN! CELEB
too bad it's rare.
though it could be a lot worse.
it seems like it'd be pretty good in limited but not very good in t2.
i can think of a lot of other things i'd rather be doing with 3 mana...
What this does with the currently hard-to-do Fastbond combos is simply insane. Pay 1 life, gain 1 life means I can go off with Fastbond without worrying about life.
Hmm, seems like it should work well with soratami and green mana-speed guys like azusa, and budoka gardener. That would not really be needed to win with the deeck though, if the deck wins at all. I dont know exactly how we are supposed to use this at all, but im sure someone will post a deck with 4 of these in it in the rumored card discussion forum within minutes. I hope whoever that is reads this and realizes that the place this card takes up in ANY deck, is better taken up by some other green card.
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*rare* means i hate this what a waste of a rare slot thought it was uncommon
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Asking people to remove quotes in their signatures is tyranny! If I can't say something just because someone's feelings are hurt then no one would ever be able to say anything! Political correctness is stupid.
there might be some kind of combo with the patron that lets you play two lands extra for 1 and something that has ruturn land to your hand in it's cost.
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This card cries for Patron of the Moon. This seems ripe to either really suck or be good in a combo deck. Definitly playable in limited, but certainly not a first pick.
so you gain 1 life a turn (assuming the genju dies every turn...)?
i guess i fail to see how these are such 'good times'...
this card is only good when you're bouncing lands and playing more than one per turn. even then you're gaining a maximum of 4 or 5 life per turn (azusa + budoka gardener + regular land + sakura tribe elder) and getting out all the cards you need is a little iffy.
i think i'd rather run beaconBlaster than any build with this card in it.
Fastbond, indeed, has a new friend.
This card is pretty cool.
If you go first, you can get it out turn 2 if you play green....so that means a decent amount of life can be gained.
Doesn't mean it will be teh best though.
Looks like a 9th plant to me.
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Fastbond, Strip Mine and Crucible of Worlds will love this card! It keeps the life loss from Fastbond from killing you while you strip your opponent of all their land. The question is, though, is it worth playing in such a deck? It looks like a "win-more" card. Of course, there's probably ways to go infinite with it and Fastbond that I can't think of off the top of my head.
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er, considering you avatar, you are now a legend of Chinese literature.. which maybe even better...Go Confusius!
Wont see much play in standard it could be used in a deck with the moonfolk (return land for effect) Azusa, Lost but Seeking" target="blank">Azusa, Lost but Seeking, or it might be ok in a deck with Meloku the Clouded Mirror Even if you play it on turn 2 it is not likely to gain you more then 12 life in a game (neither you or your oppenent will play more then 8 lands) and 4 - 5 lands will already be in play.
If you are playing green it is more then likely you will have land fetch, so I'd almost alway want to run the white shrine from CHK over this because it will likely gain you more life over time and it combos with the other shrines.
If played in an R/G small (as in three/four land) deck, along with zo-zu, this is would be quite powerful. You can play land for one life, whereas your oponents pay two, and you lose one. You probably won't play more than four, and note that spells like Sakura Tribe Elder "put" lands "into play," which is different than playing them (I think), which would allow you to go by zo-zu.
Nice. I would definitely run this in my casualish beacon deck, to counteract the life-loss of Fastbond and to keep me in good health. It'd be really funny to play this + zozu the punisher and then play something that lets both people get lands (expanding fronteirs) so you net 0 lifeloss and they net 2 life lost per land they get.
Edit: And both this and zo-zu say "whenever a land comes into play" so they would work with stuff like this or explosive vegetation etc.
It's good. but why Rare?
I cant see any point on this...
May see play in construct, useless in limited imho.
Because it is extremely powerful. Think about this on turn three against a deck that is trying to get out a dragon. Not only do you basically get a free life during your turn for you land, but you get life as they build up to their dragon.
It's also incredibally powerful with zo-zu in combination land destruction, and/or land bounce.
Oh oh oh! Another idea: Patron of the Soratomi! Especially if you can find a way to get out multiples of this, Meloku/other soratomi + Patron of the Soratomi= Lots of life.
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This is not incredibly powerful. Compare this to the Honden that gains life - which is basically what this will do throughout a game. Gaining on average one life a turn is not that exciting. Even gaining two life a turn isn't the most thrilling thing around - look at sun droplet as an example. This is at best annoying, and at worst a bad bad rare that fits oddly in some weird fastbond combo deck, which isn't in any format other than vintage anyway.
Bah. Stupid rare.
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Lifegift -
Enchantment (R)
Whenever a land comes into play, you may gain 1 life.
Okay so it's a little bland.... sue me! Actually if you think about it, it's going to gain you a lot of life in the early game. It'll also make a bad player think twice about playing out their land, which can help you out. In multiplayer, it can be really nasty if dropped second or third turn! And my final thought on this is that it has some combo potential. I'm not sure with what, though, but I can see it gaining someone infinite life somehow.
Kinda cool.
.
still not worth it for 2G
Edit: oops this doesn't work too well, disregard
Rosewater: "Color Pie, WTF is that, If I want Black to be able to wrath, counter and have green creatures then I will damnit!"
Random RnD guy: "RED AKORMA! FTW!"
Gleemax: "Rosewater has broken out of my mind control!"
RnD after 2008:
MaRo: Hmm how do we fix the problems of pricing with cards like Tarmogoyf and Thoughtsieze
Random RnD Guy: OO lets make a new RED RARITY SYMBOL!
MARO: OMGWTFBBQ! Thats a great idea, we'll call it Mythic Rarity!
Gleemax: NOT AGAIN!
CELEB
though it could be a lot worse.
it seems like it'd be pretty good in limited but not very good in t2.
i can think of a lot of other things i'd rather be doing with 3 mana...
-aNia_
-sig by alex, avatar by aNia_
Hopefully i will have a swelling of pride sometime soon..........
If you dont get that, look at my username, and if you still dont get it, than your to young to have an account on here without your parents permission, YOU ARE A BAD LITTLE CHILD!!!!
Re: People misusing the term Vanilla to describe a flying, unleash (sometimes trample) critter.
GoGo T2 land deck =)
*rare* means i hate this what a waste of a rare slot thought it was uncommon
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so you gain 1 life a turn (assuming the genju dies every turn...)?
i guess i fail to see how these are such 'good times'...
this card is only good when you're bouncing lands and playing more than one per turn. even then you're gaining a maximum of 4 or 5 life per turn (azusa + budoka gardener + regular land + sakura tribe elder) and getting out all the cards you need is a little iffy.
i think i'd rather run beaconBlaster than any build with this card in it.
-aNia_
-sig by alex, avatar by aNia_
This card is pretty cool.
If you go first, you can get it out turn 2 if you play green....so that means a decent amount of life can be gained.
Doesn't mean it will be teh best though.
Looks like a 9th plant to me.
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If you are playing green it is more then likely you will have land fetch, so I'd almost alway want to run the white shrine from CHK over this because it will likely gain you more life over time and it combos with the other shrines.
Edit: And both this and zo-zu say "whenever a land comes into play" so they would work with stuff like this or explosive vegetation etc.
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I cant see any point on this...
May see play in construct,useless in limited imho.
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Because it is extremely powerful. Think about this on turn three against a deck that is trying to get out a dragon. Not only do you basically get a free life during your turn for you land, but you get life as they build up to their dragon.
It's also incredibally powerful with zo-zu in combination land destruction, and/or land bounce.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Bah. Stupid rare.