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CardName: Preserved Life Cost: 1w Type: Instant Pow/Tgh: / Rules Text: You gain 5 preserved life until end of turn. (This life can't be lost or spent. You can't lose the game from 0 or less life while you have preserved life.) You draw a card. Flavour Text: Set/Rarity: Cards With No Home Uncommon

Preserved Life
{1}{w}
 
 U 
Instant
You gain 5 preserved life until end of turn. (This life can't be lost or spent. You can't lose the game from 0 or less life while you have preserved life.)

You draw a card.
Updated on 18 Aug 2020 by amuseum

History: [-]

2020-08-17 16:10:27: amuseum created and commented on the card Preserved Life
  • You will not lose this life from damage or life loss.
  • You can't spend this life to pay for stuff.
  • This life stays preserved only for that duration, after which it becomes ordinary life.
2020-08-17 16:26:35: amuseum edited Preserved Life

So, you can't lose the game?

... until end of turn.

It's a lffavorful interpretation of the False Life spell from Dungeons and Dragons, but other than that it just seems like {1}{w}: You can't lose the game this turn (from life loss).

If there were a lot of elements that were heavily involved with preserved life, I could see this mechanic happening (e.g. things checking your false life for that turn). With that many, though, there'd probably need to be anti preserved life cards to risk them not running other strategies into the ground, which probably just makes a mess.

Outside Transfinite Magic you don't really have any chance to choose WHICH life you lose. This could be something like "Gain 5 life. UEOT you can't lose our spend life".

Or for a mechanic with a similar effect to the original you could gain a separate resource like energy that had the effect of preventing you going to 0 but didn't act like life in other ways. Or tokens. But you'd have to decide what it did do, if you can't lose it OR spend it does it matter how much you have?

ETA: I guess a different possiblity would be something like energy but that you could spend instead of life loss. So it would be inherently useful but also could be spent for special things.

AS I understand this, this is a modal spell between (a cheaper/better) Ritual of Rejuvenation and cantripping Angel's Grace without the "life can't be reduced to less than 1" clause.

I don't see a mechanical relevance to tying the "preserved" status to the life (except for life payments where this is a drawback - not though for life loss since that can reduce your "unpreserved" life to negative numbers). For simplicity it would be cleaner to have the effect applied like:

> "You gain 5 life and are preserved until end of turn. (You don't lose the game for having 0 or less life while you are preserved.)
Draw a card."

The only difference is that you can now pay 5 more life this turn.

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